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- QUADRIX
-
- Getting Started.
- Place Quadrix disk in drive df0: and reboot. Game will
- automatically load and run.
-
-
- Warning: Quadrix is PAL only.
-
-
- Basic Gameplay.
- To complete each level a set variety of tasks must be
- completed within a specified time limit. A the start of each level details
- of what tasks are to be attempted are given. Read These Carefully!! The
- game itself is played on a square playfield with a variety of coloured
- blocks entering sequentially from each of the four directions. Similar
- coloured blocks can be stacked in various patterns to complete each level's
- various tasks. In addition there are a variety of Special blocks that have
- peculiar and useful properties. Understanding these special blocks and the
- effect they have is essential to completing most levels of Quadrix.
-
- Controls.
- Virtually all control is through the joystick. Use the
- firebutton to make selections, exit screens etc. Passwords and highscores
- are entered with the joystick also.
- The central playfield of Quadrix can be scrolled in all directions using
- the joystick. There is no limit to scrolling in any direction as the
- playfield 'wraps around', blocks leaving from one side appear on the
- opposite edge.
- The firebutton is used to 'speed up' the entry of external or 'moving'
- blocks into the playfield. Most levels will require frequent use of the
- firebutton to complete the required tasks in the set time.
- In addtion the left mouse button activates a "Time Out" and the right
- button quits to the Game Over sequence.
-
- Helpful Stuff.
- A detailed list of all the blocks and their properties
- is given later. To help identify the blocks, the third loading screen shows
- each block in turn and gives it's name. Please study these carefully as
- full awareness of the properties of each block is critical to success in
- Quadrix. As a further aid, the password "HELPZ" can be entered on the
- password screen to bring up a short demo sequence. This shows the various
- patterns, their value and the symbol they are represented by. Press fire
- to move through the screens.
-
- Some Basic Principles.
-
- 1. When two blocks of the same type collide they destroy each
- other.
- 2. Blocks wait a short time before moving in of their own accord.
- 3. Some levels have restricted movement,either left/right only
- or up/down only. The information window for each level will
- have a footnote listing any restrictions.
- 4. Some levels are PUSH levels. In these a special incoming
- block appears which has the power to move any block it makes
- contact with. Please note that the incoming block will not
- start to move of its own account, but must be "fired" in with
- the joystick button.
- 5. All patterns excepting Horizontals and Verticals must be
- brought to a central position before they are activated.
- 6. A pattern can be formed from ANY block.
- 7. The speed at which the timer runs down depends on the colour
- with which it is filled.
-
- The Blocks.
-
- 1. The SUN One of the principle blocks. Can be transformed into
- Death.
-
- 2. TIME Another principle block. Is transformable into Birth.
-
- 3. The EARTH The third principle block. Transforms into The Heavens.
- 4. The HEAVENS The fourth principle block and the first with Special
- properties. When struck by a moving block Heaven expands
- at right angles to the direction of impact, filling
- every available space with a copy of the impacting block.
- Can be transformed into The Earth.
- 5. BIRTH The fifth principle block. When struck by a moving block
- Birth will fill each adjacent empty space with a replica
- of the impacting block. Can be transformed into Time.
- 6. DEATH The last of the principle blocks. When struck by a
- moving block Death is destroyed along with all adjacent
- blocks. May be transformed into The Sun.
- 7. TRANSFORMATION The block of transmutation. When struck by a moving block
- ALL blocks of a similar kind on the screen will be
- transformed into their alter ego....for example, if
- The Sun strikes Transformation, all blocks of the Sun
- type currently on screen will switch to Death!! In
- addition to appearing on the playfield at the beginning
- of a level, Transformation can also be created by
- completing any of the major patterns...that is a
- Diamond, a Cross, a Ring or a Grand Diagonal. As these
- patterns disappear, Transformation is created in the
- central square of the playfield.
- 8. The IMMOVABLE Cannot be pushed.
- 9. The VOID. The first of two "occassionally active" blocks. This
- block remains inert till centered within the playfield.
- When activated by crossing the central square it destroys
- every adjacent block. A small blue marker appears over
- the central square when this block is present.
- 10. CONVERSION Second of the two "occassionally active" blocks. Inert
- till centered, when active it infects every adjacent
- occupied block with a copy of itself. A small blue
- marker appears to highlight the central square.
-
-
- PASSWORD.
- A new password is given after each tenth level.
- SCORING.
- Apart from the points for each pattern completed a time bonus is
- given for any remaining time at the end of each level.
-
- BONUS GAME.....
- After completeing each tenth level a bonus level appears in
- which extra lives can be won. This is a simple puzzle game of the
- falling block type in which random blocks appear at the top left of
- the screen and gradually descend in a zig-zag pattern. Pressing the
- firebutton causes the foremost or "leadblock" to rapidly fall into
- place below. If three blocks form a horizontal vertical or diagonal
- pattern, that group disappear and any blocks above drop down to fill
- the gap. The game ends when the play area is full and no more blocks
- can enter. Scoring is as follows..
- Vertical 50 Points
- Horizontal 150 Points
- Diagonal 300 Points
- For multiple drops, that is where one drop sets off another, the
- scoreing becomes proportionally greater for each successive drop.
-
- For each score of 10000 points an extra life is awarded. A maximum of
- nine lives may be held at any one time.
- When the bonus game first starts the play area is randomly half-filled
- with blocks, any patterns created will disappear and be credited to the
- score.
-
-