PI-R SQUARED ============ Can you find your way through the cogs of a mind's machinery. In this game you really must pull yourself together!! In this multi-level arcade game you must search for the formulae, but avoid the stray thoughts that will lower your I.Q. It calls for some quick thinking. It's Fast!! It's Maddening!!! It's Addictive!!!! THE STORY "Sorry, did you say something?" Distraction; this is not often heard from the lips of Professor Brian Storm V.I.P. (very intelligent person), but he said it just before his big debut on the television doing an open Polytechnic course on geometric solids. You are Professor Storm about to embark on the proudest day of your life. You are at the TV studios feeling OK; not even hot in that thick corduroy jacket beneath the glaring studio lights. A quiet confidence slips over you as the programme credits run up. But then... oh no! It's happening again, you're distracted, suddenly you can hardly remember your own name let alone the basic rules of geometry. Looks like first night nerves. Panic sets in; what are you going to do?!! Frantically you try to pull yourself together, but the cogs and wheels of your mind just aren't in gear. You need to get inside that head of yours and see what's going on... get that brain into gear. Time seems to stop (luckily) and lets you go hunting for all the formulae you have forgetten. Rattle round inside your head and locate the bits of formulae, but beware stray thoughts and other distractions that will try and put you off. Keep that I.Q. up... THE GAME nr2 is a multi-level arcade game. Each level is a series of wheels around which the character travels in order to collect a number of objects whilst avoiding chasers which will slowly destroy his I.Q. (life). The object of the game is to collect geometric formulae for Storm to remember. The formulae are broken down into simple components (nr2 into 3) which must be collected in the correct order. If they are collected in the wrong order the level is restarted. Before a level begins the required formula is displayed for a short time. The circles contain rotating spokes and held in the centre of the spokes are memory bubbles. These may be empty or it may contain one of a number of objects including parts of the forgotten formulae. MOVEMENT Professor Storm's movement around the circle's rim is controlled by three keys. Two of the keys allowing him to move clockwise or anti-clockwise and the third will take him from one rim to another where the circles touch. His speed varies depending on whether he is travelling in the same direction as the spokes revolution (faster) or against it (slower). If no movement key is pressed Storm moves around the rim at the speed on the spokes rotation. His stray thoughts move in a similar manner. STRAYTHOUGHTS There are several types of stray thoughts. The first type move in a random pattern aimlessly switching from circle to circle. The second type (set in their ways) always follow the same pattern of movement. The third and deadliest form attempt to home in on Storm. When a stray thought touches Storm it is temporarily paralysed, it has no speed of its own and cannot transfer to another circle, however it does still move with the rotation of the spoke. COLLECTING OBJECTS When Storm makes a continuous revolution of a circle and it contains a bubble, the bubbles burst. The object vanishes along with the bubble and takes immediate effect, e.g. appearing on the control panel if it is part of the formula. Contained in the centre of the spokes are the following objects: 1. A letter, symbol or number which is part of the formula for that level. 2. Nothing. 3. A calculator which increases the speed of Storm's movement. 4. A book which increases I.Q. 5. A hammer which allows him to chase and stun stray thoughts. 6. A trashcan. This places the last letter of the collected sections of the formula in the centre of the bubble. It may then be picked up at the wrong time. The following bubbles will burst the instant that Storm enters the circle. 1. Fond memories (e.g. ice cream cone) paralyse Storm so that he may not move and is carried around the circle for a certain length of time, these would activate the instant that he joins the circle. 2. Abstract memories (e.g. a molecule) which reduce I.Q. by a small amount. INTELUGENCE QUOTIENT Storm's status in the game is reflected in his I.Q., this is initially high but if stray thoughts touch him, thereby distracting him, he becomes more confused and his I.Q. drops. Some objects may help him regain his I.Q. as will completion of a level. If his I.Q. ever drops to zero then Storm has become a moron and the game is over. CONTROLS SPECTRUM: REDEFINABLE KEYS COMMODORE: P = CLOCKWISE O = ANTI-CLOCKWISE SPACE BAR TO CHANGE CIRCLES LOADING INSTRUCTIONS SPECTRUM: LOAD"" COMMODORE: SHIF RUN STOP COMMODORE DISC: LOAD "*",8,1 Mind Games, Victory House, Leicester Place, London, WC2H7NB.