SWITCHBLADE 2 LEVEL ONE Introduction: This leader-section will allow you to get a feel for the control of Hiro and learn about the hit-points needed to kill some of the early monsters. The little armoured walkers are best dealt with by stabbing them with a knife, since you won't be powered-up enough to crouch down and shoot them rapidly enough. The armoured bugs which fire rockets take three hits with the sword and fire laser blasts, whereas the insect-like bugs only take one hit with the sword to kill. Underground: It's here where the player comes into contact with the flying brains which shoot deadly diagonal lasers. It's best to kill these first, since they're a real pain. Further learning is necessary on this level, although it's pretty minimal. Always have a go at flashing the walls with your knife, since there may be hidden rooms which you can't find even by the usual tell-tale cracks in the walls. Exploration and experimentation is vital if the end of the level is to found, let alone the secret rooms. Electric beams must be taken out with the sword, since you simply can't kneel down far enough. It's the level that the player also encounters the big punching robots, which, true to their name, are big and punch. The only policy with these guys is to attack him with the sword, as they'll run up towards you. Spikes emerge from the floor when you expect them least. Don't worry about this, but once you've gained a moment's invincibility after a hit, make sure you use it to get past the obstacle. LEVEL TWO Here the player leaves the unpleasant and claustrophobic underground levels for the clean open spaces of overland. The aim here is to work up the screen as rapidly as possible, exploring the secret rooms and collecting power-ups. Little tanks trundle along the tops of the platforms. These track your movements too and fire in a direction, which will generally accurately predict your position by the time they have travelled the distance. Here we find ourselves in a less maze-like, more straightforward arcade situation, and the player must adopt the style accordingly, being far more free and easy with his fire. Obviously this means that the quest for ammunition must be more intense. Use the little stone platform to reach the higher levels, but beware when you're jumping that you don't bounce too high because you can burn your head on fires on the levels above. Care must also be taken when dealing with the cannon which fire in three (count 'em) directions. Stand in front of the fire zone (i.e. somewhere where you don't get hit) wait until the gun has fired and then jump up and shoot it in the eye till it explodes. Hooray! This level is especially evil when it comes to luring players to their deaths with the promise of exciting power-ups. Whenever it looks as if there's nowhere left to go, make a leap into space and the chances are you'll find a platform floating in space. Make your way up to the platform and you'll be able to avoid the flight patterns of the spaceships and pick them off. LEVEL THREE Ever onward and upward. Leaving behind the earthy platforms of level two, the player finds himself up in the mountain ranges in a level which looks surprisingly like Strider. Again, we have more platforms in the air and continued attacks from punching robots. The particular problem here is that because the whole level is on a slope, it's tricky to avoid the advances of the aliens since they slide up behind the player and do him in. Crouching down in the best policy when coming of the bottom of a slope, but it's vital the player doesn't run down the sections too swiftly. Planes will strafe the player with bombing runs. It's imperative that you don't get stuck in the situation of lanes bombing you down a hill onto oncoming enemies. Use the airborne platforms to travel around, as making any serious sort of headway on the ground is pretty tough. LEVEL FOUR It may all be desperately pretty but the caverns are a dangerous place for all but the toughest Switchblades. The parachuting bombs are particularly annoying, since it's so difficult to tell when they're going to detonate. As well as the usual problems, players must face spikes in the walls which are only to easy to walk into in the hurry to pick up a power-up. Indeed, power-up problems are a bit of a motif for this level. The rooms which can be accessed through the little doors are always absolutely full of floating brains or tanks, and the player stands a good chance of getting his energy severely sapped simply by entering the room. For the most part it's a waste of time, since the amount of energy gained is far outweighed by that lost just getting in and out. However, in the top right area of the level there's a room with no aliens in it and an extra life in the right-hand side. Now this is worth going for. The end of this stage pits the player against a big green swirling dragon. This guy is pretty easy to kill by simply keeping a reasonable distance between Hiro and the dragon and blasting away like there's no tomorrow when the dragon is on the bottom of his swirling pattern, nearest the ground. LEVEL FIVE The rainy docks are so realistic it's quite depressing. But there isn't much time to feel glum, since the most demanding drain on the players energy are the huge rockets which launch out of the water without any warning. Again, these are pretty harmless, but they will cause all manner of problems if they scare the player into standing still and staying on a platform for too long, because it's here that the planes will make their strafing runs. If the player ends up down in between the wooden platforms, then it's curtains. LEVEL SIX And not it's onto the final 'leg'. This rather cosmic level is actually fantastically easy and needs only a bit of jumping around in order to reach the end-of-level bad guy. He, all brown face and spitting deadly Clorets, moves left and right on the screen, dropping two plasma bolts from his side-mounted laser portals. Also he pauses when firing the green bombs. Finally he drops down and tries to kill Hiro. The best policy here is to simply high-jump up and down and continuing to fire, running away at the appropriate moment. Hooray! LEVEL SKIPPING Fed up with having to battle your way through stages you've already completed before? Right then, on the title page, type LEVELN where the N is the level number (from one to six) that you wish to attempt.