Play Meter

Issue: 1981 June 15 - Vol 7 Num 11

Open the locks to earn
bonus points:
• by unlocking all the
locks In any
sequence,
Guide the tank through
the changing maze and
transport the treasure
keys to their color-
matched locks. Every
round presents the
player with a new
environment.
• and bonus points are
calculated based on
how much fuel
remains after all locks
are opened-the less
fuel used, the more
points scored.
Score points to earn
more fuel by blasting
enemy aggressors and
ul"\\ocl(.il"\g the locks.
• double bonus points
are earned by
unlocking the locks in
1, 2, 3, 4 sequence,
Yellow enemy
aggressors move along
the walls. Green
aggressors travel at
random. Red enemies
bounce and ricochet
off walls. All travel
faster and shoot more
frequently with each
round, and they als
become worth more
points.
Seven realistic sound
effects:
• the continuous Pulsar
heartbeat,
• the electric sizzle of
force-field walls
• the clanging of
shifting walls,
• the blasting sound of
the player's fire.
• the piercing shots of
the aggressors,
• the sound that signals
the shift to a new
maze,
• the exciting clamor of
bonus points.
the constantly
changing "force field"
walls. The player is
destroyed if caught in
one.
@
Gremlin Industries, Inc . 8401 Aero Drive, San Diego, California 92123, TLX: 910-355-1621
Sega Enterprises, Ltd., P.O. Box 63, Tokyo Airport Post Office, Tokyo 149, Japan
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imitetri 1-=;:
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1981 Gremlin Industries, Inc.

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