LAZER WHEEL
(Mastertronic Added Dimension)

Program by Shaun Southern
Joystick or Keyboard


THE GAME

The object of the game is to prevent the invading aliens from closing
the eight-sectored hyperspace causeway. The game screen consists of a
circular central play area surrounded by seven read-outs.
Score and High Score are self-explanatory.
Lev - this indicates the level of play reached.
Hits - the value of stored hit points - see Hit Points.
Time - the total time until completion of the level.
Damage - indicates the amount of damage sustained on the current sector.
When the damage reaches 100% the sector closes.

LASER SCAN
This is divided into eight sections. Each section corresponds to a
sector. Next to each sector is a coloured bar. The colour of the bar
indicates the time remaining before the bomb/bombs in that sector
detonate, resulting in damage sustained to that sector. The colours of
the bar range from black, for a sector clear of bombs, red for a bomb
just arrived, through blue, pink and white, which indicates imminent
detonation of a bomb. In the case of two or more bombs of different
times in the same segment, the colour will indicate the time remaining
on the fuse of the first bomb to arrive. The bar length shows the
amount of damage sustained by that sector. On reaching 100% damage the
bar disappears, indicating the loss of that sector. A white arrow 
points to the sector that you are on. A black arrow points to the
sector for warping to. Flashing sector numbers indicate that hit points
are stored on that sector - see Hit Points.

BADDIES
The aliens come in various shapes, each with a specific purpose.

[See LAZERWHL.GIF for symbols and descriptions.]

Playing Instructions
The player controls a triangular laser-armed spacecraft. The object of
the game is to use the spacecraft to prevent the invading aliens from
closing the eight-sectored hyperspace causeway. To do this you have to
prevent the damage on at least one sector from reaching 100%. To gain
a high score it is preferable to keep all eight sectors open and so
gaining bonus points. To do this you must prevent the enemy bombs from
detonating by shooting them. To defend different levels, move the joy-
stick forwards or backwards to move the black arrow to point to the
sector that you wish to jump to, then hold down the fire button. The
level finishes when the timer reaches zero. The game ends when the
sector you are on suffers 100% damage. This can also happen if the level
you are jumping to closes over whilst you are in hyperspace.

HIT POINTS
When you shoot the crossing blue and yellow blocks you will be awarded
a varying amount of hit points. Hit points are stored on the level that
the jump point is set to, provided that this is different to the level
you are currently on. If the jump pointer is set to your current level
you will lose the points. A sector with hit points stored on it is shown
by the sector number on the laser scan flashing. The idea is to move
from screen to screen accumulating hit points. If you accumulate over
100 hit points, the level timer rapidly decreases thus ending the level.
A bonus is awarded for any hit points remaining at the end of the level.
Staying on or jumping back to a sector with hit points stored on it will
cause the hit points to be added to the score. Stored hit points count
down slowly, so you must be fast to get them over 100.

Loading Instructions
Type LOAD"" and press ENTER.

Controls
To turn clockwise (left) - Z or C or B or M or .
To turn anti-clockwise (right) - X or V or N or ,
To move pointer down - A,S,D,F,G,H,J,K or L
To move pointer up - Q,W,E,R,T,Y,U,I,O or P
To fire or jump - any number 1-0
For instructions press I while on the first screen.
Select Joystick or Keyboard options from the menu.


(c) Mastertronic Limited 1987
