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.