Electra

Game cover: Electra

Description

The basic concept of this puzzle game is a play field filled with blocks, which contains wire segments. The left and right side of the play field are high-voltage collectors, which are part of a broken power line. The player's job is to rotate those wire segments so, that a direct connection between the two collectors is created. Once that happens, this wire, and all connected ones, will blow up. The gap is then filled with new wire-blocks.

The game offers six different game modes: Time, Action, Strategy, Wire, Dual Wire, and Fight.

  • The Time-mode plays exactly like mentioned above. The player has to score a certain number of points for each level, before the level time runs out. The play field consists of 8x6 blocks (height by width), and the wire segments are Line, Cross, and Corner. The play field is completely filled, and once a wire explodes, new segments falling down, filling all gaps.
  • In Action, the player also plays against the clock, but not against a timer, which counts down to zero. The player starts a level with just one row of blocks, and when time passes, more blocks fall down, creating new rows. Once the play field is completely filled, and another block tries to drop in, the game is lost. The play field size and wire segments are identical to Time-mode. Different in this mode is also that it's also possible to move blocks horizontal.
  • Strategy looks like Time, however, there is no time limit. Special here is, that new blocks only drop in when the player removed a certain number of blocks simultaneously. So, the more blocks the player removes at once, the better.
  • Wire-Mode works exactly like the Action-mode, but the play field size has increased from 8x6 to 15x12.
  • In Dual Wire, each block contains not only one wire segment, but two, which are not overlapping. The problem here arises, when rotating a block to create a wire connection, the second wire may become useless.
  • The Fight-mode works like the Wire-mode, but with one major "problem". When a new blocks drops in, which happens every few seconds, it will change the alignment of those wires in all blocks which are beneath the point where it lands, disturbing all your efforts in creating a connection between the collectors.

The player has power-ups available to help:

  • Crocodile Power-Up yields 100 points.
  • Fork Power-Up yields 200 points.
  • Plier Power-Up yields 500 points.
  • Drill Power-Up yields 1000 points.
  • AmpMeter Power-Up yields 2000 points.
  • Coins (1,2,5 and 10) Power-Up yields upgrade points that will be spent on upgrading electrodes.
  • Wire Power-Up yields additional wires to some wire segments.
  • Wire Cross Power-Up converts some wire segments into crosses.
  • Circuit Lightning explodes in a lightning strike that will add more conductors to nearby wire segments.
  • High Voltage yields extra time on Time Trial mode or extra charge on Strategy mode.
  • Bomb Power-Up/Power-Down destroy nearby wire segments and bonuses on them
  • Mean Power Leak Power-Down roams the play field and destroys any Power-Up it touches until the player destroys it for 2000 points.

Game Info

Developers
Platforms
Windows2003

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