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PC/CD Gamer UK 28
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3IPEDRM.TXT
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1995-12-12
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4KB
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79 lines
~Pipe Dream
FLUID PIPE LAYING IN A PIPE DREAM
The flooz is loose! The runaway liquid threatens to flood the
entire city, and it's up to the player to stop it. As they lay the
pipeline, players muste use careful strategy to keep the flooz
flowing as long as possible. Once the first city block is saved,
players continue on through 36 increasingly cunning levels.
The secret to PIPE DREAM is a cool head and sharp wits. Start
by quickly examining where the starting point is located. Try to
visualize the pipeline as it should appear so as to take as much of
the fiels as possible. Next, look at the pieces in the hopper, and
see how they would fit into the scheme. If the next piece in line
does not fit into the next space, try to `see' where it could go for
use at a later time. Don't waste too much time thinking about this-
the flooz is flowing fast. Concentrate in staying as far ahead of
the flow as possible by laying the normal straight and curved pipe.
As soon as you get a little breathing room, use the crossover
pipes as much as possible. Flooz that crosses over itself is worth
500 points instead of the usual 50 points for a normal flow. This
is the single best way to earn a high score in this game.
The other bonus that can push your score up substantially
involves crossover pieces also. If you flow the flooz through five
or more crosses, you'll earn an extra-and sizeable-bonus. This is
hard for novice players, but after a while you'll see the patterns
of pipe in the bin and be able to visualize configurations that will
turn into high scoring layouts.
Eventually, a few pieces appear that may temporarily confuse the
player; they won't seem to fit anywhere in the scheme of things.
Don't panic. Here is where a key decision must be made. Players
can place the pieces off to the side in an area they feel may be
used later. This is a good option only of the pieces can be
interconnected so that it will be easy to hook to them later on.
Make this decision wisely; unused pieces cost the player 100 points
each when the round ends. This can prove devestating to an
otherwise acceptable score.
The other option depends on where the distance meter is. If the
meter shows that the pieces already on-screen are enough to complete
the minimum flow requirement, hit the flow button to end the round
instead of haphazardly placing the unwanted pieces. This can be a
key move because instead of losing points, players get double points
for all pieces the flooz flows through after the flow key is
pressed. (No matter what position the flooz flow is in, even if
it's a fraction of an inch from the end of a run, use the flow
button to finish the flow. All of your bonuses will double also!)
After the first few levels are complete, a bonus round allows
the player to increase his score. Here, place the pieces in any
connecting fashion without concern for crossovers or long
strategies. There is simply not enough time. Instead, just drop
together the pieces that connect, and quickly dump the useless
pieces off the side.
After the bonus round, the levels feature new twists such as
obstacles or reservoirs. Try to avoid the obstacles by building the
pipeline around them. The resevoirs are very important for two
reasons. One is that they will buy the player extra time, since the
flooz takes time to fill them. The other is that they are worth 500
points if the flooz passes through them. Head for them whenever
possible.
Other items to look out for are are the one-way and bonus pipes.
Watch out when laying the one-way pipes. Flooz must pass through
them in the direction of the arrow, otherwise the round ends when
the flow hits the pipe. Bonus pipes are worth extra points if the
flooz passes through them.
Finally, when a level begins, scan the borders for openings in
the walls. These openings allow the flooz to pass through one side
and appear on the other. This can be key when space on one side is
running out!