ÈIP ÈOP ÁN ELECTRIFYING ARCADE-TYPE GAME ÂY ÔONY ÂRANTNER Ã-64; JOYSTICK ÌIFE'S NOT EASY FOR ÈOPPIN' ÃLYDE. ÈE USED TO ENJOY BOUNCING AROUND AN ELECTRONIC GRID, LIGHTING THE TILES AS HE WENT, BUT A SHORT CIRCUIT HAS TURNED THIS ONCE HARMLESS GAME INTO A REAL SHOCKER! ËEEP ÃLYDE OFF THE FLASHING HOT TILES OR, ÚÁÐ, HE'S TOAST! ÌOAD THE PROGRAM USING ÍENU 64. ÃLYDE STARTS EACH GAME AT A RANDOM SPOT ON THE GRID. ÍOVE THE JOYSTICK IN THE FOUR CARDINAL DIRECTIONS TO MAKE HIM JUMP FROM TILE TO TILE. ×HEN HE LANDS ON A DARK TILE, IT LIGHTS UP AND YOU EARN TEN POINTS MULTIPLIED BY THE PRESENT GAME LEVEL. (ÂACKTRACKING OVER A TILE TURNS IT OFF AGAIN, AND YOUR SCORE SAGS BY THE SAME AMOUNT.) ÙOU ADVANCE TO THE NEXT LEVEL BY LIGHTING ALL OF THE TILES. ÔHE DEADLY CURRENT PULSES BACK AND FORTH ALONG EACH ROW OF THE GRID, PAUSING BRIEFLY AT THE END BEFORE MOVING BACK AGAIN. ÃLYDE CAN AVOID THE ELECTRIC TILES BY JUMPING EITHER AWAY FROM OR OVER THEM. ÊUMPING OVER TAKES PRECISE TIMING. ÈE STARTS A GAME WITH THREE LIVES, AND THE TIMER COUNTS DOWN FROM 100. ×ITH EACH SUCCEEDING LEVEL, HE GETS AN EXTRA LIFE AND THE TIMER LOSES TWO SECONDS. ÃLYDE LOSES A LIFE EACH TIME HE GETS ZAPPED OR THE TIMER RUNS OUT. àÐRESS THE SHIFT-LOCK KEY TO PAUSE THE ACTION AND THE RUN-STOP KEY TO RESUME IT. ÔHE COLORFUL SCREEN ALWAYS SHOWS ÃLYDE'S CURRENT LIFE, THE TIMER, YOUR CURRENT SCORE AND YOUR HIGH SCORE FOR THE SESSION.