CYTRON DOCS ----------- CYTRON THE GAME. ---------------- YOU MUST GUIDE A CYTRON ROBOT THROUGH AN EXTENSIVE UNDER-GROUND RESEARCH BUNKER IN WHICH THE RESIDENT ROBOTS HAVE RUN AMOK. THEY HAVE RELEASED MANY OF THE EXPERIMENTS AND ARE ATTACKING THE SCIENTISTS. CYTRON MUST RESCUE AS MANY HUMANS AS POSSIBLE FROM EACH LEVEL. PROGRESS TO THE NEXT LEVEL WILL ONLY BE PERMITTED IF SUFFICIENT SCIENTISTS HAVE BEEN RESCUED. CYTRON THE ROBOT ---------------- CYTRON IS COMPRISED OF 2 ROBOTS COMBINED (CYT AND RON) WHICH MAY BE CONTROLLED EITHER IN THE STATE OF A SINGLE LARGE ROBOT OR AS 2 INDEPENDANT SMALLER BOTS. SOME WEAPONS ARE ONLY AVAILABLE TO A SPECIFIC ROBOT OR COMBINATION OF ROBOTS. ONLY SMALLER ROBOTS (CYT AND RON) MAY ACCESS NARROW CORRIDORS. WHEN CONTROLLING ONE OF THE SMALLER ROBOTS THE OTHER ROBOT WILL COCOON ITSELF. WHILE IN THIS STATE MOST ALIENS WILL BOUNCE OFF IT AND IT WILL ONLY TAKE A SMALL AMOUNT OF DAMAGE. OTHER ALIENS ARE MORE PERSISTENT AND WILL EVENTUALLY DESTROY IT. THEREFORE THE COCOONED ROBOT SHOULD BE POSITIONED IN A RELATIVELY SAFE PLACE AND YOU SHOULD KEEP AN EYE ON ITS ENERGY LEVEL. EACH ROBOT HAS A 100 UNITS OF ENERGY WHICH IS DRAINED ON CONTACT WITH ENEMY ROBOTS.FORCE FEILDS ECT..WHEN COMBINED, BOTH ROBOTS TAKE EQUAL DAMAGE. BOTH FEATURE A RESERVE ENERGY PACK WHICH HOLDS SURPLUS ENERGY. IN THE EVENT THAT BOTH ROBOTS ARE DESTROYED THEY WILL BE RE-GENERATED USING ENERGY FROM THE PACK. THE ROBOTS INTERACT WITH THE CURRENT LEVEL VIA SWITCHES AND PRESSURE PADS WHICH MUST BE SHOT AT OR DRIVEN OVER TO BE ACTIVATED. TERMINALS ARE ALSO AVAILABLE WHICH ALLOW YOU TO RE-CONFIGURE CYTRONS WEAPONS AND RE-DISTRIBUTE ENERGY, EXAMINE MINIATURE MAPS AND ACCESS VARIOUS SECURITY FEATURES. SCATTERED AROUND EACH LEVEL ARE VARIOUS USEFUL TOKENS WHICH, WHEN COLLECTED MAY HELP CYTRON COMPLETE ITS MISSION. AS SOON AS ONE OF THE INTELLIGENT ENEMIES SPOT CYTRON THEY INITIATE A DETONATION SEQUENCE FOR THE CURRENT LEVEL. FROM THIS MOMENT ON CYTRON HAS A LIMITED AMOUNT OF TIME TO RESCUE THE SCIENTISTS AND ESCAPE TO THE NEXT LEVEL. NOTE: THE DETONATION TIMER WILL BE FROZEN WHILE CYTRON IS LOGGED ON TO A TERMINAL. ALSO, FROM A SUFFICENTLY HIGH STATUS TERMINAL. THE DETONATION SEQUENCE MAY BE RE-SET. ENEMIES ------- CYTRON HAS THE FOLLOWING HOSTILE ROBOTS AND CREATURES. STORMERS.....STANDARD PATROL ROBOTS WHICH REMAIN STATIONARY UNTIL THEY DETECT CYTRON. AT WHICH POINT THEY MAY