M I N D B E N D E R ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TYPED BY THE TWINS MANUAL SUPPLIED MIDNIGHT MANIAC S T O R Y. The Experiment. The glider hovered slowly down onto the landing cross. The anti-gravity convertor came to a stand still humming softly. Gregorius McDuffin casually opened the cockpit and got out. Of course, he would also have been able to fly without this wonder of modern science, but it was really just so much simpler and more convenient like this - he was after all no spring chicken - and anyway, he didn't have to concentrate so hard because the computer controlled the flight. While he was still pondering on the subject of flying, one of his numeous little servants came running across the courtyard to meet him. "Everything is ready," he said and bowed. But as McDuffin was in a foul mood anyway, these were the last words the gnome ever uttered before he was blasted to pieces by a glittering ball of concentrated energy. "You forgot the 'sir', gnome," answered McDuffin indignantly. And he marched off towards the heavy oak door which led to the cellar vaults grinning to himself. He could also have applied modern technology in this case - he did, of course, possess a blaster - but conjuring up a ball of energy out of nowhere was much more impressive. He was, after all, magician and had to stay true to his trade. Thoughtfully, he opened the door and went down the steps. He walked through a brightly lit corridor, at the end of which a heavy steel door barred his way. He quickly gave the colour code and the door swished open. At last he was in his sanctum. Gnomes were running around everywhere making the final preparations. This was where McDuffin carried out his world-shattering experiments, here in his laboratory, which was fitted out with the most up-to-date equipment. His aim was to revolutionize the long-range transmission of hermetic charges of energy. After all, 37% of the total population were reckoned to be magicians, witches, elves or fairies. And up to now they had all had to come to terms with the fact that they were only able to transmit their spells in a direct line, on the beam of light principle. The result of this was that these rays soon hit some kind of obstacle, were then extinguished and thereby wasted. But now this was all going to be changed. McDuffin's fingers ran over the keys of his terminal. His principle was based on the age-old theorem: "The angle of incidence is equal to the angle of reflection". To transmit his magic, he used numerous mirrors, by means of which the rays could be deflected as desired. Simple. After he had given his gnomes the final instructions, he sent off a spell through his transmitter, just a harmless weather spell. The beam of energy appeared on the testing area immediately and hit the first mirror. The gnome positioned at the mirror reacted instantly to McDuffin's commands and tilted the mirror to deflect the beam. He hadn't made it too easy for himself, of course. He had included some obstacles, like in real life. Reflecting and absorbing walls, for example, animals standing in the way, various other magical objects which were to be found in his castle and, of course a bubbling cauldrons, without which no spell had effect and which contained various ingredients to create a successful one. But it was either a case of sabotage or McDuffin should have kept his magic to himself, because at the third or fourth mirror the magic beam stopped working, due to the energy being deflected back into it. Even when the beam of energy penetrated the security blockade, it changed direction in the washroom mirror and headed off towards the hydrogen tanks. There it detonated and blew the whole building - laboratory, gnomes, glider, magician and all - sky high. McDuffin still thought he was revolutionizing the transmission of spells. Ah well, maybe some other time. He had a few more lives left. He owed this success to his magician's honour, didn't he? The weather spell worked really well. It poured with rain. H O W T O P L A Y. After the preview and the title, the main menu comprising of the following options, appears on the screen: 1. Name/Team 2. Level 3. Hall Of Fame 4. Level Creator 5. Info Screen 6. Start Game 7. One Player/Two Players These options can be selected by pressing the button on the mouse and are explained below: 1. Name/Team. This should be selected after the game has started in order to select a player's name if the game has already been played under a certain name. This has been saved and can be selected by pressing the button on the mouse. If this is the first time you are playing, or should you wish to play under a new name, one of the ten names shown, at the beginning all referred to as "NO NAME", can be changed by selecting "ENTER NEW NAME", selecting the name to be changed by giving the new name. The player's name is also connected with the highest skill level limit. At the beginning of the game or after changing the name, the limitis set at skill level 0. When you have achieved the pre-defined skill level successfully, the level is raised automatically and play can continue. But you don't always have to start at the lowest level. You can start at the level you last reached. You can select your skill level as follows: 2. Level. By moving between the symbols (-) and (+), you can set the desired skill level. You can set the skill level limit in advance. Independent of this skill limit, you can select levels from 50 upwards by switching back and forth between 0 and 50 with the field next to "2". This means that from level 50 on you can create your own skill levels. 