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.
The arrows move him, and he fires where he last moved: straight up, up to either side, or across. 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 |
The arrows 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 Escape pauses.
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. A run in play is not kept.
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