ATTACK. BOUNCER......A NON-INTELLIGENT ALIEN WHICH BOUNCES AROUND THE LEVEL ASSASSIN.....FOUND GUARDING SCIENTISTS. WHEN THEY DETECT CYTRON THEY HEAD STRAIGHT TOWARDS THEIR HOSTAGE AND ATTEMPT TO KILL HIM. CYTRON MUST EITHER GET TO THE SCIENTIST FIRST OR KILL THE ASSASSIN. IF THE HOSTAGE IS KILLED OR RESCUED THE ASSASSIN TURNS HIS ATTENTION ON CYTRON. EXOSKELETON..MINDLESS ROBOTS THAT WANDER AROUND AT RANDOM. WHEN THEIR SENSORS DETECT THE BODY HEAT OF A NEARBY SCIENTIST THEY HEAD STRAIGHT TOWARDS HIM. IF THEY MANAGE TO CAPTURE A SCIENTIST THEY COMFORM WITH HIM TO BECOME A CYBORG. CYBORG.......THESE ARE INDESTRUCTIBLE CREATURES MADE WHEN AN EXOSKELETON CAPTURES A SCIENTIST. THEY HEAD STRAIGHT TOWARDS CYTRON AND ATTACK. ALIEN GENERATOR.STATIONERY MANUFACTURING MACHINES. WHEN THEY DETECT CYTRON THEY BEGIN BUILDING EXTRA ROBOTS (EITHER STORMERS OR BOUNCERS) WHEN DAMAGED THEY DECREASE THE RATE AT WHICH THEY GENERATE NEW ROBOTS. IT IS POSSIBLE TO TURN SOME OF THEM OFF USING SPECIAL SWITCHES. TANKS........TOUGH ROBOTS THAT FIRE A CONSTANT STREAM OF DEADLY MISSILES AT CYTRON. WALLWALKER...DUMB MAINTENANCE ROBOTS THAT PATROL THE WALLS OF THE COMPLEX. BLOBS........REGENERATE THEMSELVES TO EVENTUALLY FILL THE ENTIRE LEVEL. IF CYTRON DRIVES OVER THEM THEIR SLIME SLOWS THE ROBOT DOWN. PLUTOMIUM POD.ONLY PRESENT ON REACTOR LEVELS. THEY DONT MOVE BUT IF CYTRON GETS TO CLOSE IT OVERHEATS AND DAMAGES ITSELF. WHEN SHOT AT THEY ARE MERELY PUSHED AWAY. IF 2 OR MORE PODS ARE PUSHED CLOSE TOGETHER THEY BOTH EXPLODE TAKING OUT EVERYTHING WITHIN A CERTAIN RANGE(INCLUDING SCIENTISTS AND OTHER ROBOTS) IF THERE ARE ANY OTHER PODS IN BLAST RANGE THEN THEY WILL ALSO EXPLODE.POSSIBLY SETTING OFF A CHAIN REACTION. CARE MUST ALSO BE TAKEN NOT TO PUSH TEHM TOO CLOSE TO SCIENTISTS. OR THEY WILL BE KILLED. HOLOGRAMS....WHILE ONLY PRESENT ON HOLODECK LEVELS, THEY ARE NOT RESTRICTED BY WALLS. FORCE FIELDS ECT...AND CYTRONS WEAPONS GO STRAIGHT THROUGH THEM,HOWEVER, THEY CAN DAMAGE CYTRON. THE ONLY WAY TO DESTROY THEM IS TO DESTROY THE PROJECTOR THATS GENERATING THEM. TOKENS ------ WEAPON TOKENS - OCTABGAL TOKENS THAT ADD HALF THE MAXIMUM AMMO FOR A PARTICULAR WEAPON TO CYTRONS ARSENAL. THE WEAPON WILL NOT BECOME ACTIVE IMMEDIATELY. CYTRON MUST LOG ONTO A TERMINAL AND SELECT THE APPROPRIATE WEAPON. SEE TERMINALS SECTION. SECURITY PASS TOKEN - SQAURE TOKENS MARKED WITH EITHER A +1 +2 OR +3. WHEN COLLECTED THEY BOOST