 #define PADX(x) (480 + (x - 3) * 48)
 #define PADY(y) (272 + (y - 3) * 48)
 
-  GD.Tag(CONTROL_RIGHT);
-  GD.Vertex2ii(PADX(2), PADY(1), ARROW_HANDLE, 0);
-  rotate_around(24, 24, 3 * 0x4000);
-
-  GD.Tag(CONTROL_UP);
-  GD.Vertex2ii(PADX(1), PADY(0), ARROW_HANDLE, 0);
-  rotate_around(24, 24, 2 * 0x4000);
-
-  GD.Tag(CONTROL_LEFT);
-  GD.Vertex2ii(PADX(0), PADY(1), ARROW_HANDLE, 0);
-  rotate_around(24, 24, 1 * 0x4000);
-
-  GD.Tag(CONTROL_DOWN);
-  GD.Vertex2ii(PADX(1), PADY(2), ARROW_HANDLE, 0);
-  GD.RestoreContext();
-
-  GD.ColorRGB(255, 85, 0);
-  draw_score(3, 1, score);
-  draw_score(11, 1, hiscore);
-
-  GD.ColorRGB(255, 255, 255);
-  for (byte i = 0; i < lives; i++)
-    GD.Vertex2ii(8 * i, 30 * 8, LIFE_HANDLE, 0);
+  if (!dazzler) {
+    GD.Tag(CONTROL_RIGHT);
+    GD.Vertex2ii(PADX(2), PADY(1), ARROW_HANDLE, 0);
+    rotate_around(24, 24, 3 * 0x4000);
+
+    GD.Tag(CONTROL_UP);
+    GD.Vertex2ii(PADX(1), PADY(0), ARROW_HANDLE, 0);
+    rotate_around(24, 24, 2 * 0x4000);
+
+    GD.Tag(CONTROL_LEFT);
+    GD.Vertex2ii(PADX(0), PADY(1), ARROW_HANDLE, 0);
+    rotate_around(24, 24, 1 * 0x4000);
+
+    GD.Tag(CONTROL_DOWN);
+    GD.Vertex2ii(PADX(1), PADY(2), ARROW_HANDLE, 0);
+    GD.RestoreContext();
+
+    GD.ColorRGB(255, 85, 0);
+    draw_score(3, 1, score);
+    draw_score(11, 1, hiscore);
+
+    GD.ColorRGB(255, 255, 255);
+    GD.BitmapHandle(LIFE_HANDLE);
+    for (byte i = 0; i < lives; i++)
+      GD.Vertex2f(sf * (8 * i), sf * (30 * 8));
+  }
 
   // for (byte i = 0; i < 16; i++)
   //  GD.wr(atxy(i, 30), (i < lives) ? BG_LIFE : BG_BLACK);

  Serial.begin(1000000);    // JCB
  GD.begin(~GD_STORAGE);
  LOAD_ASSETS();
  game_setup();
}

    GD.cmd_translate(F16(8),F16(8));
    GD.cmd_rotate(rot);
    GD.cmd_translate(F16(-8),F16(-8));
    GD.cmd_scale(F16(sf), F16(sf));
    GD.cmd_setmatrix();
  }
  GD.Cell(anim);
  if (x > 224) {
    GD.Vertex2f(sf * (x - 256), sf * y);
  } else {
    GD.Vertex2f(sf * x, sf * y);
  }
}

