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Guide and Walkthrough by ASchultz
Version: 1.0.0 | Updated: 02/12/2008
Titan(NES) FAQ/Walkthrough version 1.0.0 copyright 2007 by firstname.lastname@example.org(spam spoonerism) Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS AND SCORING 3. LEVEL BLOCKS AND STRATEGIES 4. CHALLENGE LEVELS 5. WALKTHROUGH 6. CHEATS 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION Titan is a combination Arkanoid and maze game deal. It's certainly not flashy, and it's awkward, but many levels provide concrete, solvable and non-obvious challenges, even if some overemphasize the concept. You're a box that can bounce the roaming ball at various angles. You can speed up the ball or slow it down, and the object is, depending on the level, to get the ball to the exit, or knock out all the bricks that the ball can. Different square types include ones you have to crush yourself, teleportals, ones that make you glide, ones either you or your ball can pass but not both, and "death squares." Some of these are mobile, including plain old barriers, and getting past them is a task. Titan seems like a really awful game after your first play. You can't see the whole screen, you can't control the ball, and none of the blocks seem to do anything. It's plain and dull and easy 'til level ten. You just bounce around and the ball takes out everything. Then in level eleven, you get whooped up on. But then if you get to the challenge levels, you realize they're a sort of tutorial that can serve you well. The main limitation of the game is that there is only one move you can really rely on, that is, to trap the ball and then fire it off in a different direction. You can zigzag across a board as needed this way. That's not all you have to do, though. You have some maze puzzles, some where you need to reconnoitre, and some where you need to avoid enemies. There's enough variety for the eighty levels, but the game never really flies. Throughout the FAQ I will use the phrase "playing arkanoid" as shorthand for just bashing the ball around and using relatively little intuition to get it where it needs to go, or to clear out the area. 2. CONTROLS AND SCORING Holding diagonally allows you to move diagonally if you can, which is handy when running through a nonlethal maze. You move about on a grid that is 46x46 relative to your block size. Your block can move in half-squares at once. The angle the ball bounces off your block is affected by 1) its trajectory angle and 2) what area of your block the ball hits. You should get an intuitive grasp of the physics after playing a bit. Also if you run into the ball as it comes at you, it rebounds more quickly. You should also realize that you can stay put when the ball is moving on a 45 degree diagonal, and that often leads to it getting into a pattern where you can sit and wait. Getting into that sort of situation is a key to solving this game with a minimum of randomness. [select] switches view from your block to the ball moving [save] pauses the game The big move to conquer here is trapping the ball. Basically, you slow it down and then approach it from behind. B slows the ball down and A, or hitting it a lot, can speed it up. Once you've trapped the ball, move in the opposite direction you want it to go, and it will. A also stops you sliding. This is not perfect, however. The other big move is to be able to send a ball vertically or horizontally in the row, or half-row, you want. If you send a ball in a half-row, it can take out two blocks at once. This is very useful when wading through rows of blocks. What you do is to bounce the ball at 90 degrees to how you really want it to go, back up 2 squares away from the direction you want to go, wait and, with the ball slow, move the direction you want the ball to go when the ball is 1/2 square away from where you can hit it head on. Here is an example where you want to push the ball left. ^^ bb bb bb bb ... vv bb bbxx < NOW is when to push it. xx Or, when slow, bb bb xx xx < push to freeze it You also can push the movable green/orange blocks different ways. If you push it head on, the cardinal directions. If you push it off to a side, it goes on a diagonal. Sometimes you need to clear these for a puzzle. 3. LEVEL BLOCKS AND STRATEGIES Use blocks to box in mobile enemies. Use teleports to jump to squares you can't get to. Focus on the ball so you can jump. Slow-motion arkanoid to stabilize where you are going is useful. The big move in narrow corridors is slamming a ball against the wall and moving 90 degrees to move it. Running at a slow ball is the best way to flip it 180 degrees. Chucking a ball between columns can knock them out twice as quickly. vv vv 1122 1122 There's no shame in drilling the ball in a major cardinal direction into a row or column. In fact, you may want to keep close to the ball to ensure it does that. Keep close to the ball so you can intercept it if enemies are around. 4. CHALLENGE LEVELS The challenge levels are all about directing a ball to an exit, not about getting all the blocks. However, smashing or leaving the right blocks can be useful in getting through quickly. These levels are timed, so they force you to focus on how to move the ball around efficiently as well. #1 Wait for the enemies to disperse. Do not get rid of the ball-poison squares below. They block your enemies out. Be sure to avoid them as you zigzag to the right. Push one block down 2 squares and push the ball vertically, then horizontally at the bottom. Then you can push it diagonally UL to kill the middle bits. You don't have to kill everything, because you are just looking for an exit. The big trick is to recognize that, once there is an exit to the left, you need to slow the ball down and kick it down in the dead end to the left. Bounce the ball against the left rapidly to make space before this, to clear out the 5's. Then bounce it down, then bounce it off the top right wall to eventually send it left. Hold the ball on the left and then push it down when the enemies have gone past. If you are really worried about them, push down and move down so the ball is already bouncing. Then push it left when you can. Here you can keep pushing it left against the wall, then UL so it zigzags to the top. Style points are not important here and you don't need to push the ball straight up right away, especially with enemies to the side. You will want to push the ball upwards, and you can jam it at the top, crush the walls above(take 2 times if you need) and catch the ball from behind, moving it slowly. Then you can kick the ball up and UR. You just need to get the ball in the general area, where it will bounce around and eventually run into the exit, completing the level. The 5-blocks near the top. should ensure you get a few chances to push the ball the way you want. #2 See regular level 19. The main difference here is that you have to avoid teleport squares on your way. If you touch one, the ball is totally out of play. #3 Cut holes in the top--left and 2nd-right-and bounce the ball so it goes up each of them. Play arkanoid to take out the top bit, then ram the ball in the top and push left to recoil it into the 5s. Plow through right then kick the ball down the left side of the right structure. Play arkanoid to take out the bottom, then go back up the left side. #4 Push the movable in the corridor to the right down. Then move past the enemies and go back left. Place the single movable so that the movable death is 1L of it. Npw place another movable so that it is 1U of the bottom of the L, and put another one 1U1L of that, another 4R of that. Move the ball down. Then right then down the near chute. Push the ball down and take out the destructible death, then play arkanoid and bash the ball down through a square that blocks you. Leave it there. Go down the right chute and block the top mobile block(push one block diagonally up) and the bottom(push the bottom down) and then your block can zigzag UR, letting the ball follow. Return it to going L-R after you take out the 5- block. R U R and push the blocks down to use the teleporter. Make sure the vertically traveling block is out of the picture--stack the others against the edges when you can. You also want blocks as follows: * * T This will allow you to complete the last bit. Touch the teleporter from the left and return. Push R U and arkanoid around so that the ball goes left across the top of the chamber with the 5's. Send it L U R U R D R U R D R U L U. Go near the teleport and touch it when the ball is on the guard square. Crush the barrier above and then when the block comes back right, push it into the enemy into the corner. Now return and touch the teleport from the right. R U L back through the zigzags and then with the ball bouncing UD, go to the top and hook the ball, then push it left, run past it to kill the death square, then run back past. #5 Not too bad. Wipe out the ball-death blocks and then push the leftmost block down, then the block below it down, so you almost have an escape. Touch the teleport to get out. Now go L D R to open up a passage to the right, then push the block D. Now push the ball L D R. If you want, you can push a movable block against the side to make the L D transition easier. The ball now goes U and down the left side. Play arkanoid for a bit to get rid of the blocks and be sire that you have some stuff in the top row taken out. Then move the ball L R along the top row. Plow through the crumblies til you've looped to the outside. Now avoid the movable deaths as you go by, then move it all the way right and 2U and right, so it is in he corner. Bounce the ball U D from the right side along the edge. Then it can go left and down and can be bounced easily into the exit. The movables are synchronized to eventually allow a way through the center. #6 You need to blast all the bricks here, so to start, play arkanoid til everything is clear, then leave the ball bouncing U/D--hit it to an edge if necessary. Go up when the death block is moving right of you, then go left and touch the teleport. Return. Play arkanoid to clear out the "L" area and leave the ball bouncing E-W. Bust through the crumbly and touch the teleport on its right. Then move back down to get past the teleport again, bouncing the ball down and then right. Close off the top space with the enemy going L/R and then play more arkanoid to clear the right bit. Clear out all but the bottom crumbly, pushing the block down the right side to get the 5-blocks. Then go past it and right and around the enemy to get to the teleport. But first use one block to wedge the enemy in the DL, and then the enemy in the V can be neutralized with 2 blocks, presing him first against the edge. Play arkanoid above. Touch the teleport after you've cleared out the right edge and the ball is above the block. Push the ball into the corner and left and play arkanoid to the left to win it--go 1/2 square down to bust out a lot of stuff behind. #7 Push the block right, over the 2nd of the 2x1, then D R D R U then arkanoid it right into the corner. Then push it down and tap it from the side to bounce it off the wall DR. Push it off the top 1x2, D L D, then right a bit and arkanoid it to the DR. Run after it to crunch the ball-traps then kick it up when it's under the right 2x1, L U L D and arkanoid it left. Put it into the corner. One more time, do the kick up and arkanoid to the center, off the first of the 1x2, U R U L and then arkanoid to the UL. #8 Walk to the UR. At the top, place the blocks so one is in the very UR and you might as well place the rest left of it. Touch the E from above. Then push the ball left. Switch view so when the ball crosses the second pink, tap the E from above. Go 4L of the skull and cross the green/orange. When the ball appears, tap the E from the right. Tap the ball left and down so it bounces up/down. Now push the top blocks to the left, place a block 2D of the spot that will fill up, and trap the rightmost enemy at the very bottom. This gives a path for you to send the ball through, though you'll want to place another block 2U1L of the DR-most. Bounce the ball to the right and through the zigzags, but leave it U/D as you tackle the next bit. Place one block 2U2L of the DR, then place the next block 2L of the entry to the big room above. You want to be able to push the ball and turn up so you are 1L of the corner, then go left and up. You may need to retrieve the ball after breaking through the crumbly to the room above, but then after placing one block in the DR and another in the DL to trap the ball, you can kick it right through. You may wish to run over it to the right and half over 1R of where the exit is, to guard the ball against the skulls. Or you can flip the ball once the exit comes to the center. #9 See regular level 47. #10 Very sticky. Push the ball up then left, pushing the movable block left. Then kick the ball down the 2nd right column and move down and create a path as follows, from the UL of this mess: . . . . ......X . X . . . . ...........X X . . . . . X.... That will get you through, if you tilt the ball around. Just don't step over the spaces you shouldn't. Now clear the UR. Push the enemies to the left and seal them with a block, but leave 1 space at the bottom and push the top block right. Clear the skull in the UL and push the block to the top. Then kick the ball U R D and hook around the teleporter and the moving death block. Kick the ball along the corridors ending at the top. Kick the ball to the UL, then kick it from below and kick it down to win. 5. WALKTHROUGH Level 1 You can pretty much just sit around and watch the ball bounce diagonally. Wait til it gets in a loop that doesn't take any bricks out, then slowly move to the right to make it bounce some more. You can knock out bricks by accident, and it's probably quicker than moving the ball into place. Level 2 New early level, new pieces. Some blocks require five hits to dissolve. Here it's useful to try to get the ball going horizontally/vertically in one of the four side compartments, but you can also go for long diagonal and bounce it back and forth that way to take out two of the corners. To take out a remaining corner, you will want to push the ball so it splits the 2x2 square. See controls for how to do this. You can also just push the ball around a bunch and win by accident. There's still no way to lose a life. Level 3 Here it is very hard to lose a life unless you try. A few dead ends have skull blocks which kill you or your ball on touch. But you can guard easily against the ball falling into them. You can go with the vertical bits on half-squares to pick out a lot here, but you can probably just "play arkanoid" to start out and clear the major stuff, then focus on the final minor bricks that need destroying. Level 4 Now to the bricks you can crush. