Changes

Jump to: navigation, search

Hopper

947 bytes added, 03:07, 16 August 2018
Advancing to Different Levels
The level of play is shown to the right of the playing area. In the beginning levels, the trainers search randomly for Chadly among the crates. As you reach higher levels of play, the trainers increase their speed and become more intense in their search. Level 4 rearranges the crates into a pattern that requires skillful maneuvering and gives Chadly fewer hiding places. The pattern becomes even more complex when you reach Level 7. Level 10 demands quick reflexes and a good memory because the crates are invisible! The crates appear briefly each time you break a crate.
 
====Scoring====
You earn 10 points when you kick a crate. Breaking a crate adds 60 points to your score.
 
Destroying a circus trainer with a crate earns you 200 points. Smashing two circus trainers with one crate increases your score 800 points. Destroying all three circus trainers with one crate gives you an extra 1600 points!
 
If you trap a trainer in one crate-sized space, you receive 1000 points. To achieve a maximum number of points, trap all three trainers in one crate-sized space!
 
Each time you advance to a higher level of game play, you earn a 1000 point bonus. Your score is displayed in the upper right portion of the screen. When the last round of a game is complete, the program records the high score for that game and displays this score under ''High.'' When you press REDO to play again, the high score carries over to the next game. The high score returns to zero when you press BACK to return to the Hopper title screen.
==References==

Navigation menu

MediaWiki spam blocked by CleanTalk.