Help

Helpful hints:

  • After each level you complete, you receive a completion bonus that’s related to the level’s number (as shown in the status area).
  • You receive 1000 bonus points for the first bonus dot you gather in a level, 2000 for the second, etc., up to a maximum of 5000 bonus points for the fifth bonus dot and each bonus dot after that.
  • If you have to restart a level, the next bonus dot you gather is again worth 1000 points. Remember that you can gather each bonus dot only once per level.
  • You can receive a speed bonus by completing a level in less than the allotted time. The quicker you are, the more points you receive!
  • The higher the difficulty you choose, the faster you and all your enemies travel. The easiest difficulty, “Pre-Med”, allows you to play an untimed game, in which you can take as long as you like to finish a level, but you receive no time bonus points.
  • Pay careful attention to the difference between “swinging” and “flipping”.
  • When any controls are down, your wand glows a little brighter. If your wand is bright as it passes a dot, your wand will interact with the dot, either by swinging, flipping, or bouncing.
  • You can press controls well in advance of the time your wand passes a neighboring dot. By pressing the keys early in this way, you avoid pressing them just after your wand passes the dot.
  • At the top of Spin Doctor’s display is the status area, which gives you important information about the game, including the number and name of the current level, the time remaining in the level, and your current score.
  • An hourglass gives you 10 seconds of bonus time and 1000 points when you swing over it.
  • Most colored enemy wands rotate at exactly the same speed as your wand does, but some may be faster or slower.
  • If you’re careful, you can grab and ride on the same dot that an enemy wand is on (the wands do not cross), but don’t follow too closely!
  • Each enemy wand in a level follows a definite path, swinging, flipping, and bouncing just as your wand can. Enemy wands never instantly reverse. For instance, one wand may simply spin on one dot. Another may swing from one dot to another, spin around one revolution, swing back to the first dot, spin around one revolution, and so on. Another may travel from the far left to the far right and back. When you first enter a level, watch and learn the enemy paths so that you can plan your avoidance strategies. Notice that most objects in the game that are dangerous to you (described later) are harmless to enemy wands.
  • The color of a game dot tells you the color of the wands that grab that dot during the level. For instance, the dot around which a red wand spins is colored red. Two dots that a blue wand swings or flips between are both colored blue. If wands of more than one color grab a given dot during a level, that dot appears multicolored. Two or more enemy wands that travel the same path are always colored the same.
  • If an acid droplet lands on the dot around which your wand is spinning, you die. If you grab a dot that a droplet is sitting on, you also die. There is no harm in simply passing your wand over a droplet.
  • Watch the acid droplets carefully to learn how they chase you. You may be able to avoid them once you have learned their secret.
  • When your wand passes over a lighter, it ignites a spark which flares red and then turns white as it starts to burn down its fuse. If your wand hits the spark after the spark turns white, you die.
  • An exploding bomb inflicts damage in several ways: it kills nearby wands (including perhaps your own!); it destroys nearby spikes, acid droplets, walls, and switches; it removes the bonus from nearby dots.
  • A ring dot disappears as soon as your wand releases it and grabs another dot. If an enemy wand tries to grab a ring dot that has disappeared, the enemy wand flickers and disappears.
  • While your wand is on a slowdown dot (which has a small blue or red triangle on it), all enemy wands move at one half of their normal speeds.
  • If you grab a waystation dot partway through a level, then if you later die and restart the level, your wand appears on the waystation dot, not at the level’s original starting dot. This can be useful if you pass through a particularly difficult section of a level and don’t wish to have to replay that part after dying.
  • Hyperdots come in identical pairs. If any wand grabs a hyperdot, the wand is instantly transported to the matching hyperdot, with no change in the wand’s angle or rotation. Some pairs look very similar to other pairs, so examine them closely!
  • Since bonus dots are quite valuable, it can often be worth your loss in speed bonus to spend some time gathering extra bonus dots before completing a level. However, most bonus dots are guarded by enemies, so pick and choose carefully. There is no guarantee that you can collect all of the bonus dots in any given level.
  • How much damage an exploding bomb causes depends on exactly when it’s detonated. Since the spark always travels at a speed that’s related to your wand’s speed, you can predict the position of enemy wands at detonation time.
  • Since the timer doesn’t start counting down until you change your wand’s motion, sometimes it’s a good idea to bide your time for a few rotations while the enemy wands move into a more favorable position.
  • You can “hover” between a wall and a dot by holding the Bounce key and repeatedly bouncing off the wall, then the dot, then the wall, etc.