Notes on Using the Program

     Each of the 9 game grids (0-8) is used for a few consecutive levels and is probably never used again.  i.e. Game grid 0 is used for levels 1 and 2.  Then Game grid 1 is used for a while, etc.

     Creating Stone Henge type structures can be advantageous.  When you hide inside one of these, the robots get very confused.  You can then blast them through a hole before they even know where you went.
     The more exits you have from the place the better.  If a robot finds its way in, you probably won't have time to turn and shoot it before it blows you away.

     Evidently, Spectre does not allow more than 55 obstacles on a game grid.  If you use this many obstacles, you won't get any ammo dumps!  On level 1, that's not a problem, but if you want to do that on level 30, you should probably be put away.

     Spectre will randomly remove a few objects from the initial setup when it uses the game grid.  Thus, don't be surprised when your Stone Henge has a gaping hole in it.

     Don't ask me why there are only 30 colors when there are 51 levels.  Maybe the pattern is repeated?  I'll probably never find out...

     The quantity, speed, and armor levels of the robots are programmed in to be a function of which level you are on.  Thus, until someone tells me how to edit the appropriate CODE resources, the program won’t be able to edit these vital details.