THE SECURITY CLEARENCE OF CYTRON FOR WHEN IT LOGS ONTO A TERMINAL AND ALLOW IT ACCESS SECURITY FUNCTIONS THAT WERE NOT AVAILABLE PREVIOUSLY. THE TOKEN REMAINS ACTIVE UNTIL THE END OF THE LEVEL OR UNTIL CYTRON MALFUNCTIONS. IF CYTRON COLLECTS A SECOND SECURITY THE TOKEN WITH THE HIGHEST VALUE TAKES EFFECT. IE THE BONUSES ARE NOT ADDED TOGETHER. ALL OTHER TOEKNS ARE CIRCULAR. ENERGY TOKENS - ADD 50 UNITS OF ENERGY TO THE ROBOT THAT COLLECTS THEM (CYT OR RON) IF CYTRON PICKS UP A TOKEN. THE 50 UNITS OF ENERGY ARE ADDED TO BOTH CYT AND RONS ENERGY LEVEL. ANY SURPLUS ENERGY IS TRANSFERRED TO THE RESERVE BATTERY. INVISIBILITY TOKENS - CLOAKS THE ROBOT THAT COLLECTS IT. MAKING IT DIFFICULT FOR ENEMIES TO DETECT. HOWEVER IT DOES NOT GRANT INVULNERABILITY AND CYTRON STILL TAKES DAMAGE IF HIT. FREEZE TOKEN - TEMPORARILY FREEZES ALL ENEMIES AND SCIENTISTS IN THE CURRENT ZONE. NOTE:CYTRON STILL TAKES DAMAGE IF HE COLLIDES WITH A FROZEN ENEMY. CONFUSION TOKEN - TEMPORARILY CAUSES ALL ENEMIES TO MOVE IN THE OPPOSITE DIRECTION TO NORMAL. BEACON TOKEN - ACTIVATES SUBSONIC BEACON WHICH CAUSES ALL SCIENTISTS (CONSCIOUS OR UNCONSCIOUS) TO MOVE TOWARDS CYTRON. IF THERE IS ANYTHING DANGEROUS IN THEIR PATH (SUCH AS A FORCE FIELD OR ENEMY) THEY MAY BE KILLED. IT REMAINS ACTIVE UNTIL THE END OF THE LEVEL OR UNTIL CYTRON MALFUNCTIONS. UV TOKEN - MAKES HIDDEN WRITING ON THE WALL VISIBLE. THIS MAY PROVIDE CLUES TO THE FUNCTION OF THE SWITCHES OR PRESSURE PADS. THE TOKEN REMAINS ACTIVE UNTIL CYTRON MALFUNCTIONS. NOTE: IF A TOKEN IS COLLECTED BY CYTRON THEN BOTH CYT AND RON WILL BE AFFECTED BY THE TOKEN WHEN THEY SPLIT UP. IF A TOKEN IS COLLECTED BY CYT OR RON THEN THE OTHER ROBOT WILL NOT BE AFFECTED BY THE TOKEN.HOWEVER, IF THEY JOIN TOGETHER AGAIN THEN CYTRON WILL BE AFFECTED BY THE TOKEN. AT ANY TIME YOU CAN FIND OUT WHICH TOKENS ARE ACTIVE BY LOGGING ONTO A TERMINAL AND SELECTING THE `PLAYER` OPTION FROM THE `STATUS MENU` TERMINALS --------- SITUATED IN EVERY LEVEL ARE VARIOUS COMPUTER TERMINALS. YOU LOG ONTO THEM BY PARKING CYTRON OVER THEM AND PRESSING THE `SOACE BAR`. EACH TERMINAL HAS A FIXED SECURITY LEVEL THAT DETERMINES WHICH OPTIONS ARE AVAILABLE FROM THE `SECURITY` MENU. IF YOU HAVE COLLECTED A SECURITY PASS THEN THIS IS ADDED TO THE SECURITY LEVEL OF THE TERMINAL AND WILL BE USED TO DETERMINE WHAT OPTIONS ARE AVAILABLE TO CYTRON. YOU MAY MANOEUVRE AROUND SCREEN TERMINALS BY EITHER