anchor.diff:  
       @addInstructionText 'There are 3 firing modes:', 40, 90
   
  -    @addInstructionText 'Single - single turret, fastest rate of fire', 40, 130
  -    @addInstructionText 'Triple - use 3 turrets but fire rate is halved', 40, 155
  -    @addInstructionText 'Bomb   - slowest fire rate, drop a bomb that explodes ', 40, 180
  -    @addInstructionText '         into 10 shots aftera short delay', 40, 205
  +    @addInstructionText 'Single (Q) - single turret, fastest rate of fire', 40, 130
  +    @addInstructionText 'Triple (W) - use 3 turrets but fire rate is halved', 40, 155
  +    @addInstructionText 'Bomb   (E) - slowest fire rate, drop a bomb that explodes ', 40, 180
  +    @addInstructionText '             into 10 shots aftera short delay', 40, 205
   
       @addInstructionText 'You regain energy by destroying enemies. ', 40, 245
       @addInstructionText 'Tougher enemies give more energy, but still count as 1 kill.', 40, 270
  
positive.code:     enemy.play('fly')
  
    collisionHandler: (bullet, enemy) ->
      if bullet.name is 'bullet-burst'
        bullets = @bullets[0]
        angle = Math.random() * 2 * Math.PI
        for i in [0..4]
  
negative.code:       @adjustKillBar()
      else
        @endScore = @ENEMY_LVL_CHART[kills].end / @game.lengthMultplier
        if @game.gameType is 'Time Attack'
          @endText = @add.text 400, 50, "Destroy an elite fighter or reach #{@endScore} kills to win", { font: '14px Army Wide', fill: '#fff' }
          @endText.anchor.setTo(0.5, 0.5)
  
    unlockEnemy: (enemyIdx, spawnRate, maxCount) ->
      @enemySpawners[enemyIdx] = @game.time.events.loop(spawnRate, @spawnEnemy, this, enemyIdx)
  