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    FAQ by QXZ

    Version: 0.1 | Updated: 03/31/01 | Search Guide | Bookmark Guide

    John Isles, iv <qxz@as.net>, presents a game that once proved "it is the '90's 
    and there is time for" it...
                 ___
    |  /  |     /   \ \  /
    | A   |     |___|  \/
    |/ \  |     |   |  /\
    |   \ |____ |   | /  \     A Klax FAQ/strategy guide.
    
    This FAQ should only be available at the following sites:
    
    -GameFAQS    <http://www.gamefaqs.com>
    -GameWinners <http://www.gamewinners.com>
    
    If found at any other sites please notify me, as these are illegal copies.
    
    +------------+
    |1.  CONTENTS|
    +------------+
     0.  TITLE
     1.  CONTENTS (You're reading them, stupid!)
     2.  COPYRIGHT INFORMATION
     3.  FAQ HISTORY
     4.  HOW TO READ THIS FAQ/STRATEGY GUIDE
     5.  WHAT IS KLAX?
     6.  CONTROLS
     7.  SCORING
     8.  THE WAVES
     9.  SUBMISSIONS & COMMENTS
    10.  CREDITS & OTHER THANKS
    
    +-------------------------+
    |2.  COPYRIGHT INFORMATION|
    +-------------------------+
    Klax is a trademark of Atari Games ©1989-2000.  Genesis version licensed to 
    Tengen, ©1990.
    
    This FAQ/SG is neither authorized nor sponsored by Atari Games.
    
    This FAQ/SG's content is property of John Isles, iv.  Some portions of this 
    FAQ/SG are not of my creation, but credit will be given to those whom it is due 
    (copied material will be listed as a resource at the end of this document).
    
    This FAQ/SG is copyright ©2001 John Isles, iv.  You may alter it (spell/grammar 
    check, make it look all nice and neat, etc.) for personal use, but you may 
    NEVER-- I repeat:  NEVER-- put your name in my place.  Also, you are never 
    allowed to remove this disclaimer at all.  If you would like to post my FAQ/SG on 
    your site, you MUST ask my permission (by E-mail; address changes will be posted 
    in future versions), but you may NOT sell or trade it for money, goods, etc.
    
    +---------------+
    |3.  FAQ HISTORY|
    +---------------+
    Current version statistics:
    9,664 key strokes.
    1,410 words separated by punctuation marks.
    237 80-character lines.
    
    0.1  What you're reading.  Started on 2000.2.22.  This document covers the 
    basics.
    
    +---------------------------------------+
    |4.  HOW TO READ THIS FAQ/STRATEGY GUIDE|
    +---------------------------------------+
    This strategy guide is best read with a fixed-width font, like Andale Mono, which 
    is a free download available from Microsoft.  You will be able to tell if the 
    font you're using is fixed-width if the next two lines are lined up perfectly.
    
    ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890
    abcdefghijklmnopqrstuvwxyz$!?&¢£´Û*@
    
    +-----------------+
    |5.  WHAT IS KLAX?|
    +-----------------+
    After Atari released Tetris in the arcades in 1987, but long before other puzzle 
    games such as Compile's Puyo Puyo series, this game was released.  Instead of 
    arranging blocks to form lines, it's more of a tile-matching game... mah-jongg on 
    steroids, if you will.
    
    Gameplay is simple:  Tiles approach on a simulated conveyor belt.  You have to 
    catch them and place them in a bin that measures five tiles across and five tiles 
    high.  You score points for arranging three or more tiles vertically, 
    horizontally, and diagonally, among catching them on your flipper-doohickey.  
    After meeting a certain quota, you clear the wave, and move onto the next.  
    HOWEVER, should you fill your bin completely, or allow too many tiles to fall to 
    their deaths (complete with screams of agony), the game ends.
    
    +------------+
    |6.  CONTROLS|
    +------------+
    Here ya go.  Although this was written based on only the Genesis version, this 
    should work for ALL versions of the game, regardless of race, creed, sex, height, 
    weight, and even build. (But I AM just guessing about this.)
    
    UP:  Throws back one tile per use.  You throw TOO many back, you'll be in some 
    very serious jeopardy.  (Now, don't start singing that show's tune.)
    
    DOWN:  Drags the tiles down faster.  ALL tiles will be pulled down, so be aware 
    of those coming down in the distance.  I'd recommend using it for those barren 
    stretches of conveyor belt.
    
    LEFT/RIGHT:  Moves your catching platform.  Also sets up your platform to create 
    Klaxes.  The most crucial element of the game.
    
    ANY BUTTON:  Each press of any button will flip over one tile.  If you have more 
    than one tile on your platform, the uppermost tile will get flipped over.
    
    So, if your platform holds...     Flipping them would look like
    +-----+                           +-----+
    |  A  |                           |  C  |
    +-----+                           +-----+
    |  B  |                           |  B  |
    +-----+                           +-----+
    |  C  |                           |  A  |
    +-----+                           +-----+
    (Believe me when I say holding that space bar down was a chore.)
    
    +-----------+
    |7.  SCORING|
    +-----------+
    You score very few points by catching tiles, but making Klaxes is what will be 
    the bulk of your scoring.  I'm using ASCII (one of the least useful drawing tools 
    available today) to list a brief summary of each Klax's scoring.
    