CLICKING ON ONE OF THE BORDER SCREENS. WHICH SELECTS THAT OPTION, OR BY CLICKING ON THE CENTRAL SCREEN WHICH TAKES YOU TO THE NEXT HIGHER SCREEN OR LOGS YOU TO THE INITIAL LEVEL. IF THE SPACE BAR IS PRESSED WHILE YOU ARE LOGGED ON, AS EITHER CYT OR RON THEN CONTROL WILL SWAP TO THE OTHER ROBOT, THE CURRENT ROBOT REMAINS LOGGED ONTO THE TERMINAL. THIS ALLOWS BOTH ROBOTS TO LOG ONTO DIFFERENT TERMINALS. IF BOTH ROBOTS ARE LOGGED ON THEN IT IS POSSIBLE TO TRANSFER ENERGY BETWEEN CYT AND RON. YOU MAY LOG ONTO EACH TERMINAL FOR A LIMITED PERIOD OF TIME ONLY.INDICATED BY A VERTICAL BAR TO THE RIGHT OF THE CENTRAL SCREEN. IF TIME RUNS OUT YOU ARE LOGGED OFF AND HAVE TO FIND A DIFFERENT TERMINAL THROUGH WHICH TO PERFORM FURTHER FUNCTIONS. OPTIONS AVAILABLE FROM TERMINALS -------------------------------- WEAPON MENU - USED TO SELECT WITH WITH WEAPON TO ARM CYT.RON OR CYTRON. SEE WEAPONS FOR MORE DETAILS. STATUS MENU - FEATURES THE FOLLOWING OPTIONS DISPLAYS YOUR STATS,GIVING DETAILS OF WHICH TOKENS ARE ACTIVE. CALLS UP A LEVEL INFO SCREEN DISPLAYS WHICH ZONE OF THE LEVEL YOU ARE ON DISPLAYS YOUR CURRENT SCORE DISPLAYS THE ENERGY LEVELS OF BOTH THE ROBOTS AND THE RESEVE BATTERY DISPLAYS THE CURRENT CYT WEAPON. THE CURRENT RON WEAPON AND THE CURRENT CYTRON WEAPON. ENERGY MENU - ENEABLES YOU TO CHECK AND RE-DISTRIBUTE THE ENERGY LEVELS OF CYT AND RON. TO TRANSFER ENERGY BETWEEN CYT AND RON YOU MUST EITHER BE LOGGED ON AS CYTRON OR BOTH CYT AND RON (ON DIFFERENT TERMINALS). SECURITY MENU - OPTIONS ARE AVAIALABLE FROM THIS MENU DEPEND ON THE SECURITY LEVEL OF THE TERMINAL AND THE SECURITY PASSES HELD BY THE USER. THE OPTIONS ARE... VIEW CURRENT ZONE - DISPLAYS A FLOOR PLAN OF THE CURRENT ZONE. ANY SCIENTISTS ON THE LEVEL ARE SHOWN AS FLASHING RED SQUARES. VIEW ALL ZONES - DISPLAYS A FLOOR PLAN OF ANY OF THE ZONES ON THE LEVEL AND THE POSITION OF THE SCIENTISTS. VIEW LEVEL FEATURE - DISPLAYS A FLOOR PLAN OF ANY OF THE LEVEL ZONES TOGETHER WITH THE POSITION OF EITHER ENEMEY ROBOTS,CONVEYOR BELTS,FORCE FIELDS, TERMINALS, SWITCHES, PRESSURE PADS, BLAST DOORS OR TELEPORTS. RESTART LEVEL - CAUSE THE LEVEL TO BE RE-STARTED WHEN YOU EXIT THE TERMINAL (SEE RE-START SECTION FOR MORE DETAILS) TURN LEVEL LIGHTS ON/OFF - WHEN THE LEVEL LIGHTS ARE OFF THE ENEMY DETECTION SYSTEMS ARE HINDERED. MAKING IT SLIGHTLY EASIER TO SNEAK PAST THEM. PROCESS SWITCH - ENEABLE YOU TO CHANGE THE STATE OF ANY SWITCH FROM WITHIN A TERMINAL. 