Walkers
Lead the little walkers home: give each one a job to build a bridge, dig a way down or turn the others back, in twenty-five levels.
- Solo
A rifle, a few grenades and three lives. Fight up the road through six areas, each ending at a gate, to the fortress.
Fight up through six areas to the fortress. Each area ends at a gate: soldiers pour out of it, and when they are down it opens on the next.
↑ ← ↓ → move him, and he fires where he last moved, all round: up, down, to either side or on a diagonal. Moving down the screen, he turns to face it. Space fires, and held it keeps firing. His rifle only reaches so far. The ground scrolls up with him and never back.
G throws a grenade a few metres ahead, over any cover, where it bursts. Sandbags, crates and huts stop bullets both ways, so a soldier behind sandbags, a machine-gun nest or a truck takes a grenade. Grenades are few: an ammunition box gives three more.
A bullet, a blast or a truck costs a life; he has three, and a moment’s grace after each. A truck comes up the road from behind, stops, and its men jump down.
| A soldier | 100 |
| An officer | 300 |
| A machine-gun nest | 500 |
| A truck | 800 |
| A prisoner freed (walk to him) | 1,000 |
| A gate opened | 2,000 |
↑ ← ↓ → or W A S D move, Space fires, G throws a grenade. On a touch screen, the buttons under the ground, each held while you touch it. Enter plays or resumes; P or Esc pauses. The speaker beside Play turns the sound on or off.
The areas you reach and your best score are kept in this browser: a new run can start at any area reached, and Reset forgets them. Your soldier is kept too, and Reset leaves it. A run in play is not kept. Sound’s choice is kept too.
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