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Amiga Collections: Nordlicht Spiele
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Nordlicht Spiele 20-02 (19xx)(Nordlicht)(DE)(PD).zip
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Nordlicht Spiele 20-02 (19xx)(Nordlicht)(DE)(PD).adf
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instructions
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Text File
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1992-01-29
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7KB
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135 lines
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.