2 ICONS CYCLE THROUGH THE AVAILABLE SWITCHES WHILE A THIRD ICON ALLOWS YOU TO VIEW THE POSITION ON THE LEVEL. A FOURTH ICON ENABLE YOU TO FLIP THE SWITCH. THE SWITCH DOES NOT TAKE EFFECT UNTIL YOU EXIT THE TERMINAL. RESET DETONATION TIMER - TURNS OFF THE DETONATION TIMER. GIVING YOU TIME TO COMPLETE THE LEVEL. AS SOON AS AN INTELLIGENT ENEMY DETECTS CYTRON THE TIMER IS RE-ENGAGED - FROM ITS INITAL VALUE. SOME TERMINALS ALLOW CODES TO BE ENTERED WHICH WILL REPROGAM THE LEVEL EXIT TELEPORT TO ALTERNATIVE DESTINATION. WEAPONS ------- AT THE START OF THE GAME THE ONLY WEAPONS AVAILBLE ARE A STANDARD LASER AND A GRENADE LAUNCHER. THESE WEAPONS HAVE UNLIMITED AMMO AND WILL ALWAYS BE AVAILABLE TO YOU. TOKENS TO COLLECT OTHER WEAPONS CAN BE FOUND SCATTERED AROUND THE LEVELS. WHEN COLLECTED THEY WILL GIVE CYTRON UP TO HALF THE MAXIMUM AMOUNT OF AMMO FOR THAT WEAPON. THE WEAPON WILL NOT BECOME IMMEDIATELY ACTIVE, INSTEAD CYTRON MUST LOG ONTO A TERMINAL TO SELECT THAT WEAPON. WEAPONS ARE DIVIDED INTO 3 CATERGORIES:HIGH POWER WEAPONS THAT MAY ONLY BE USED BY CYTRON. GRENADE WEAPONS THAT MAY ONLY BE USED BY RON, AND LASER WEAPONS THAT MAY ONLY BE USED BY CYT.ALTHOUGH CYTRON HAS A CLASS OF WEAPONS ALL TO ITS SELF IT CAN ALSO USE ANY OF CYT OR RONS WEAPONS. IF CYTRON RUNS OUT OF AMMO FOR THE CURRENT WEAPON THEN THE DEFAULT WEAPON IS AUTOMATICALLY SELECTED. THE WEAPONS AVAILABLE ARE... STANDARD LASER - CYT AND CYTRONS DEFAULT WEAPON. UNLIMITED AMMO. LOW DAMAGE BUT LONG RANGE, WILL BOUNCE OFF MIRRORS AND GO THROUGH GLASS. HEAVY LASER - A CYT WEAPON. MORE EFFECTIVE THAN A STANDARD LASER BUT WITH SHORTER RANGE. WILL BOUNCE OFF MIRRORS AND GO THROUGH GLASS. INDUSTRIAL LASER - A CYT WEAPON. SIMILAR TO HEAVY LASER BUT EVEN MORE POWERFUL AND WITH A SHORTER RANGE. SONIC LASER - A CYT WEAPON. ALTHOUGH THIS IS THE LEAST POWERFUL OF THE LASERS IT HAS THE ABILITY TO SHATTER SOME MIRRORS AND GLASS ALLOWING YOU TO GAIN ACCESS TO OTHER AREAS OF THE COMPLEX. STANDARD GEENADE - RONS DEFUALT WEAPON. THESE EXPLODE AFTER TRAVELLING A SHORT DISTANCE OR WHEN THEY HIT AN OBSTACLE OR ENEMY. THEY DAMAGE EVERYTHING WITHIN A SMALL RADIUS. UNLIMITED AMMO. HEAVY GREANADE - A RON WEAPON. SIMILAR TO STANDARD GRENADE EXCEPT THEY DO MORE DAMAGE AND HAVE A LARGER EXPLOSION RADIUS. STUN GREANDE - A RON WEAPON. WHEN THESE EXPLODE THEY RELEASE A CLOUD OF GAS THAT TEMPORARILY FREEZES ALL ROBOTS OR