eye in a vulnerable spot; doing so forces it off the field and leaves any jammed doors open. The game ends if Tron touches a Recognizer, takes too many hits from enemy Discs without enough time to recover from them, or is hit by a paralyzing baton that enemies carry in advanced waves. Enemies The player should note that Tron, unlike many of the enemies in the game, can withstand multiple Disc-hits. As the game progresses, Tron's threshold of damage rises. The player can tell how many hits he can take by how fast he moves. The faster he is, the stronger he is. Also, Tron regains strength automatically. Tron can only be damaged by an enemy's weapon, so simply running into an enemy does nothing (unless they're a Guard). All enemies (except the Recognizer and Guards) can carry dark blue Discs, which are the standard enemy Disc. Leaders may appear with brown Discs (which do twice as much damage) and white Discs (which home in on the player relentlessly). If an enemy's Disc is destroyed, the replacement is always a regular Disc: Warriors: Regular Warriors appear as light-blue men. They appear in a variety of speeds and are killed in one hit. Leaders: Slightly stronger versions of the regular Warriors, Leaders have a dark blue tint and can wield brown and white Discs. They tend to move fast and are killed in one hit. Bulldogs: They are as their name suggests: tough but slow. Appearing as purple men, they require two hits to be killed, and can regain their strength if left alone for too long between hits. They can only carry regular Discs. Guards: Arguably the most dangerous of all enemies, Guards appear as orange men. They do not carry Discs; instead, they carry Stun Poles. They can't throw their Stun Poles but instead will charge Tron. If they reach him, Tron will be stunned and the game is over, regardless of how much strength Tron has. They can withstand multiple hits and are very fast. Recognizers: Their main job is to get rid of locked doors, which means that the Recognizer will not appear if no doors are locked. The precursor to its arrival is a loud rumbling noise, followed by it slowly drifting into the screen from any of the four walls. Its job is to close all locked doors, firing a black block at each