HARDWIRE Written by Ian Cowburn on the Net Yaroze for the GDUK 98 competition Gameplay Instructions --------------------- Blocks will descend the screen in the time-honoured tradition imprinted with various pieces of circuitry that look like: It's your job to make connections between any of the connectors lining the sides and bottom of the pit using the pieces dropped down the screen at you. A complete connection will cause the circuitry to burn up, making more room for the never-ending supply. Every 30 pieces or so a special block will fall that once laid in place will blow up all circuit pieces that match the ones surrounding it. If the blocks (even a special) overflow the top of the pit, it's game over and back to the dole office. Title Screen Controls --------------------- On starting Hardwire you will be presented with a menu. Use UP/DOWN on the joypad to select an option and either LEFT/RIGHT to alter the value for that item, or the CROSS button to select it. Pressing START will start the game (no matter what option you currently have selected) while pressing SELECT will quit the game. The options available on the menu screen are: Play Game - Start playing Hardwire Difficulty - Choose between EASY, HARD and HECK!! Note that the HECK!! difficulty level truly is provided purely for the masochistic amongst us. Speed - Alter the starting speed between 1 and 10. Pit Width - Alter the width of the pit in the game between 6 and 9 circuitry part widths. Backdrop - If you find the animated backdrop off- putting, this will disable it. Sound mode - Select between BOTH for both sound effects and music, SFX for solely sound effects and MUSIC just to have music. Volume - Alter the sound volume. View - See who was responsible for Hardwire Credits Game Controls ------------- During the game the controls are: LEFT/RIGHT Move piece left/right DOWN Drop piece faster. CROSS Rotate piece clockwise SQUARE Rotate piece anticlockwise START Pause game. Press START to resume or SELECT to quit. Hints ----- Separate circuit pieces making up the blocks will become 'unglued' and drop if there is space below when one of it's member pieces is destroyed in a connection, or if it is above a piece that gets destroyed in a connection. It should make more sense when you see it. Try to avoid going for an 'easy' circuit that may leave you with an awkward deep gap to fill. Remember the corner pieces are the hardest to lose, and the key to surviving. Contact ------- I can be contacted by email at ianc@noddybox.demon.co.uk Hardwire (c) 1998 Ian Cowburn Sources for this program can be freely distributed, but remain my copyright