SCIENTISTS IN THE VICINITY. MINE GRENADE - A RON WEAPON. WHEN FIRED THESE REMAIN ON THE FLOOR UNTIL EITHER ENEMY OR SCIENTISTS TRAVEL OVER THEM. OR UNTIL THE TIMER RUNS OUT. THEY EXPLODE TO DAMAGE EVERYTHING WITHIN A LARGE RADIUS. TRIPLE LASER - QA CYTRON WEAPON.THIS FIRES 3 LASERS AT ONCE. EACH LASER IS EQIVALENT TO A HEAVY LASER BOLT. CLUSTER BOMB - A CYTRON WEAPON. THIS FIRES A GREANDE WHICH, WHEN EXPLODES, SPLITS INTO 8. EACH PIECE OF SHRAPNEL WILL THEN TRAVEL A SHORT DISTANCE BEFORE EXPLODING. VERY POWERFUL BUT TAKES A LONG TIME TO RE-LOAD. HEAT SEEKING MISSILE - A CYTRON WEAPON. THIS FIRES A MISSILE WHICH TRIES TO HOME IN ON HOSTILE ROBOTS. IT CAN TAKE A FEW SECONDS TO LOCK ONTO A SUITABLE TARGET SO ITS BEST USED IN WIDE OPEN SPACES. VORTEX LASER - A CYTRON WEAPON. THIS RELEASE A SLOW EXPANDING CIRCLE OF LASER BOLTS THAT WILL DESTROY VIRTUALLY ANYTHING. VERY EFFECTIVE IF RELEASED NEXT TO AN ASSEMBLER. BONUSES. COMPLETION OF A LEVEL: 1 .....POINT FOR EACH BONUS SUARE 1 .....POINT FOR THE FIRST BONUS SQUARE PICKED UP.(FLASHES BLUE WHEN DRIVEN OVER)ON COLLECTING CONSECTUTIVE BONUS SQUARES THE POINTS ARE DOUBLED UNTIL A LIFE IS LOST. 20.....POINTS FOR EACH UNIT OF ENERGY REMAINING (NOT INCLUDING RESERVE) 25.....POINTS FOR EACH SECOND REMAINING 500....POINTS FOR EACH SCIENTIST RESCUED UPTO TO TARGET FIGURE THEM: 1000...POINTS FOR FIRST EXTRA SCIENTIST 2000...POINTS FOR SECOND EXTRA SCIENTIST RESCUED 4000...POINTS FOR THIRD SCIENTIST ETC(POINTS ARE DOUBLED FOR EACH EXTRA SCIENTIST OVER REQUIRED AMOUNT) ADDITIONAL BONUS: 320000.POINTS FROM ACCUMULATIVE BONUS SQUARES AND YOU ARE REWARDED WITH 200 ENERGY POINTS. CONTROLS -------- THE FOLLOWING CONTROL OPTIONS ARE AVAILABLE. THEY MAY BE SELECTED USING THE F KEYS F1-F5 FROM THE TITLE SCREEN OR AT ANY TIME DURING THE GAME. YOU MAY FIND THAT THE DIFFERENT CONTROL METHODS ARE INCREASINGLY DIFFICULT TO MASTER BUT EACH ONE WILL GIVE YOU INCREASED CONTROL OVER CYTRON MAKING THE GAME EASIER IN THE LONG TERM. IN PARTICULAR THE REACTOR LEVELS WILL BE MUCH EASIER WITH THE MOUSE CONTROL MODES BECAUSE THEY ALLOW PLUTONIUM PODS TO BE PUSHED AT OBSCURE ANGLES. F1 - SINGLE JOYSTICK MODE. -------------------------- THIS IS THE DEFAULT MODE AND BEHAVES AS YOU WOULD EXPECT. PUSHING THE JOYSTICK MOVES CYTRON IN THAT DIRECTION AND PRESSING FIRE, FIRES THE CURRENT WEAPON. F2 - SINGLE JOYSTICK MODE LOCKING. ---------------------------------- IF THE