3. Hall Of Fame. Shows the high score list at the level being played, which has been saved on the diskette. 4. Level Creator. By means of the level creator, levels can be designed and created according to your own ideas. All the elements involved in the game (figures, symbols, etc.), whose function is described below, can be selected (by using the mouse) and used in the play area. The left button on the mouse introduces an element, the right one clears a space. "CLEAR" clears the whole screen. "EXIT" means you are leaving the editor. In the case of "CLEAR" and "EXIT", you are asked to confirm your command as to whether the space/screen is to be cleared or not, or wherher the old level is to be replaced by a new one. In the latter case you can also set a time limit for playing at the selected skill level. 5. Info Screen. This option presents an overview of the game elements, together with a short description of each element. 6. Start Game. By selecting this option the game is started. The skill level you are playing at is shown on the main screen. The window on the right shows the control table. The main objective of the game on every level is to deflect the magician's magic beam, carrying one of McDuffin's numerous spells. The ingredients for each individual spell are to be found in the brightly coloured pulsating cauldrons, which have to be hit by the magic beam. This beam can be deflected by a series of tiltable mirrors, but can also be reflected or absorbed by various objects. When all the cauldrons have been consumed by the beam of energy, the spell is complete and a magic door opens, through which you can now guide the beam. When you have donethat you have achieved that skill level. The window on the right shows the skill level you are playing and the remaining cauldrons, your score, the magic energy supply left for the magician and the overload of the beam. The latter occurs when the magic beam is reflected into itself or onto the magician. Next to the two buttons which switch the background rhythm on and off, the game can be interrupted by selecting the "STOP" option. As you are asked to confirm this, "STOP" can be used when you want a break from play for a certain period of time. An exact description of the individual objects involved in the game follows the description of the menu options. 7. One Player/Two Players. By selecting this option you can switch from one to two players. If you have a joystick connected up to port 1, one game can be played by two players at the same time, one using the mouse, the other the joystick. That is to say, commands can be given by pressing the right or left button on the mouse, or by moving the joystick to the left or right and using the firing button. 8. Quit. This option ends the game. L E G E N D. Gnome With Tiltable Mirror: By pressing the left or right button on the mouse the gnome turns the mirror to the left or right. The beam of energy id reflected by the mirror. Fixed Polarizers: These polarizers only allow the beam to pass through in one direction. The matal polarizer reflects the beam, the wooden polarizer absorbs it. Gregorius McDuffin. The Magician: Sends out the spell in a straight line. Magic Door: Accepts the spell and ends the skill level. Only opens when all cauldrons have been consumed. Cauldrons: Contains all the ingredients for the spell and must all be removed before the magic door opens. Prism: Sends the beam off in a random direction. Metal Wall: Reflects the beam. Wooden Wall: Absorbs the beam. Ice Wall: Melts when hit by the beam, cue to absorbed energy. Amoebiod Wall: Spreads when hit, because of photosynthesis effect. Cobalt Bomb: Blows up the whole skill level. Castle: Can only be removed with the key. Reflects or absorbs the beam according to the material (metal/wood). Sensor Blocks: Are sensitive to light and jump to one side when hit. Surprise Balloon: Contains various other objects. Beamer: Beams the beam to a second beamer! Evil Gnome: Eats amoebas and cauldrons. Fuse: Fuses when hit, can be put back in by using mouse button. One And Two-way Polarizers (Tiltable): Can be turned using the mouse and allow the magic beam to pass through in one or two directions. Light Bulbs: Are switched to a different circuit when hit; must light up to the end the skill level. Fixed Mirrors: Reflect the beam of energy, but cannot be turned or tilted. Bonus ball (red/yellow/blue): Gives bonus points. Spell-Intensifier: Supplies Gregorius McDuffin with new energy. ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- -- IN NOVEMBER --