       50     10,000 &  15,000 &
     1 Klax  2 Klaxes* 3 Klaxes*  1,000 & 1 Klax
    +-----+   +-----+   +-----+   +-----+-----+-----+
    |  A  |   |  B  |   |  C  |   |  D  |  D  |  D  |
    +-----+   +-----+   +-----+   +-----+-----+-----+
    |  A  |   |  B  |   |  C  |   5,000 & 2 Klaxes
    +-----+   +-----+   +-----+   +-----+-----+-----+-----+
    |  A  |   |  B  |   |  C  |   |  E  |  E  |  E  |  E  |
    +-----+   +-----+   +-----+   +-----+-----+-----+-----+
              |  B  |   |  C  |   10,000 & 3 Klaxes
              +-----+   +-----+   +-----+-----+-----+-----+-----+
                        |  C  |   |  F  |  F  |  F  |  F  |  F  |
                        +-----+   +-----+-----+-----+-----+-----+
    5,000 &     10,000 &    15,000 &
    1 Klax      2 Klaxes    3 Klaxes
    +-----+     +-----+     +-----+
    |  G  |     |  H  |     |  I  |
    +-----+-----+-----+-----+-----+-----+
          |  G  |     |  H  |     |  I  |
          +-----+-----+-----+-----+-----+-----+
                |  G  |     |  H  |     |  I  |
                +-----+     +-----+-----+-----+-----+
                                  |  H  |     |  I  |
    *Can only be accomplished     +-----+     +-----+-----+
    if performed after a first Klax.                |  I  |
    What a jump from 50 to 10,000, too!             +-----+
    Even better than expected, these are worth at least 20,000 and 30,000 for the 
    four and the five respectively.  Kewl, huh?
    
    Should you complete two or more Klaxes in one tile, there is a simple formula to 
    determine the values:
    
    Number of different Klaxes* x total values of Klaxes = points awarded.
    
    (Klaxes E and I combined will score 2 x 20,000pts., for 40,000 total).  You can 
    also earn a relatively easy 260,000 on each of the first two waves by following 
    this crapola ASCII diagram (yecch!):
    +-----+-----+     +-----+-----+
    |  A  |  B  |     |  C  |  D  |
    +-----+-----+     +-----+-----+
    |  A  |  B  |     |  C  |  D  |
    +-----+-----+-----+-----+-----+
    |  E  |  E  |  E  |  E  |  E  |
    +-----+-----+-----+-----+-----+
    |  A  |  B  |  E  |  C  |  D  |
    +-----+-----+-----+-----+-----+
    |  A  |  B  |  E  |  C  |  D  |
    +-----+-----+-----+-----+-----+
    *If this a subsequent Klax, and two different Klaxes are made, the multiplier 
    moves up one (second would be k+1; third = k+2; etc.).
    
    Here are other scoring methods:
    
    1.  Five points for each tile caught, including those you have thrown back (which 
    won't get you anywhere in a hurry, unless, of course, you like counting to 
    1,000,000 by fives).
    
    2.  25pts. for each standing tile after clearing a wave (this includes those 
    tiles which are "about to die", but haven't fallen into that fiery pit of death).
    
    
    3.  200pts. for each empty bin at the end of a wave (25 bins equal a max of 
    5,000pts. total).
    
    4.  Exceeding the required score in order to clear a wave, you pick up that much 
    in bonus points.  So clearing a 20,000pt. requirement by scoring a total of the 
    magical "pulling a random number from the open" 33,715pts. on that wave will give 
    a bonus of about 13,715 (the bonus might be lower after taxes-- for example, 
    13,712).
    
    5.  A big 100,000 for going five waves ahead and clearing it or 200,000 for a 
    ten-level jump (on warp waves-- 6 & 11-- making a giant X will skyrocket those 
    bonuses a whopping half-million... that's a massive 500,000pts.!)
    
    +-------------+
    |8.  THE WAVES|
    +-------------+
    I guess this would be spoilers for you, but I have decided to list them, contrary 
    to my belief that spoilers take away from the fun.  (Note:  The number listed by 
    the Survival waves is the number of tiles you need to catch; Ironically, tiles 
    that die go toward the number to go, but letting too many go down will cause game 
    over.)
    
     1 KLAX       3  |  2 KLAX       5  |  3 DIAGONAL   3  |  4 SCORE      10k
     5 SURVIVAL   40 |  6 KLAX       10 |  7 DIAGONAL   6  |  8 SURVIVAL   55
     9 SCORE      25k| 10 HORIZONTAL 5  | 11 KLAX       15 | 12 DIAGONAL   13
    13 SURVIVAL   75 | 14 SCORE      25k| 15 HORIZONTAL 10 | 16 KLAX       15
    17 DIAGONAL   13 | 18 SURVIVAL   75 | 19 SCORE      30k| 20 HORIZONTAL 13
    21 KLAX       20 | 22 DIAGONAL   13 | 23 SURVIVAL   65 | 24 SCORE      35k
    25 HORIZONTAL 13 |
    
    More to come...
    
    +--------------------------+
    |9.  SUBMISSIONS & COMMENTS|
    +--------------------------+
    If you have any submissions, strategies, comments, insults, or other stuff you 
    have to offer, you can currently E-mail me at <qxz@as.net>.  Be aware that a 
    response is never guaranteed.  Also, if you submit, I-- and I alone-- have the 
    choice of what gets added or not, AND you are also agreeing to give me the right 
    to edit the submission.
    
    +---------------------------+
    |10.  CREDITS & OTHER THANKS|
    +---------------------------+
    Atari:
         For creating this game.
    Tengen:
         Releasing the game for the Genesis (and other consoles)
    Mark Goodson Productions:
         For introducing the game on The Price is Right way back in 1990
    

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