IRE BUTTON IS NOT PRESSED THEN YOU MOVE AND FIRE IN THE DIRECTION OF THE JOYSTICK. IF THE BUTTON IS HELD DOWN WHILE THE JOYSTICK IS PUSHED IN A PARTICULAR DIRECTION YOU CONTINUE TO FIRE IN THAT DIRECTION FOR AS LONG AS THE BUTTON IS HELD DOWN, THIS ENABLE YOU TO MOVE AND FIRE IN DIFFERENT DIRECTIONS. USEFUL FOR RUNNING AWAY FROM AN ENEMY ROBOT WHILE CONTINUING TO FIRE AT IT. IF THE BUTTON IS HELD DOWN WHILE THE JOYSTICK IS CENTRED THEN YOU WONT FIRE UNTIL THE BUTTON IS RELEASED. F3 - DOUBLE JOYSTICK MODE. -------------------------- THE FIRST JOYSTICK CONTROLS CYTRONS MOVEMENTS WHILE THE SECOND AUTOMATICALLY CONTROLS THE FIRING DIRECTION. NEITHER JOYSTICK BUTTON NEEDS MTO BE PRESSED TO MOVE OR FIRE. F4 - SINGLE MOUSE MODE. ----------------------- THE MOUSE MOVES A POINTER AROUND THE SCREEN WITHIN A SMALL RADIUS OF CYTRON. IF THE LEFT BUTTON IS PRESSED THE ROBOT MOVES TOWARDS THE POINTER. IF THE RIGHT BUTTON ID PRESSED THE ROBOT FIRES TOWARD THE POINTER. HOLDING DOWN THE RIGHT `AMIGA` KEY WILL LOCK THE MOVEMENT DIRECTION. AND WHILE PRESSED, THE ROBOT MAINTAINS MOVEMENT IN THE LOCKED DIRECTION WHENEVER THE LEFT MOUSE BUTTON IS PRESSED. HOLDING DOWN THE RIGHT `ALT` KEY LOCKS THE FIRING DIRECTION. WHILE THIS IS PRESSED THE ROBOT MAINTAINS FIRING IN THE LOCED DIRECTION WHENEVER THE RIGHT MOUSE BUTTON IS PRESSED. F5 - DOUBLE MOUSE MODE. ----------------------- THE FIRST MOUSE MOVES AN X CURSOR AROUND CYTRON, WHEN THE LEFT BUTTON IS PRESSED THE ROBOT MOVES TOWARDS THE X. THE SECOND MOUSE MOVES A+ CURSOR AROUND CYTRON. WHEN THE LEFT BUTTON IS PRESSED THE ROBOT FIRES TOWARDS THE + RESTART ------- LEVEL RESTART CAN OCCUR WHEN ANY OF 3 THINGS HAPPEN - YOU SELECT RESTART FROM A TERMINAL, THE LEVEL EXPLODES AND CYTRON HAS SOME ENERGY REMAINING IN THE RESERVE BATTERY OR CYTRON MALFUNCTIONS AND THE SPACE BAR IS PRESSED TO SELECT RESTART. IN EITHER CASE THE LEVEL IS RELOADED AND ALL PLAYER INFO (INCLUDING SCORE,WEAPON AMMO,TOKENS ACTIVE AND SO ON) WILL BE RESET TO THE VALUES WHEN YOU FIRST ENETERED THE LEVEL. WITH THE EXCEPTION OF THE RESERVE BATTERY WHICH WILL BE ONE LIFE (200 POINTS) LOWER. YOU SHOULD ONLY USE RESTART IF YOU FIND YOURSELF IN A POSITION WHERE IT IS IMPOSSIBLE TO COMPLETE THE LEVEL. IF CYTRON MALFUNCTIONS AND YOU DONT PRESS THE `SPACE` TO RESTART THEN ENERGY FROM THE RESERVE BATTERY WILL BE USED TO GENERATE A NEW ROBOT AND YOU MAY CONTINUE PLAYING THE LEVEL. END.......