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Wizard of Wor.TXT
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Text File
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2001-11-05
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6KB
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151 lines
WIZARD OF WOR
BY CBS ELECTRONICS
Welcome to the mystical kingdom of Wor! You have been placed in
command of an elite squadron of Worriors assigned to the task of
outwitting the sinister Wizard of Wor! As you descend further and
further into his diabolical dungeons, you will encounter deadly
Worlings and maybe even the Wizard himself! Your only weapons are
your trusty laser, your radar sanner and your agility and cunning.
You will need them all as you attempt to beat the Wizard on his own
turf and earn the title of Worlord Supreme! Prepare now, and let the
battle begin!
OBJECT OF THE GAME
The object of WIZARD OF WOR is to accumulate points by destroying the
Worlings you encounter as you pass through numerous dungeon mazes.
Bonus points are allotted for successfully battling the Worluck and
the Wizard himself. In the two-player version you can work with or
compete against another Worrior commander.
WORRIORS & LASER BLASTERS
You begin each game with a squadron of three Worriors but can opt to
start with five or seven by pressing the keypad square marked
Worriors. Only one worrior may enter and move about a dungeon at a
time. Push up on the joystick and a Worrior will enter the dungeon
from the vestibule below.
Use the joystick to maneuver the Worrior through the dungeon maze. To
fire the laser, press one of the two bottom trigger buttons on the
sides of your
controller. A laser will fire only in the direction that your Worrior
is facing. You have an unlimited supply of ammunition. However, after
a Worrior fires a shot, he cannot reshoot until that bullet makes
contact with either a Worling of a wall.
You will be awarded one extra Worrior should you be expert enough to
reach the fourth dungeon, called the Arena. You will be awarded
another one the first time you make it to the Pit. (Dungeon 13)
DUNGEONS & WORLINGS
Each dungeon is filled with different kinds of Worlings, those whose
one purpose in this life is to destroy your Worrior. They will try to
shoot him down or devour him. As each dungeon is cleared, a new, more
complex dungeon takes its place, filled with faster, nastier and
craftier Worlings. The species of Worlings are:
BURWORS
Six of these blue meanies appear at the beginning of each dungeon.
GARWORS
These yellow beasties are invisible, but will materialize for a few
seconds from time to time.
THORWORS
These red devils are particularly nasty. They're not only invisible
most of the time, but they're extra fast & tricky.
WORLUK
Starting iin the second dungeon, Worluk - The Wizard's winged beast
- appears after the last Worling is shot. Worluk will try to devour
you before he escapes from the dungeon. Shooting Worluk doubles the
point values for all Worlings shot in the next dungeon.
THE WIZARD OF WOR
After Worluk escapes or is shot, the Wizard himself may engage you in
battle. This is a fight to the finish, with the Wizard teleporting
from one position to another, hurling lightning bolts in your
direction. Hitting the Wizard also doubles the point values for all
Worlings shot in the next dungeon. If you're sharp enough to beat the
Wizard, consider yourself a Dungeon Master!
SPECIAL DUNGEONS
The Arena - The fourth, most difficult of the basic dungeons with an
open area in the midle of the maze. Worlord Dungeons - Dungeon 8 and
up are still more challenging mazes in which your Worrior, now called
a Worlord, is more likely to encounter the angered Wizard.
The Pit - The thirteenth dungeon, and the most awesome. It is an
entirely open field of battle with no place to hide. If you're able
to clear this one without losing a Worrior, you earn the title of
Worlord Supreme! Every sixth dungeon from this one on will take the
form of the pit.
SPECIAL FEATURES
Radar Scanner - The Radar Scanner located below each dungeon depicts
the location and movement of all beings in that dungeon except for
your Worrior. This holds true for both visible and invisible
Worlings, as well as Worluk and the Wizard. The Radar scanner is
invaluable in keeping track of fast moving Worlings.
Escape Doors - Escape doors are located on opposite sides of each
dungeon. Simply stepping into one when an arrow appears in it will
automatically beam your Worrior to the other side. The doors open and
close at random intervals. Be careful, though. Worlings have a habit
of using them too, especially when they're invisble.
Worrior Countdown - Pick a safe moment and put your Worrior into play
as soon as possible. Otherwise, after 10 seconds, as indicated by the
Worrior Countdown, he'll be ejected into the dungeon which may leave
him in a bad position.
END OF GAME
The game ends when your last Worrior succumbs to the
supreme power of the Wizard's forces and is destroyed.
TWO-PLAYER VERSION
Two players may travel through each dungeon at the same time. Both
controllers are used in this version. The right one controls the
Yellow Worriors and the left on controls the Blue Worriors. Players
may work together to destroy Worlings or they may fight against each
other. Each Worrior destroyed by an opposing Worrior is worth 1,000
points to the survivor.
POINT VALUES
BURWORS 100 points
GARWORS 200 points
THORWORS 500 points
WORLUK 1000 points plus double score next dungeon
WIZARD OF WOR 2500 points plus double score in next dungeon
WORRIORS 1000 points (Two-player version)
STRATEGY HINTS
1- In the early dungeons, Worlings will remain slow for a longer
period of time than in later dungeons. Therefore, it is to your
advantage to get your Worrior into the dungeons as fast as possible
and blast away Worling after Worling before they speed up.
2- Learn to use your radar scanner and rely on it to locate invisible
Worlings and track their movements.
3- Don't shoot without having a plan to hit something. Otherwise,
you may not be able to shoot when you have to.
END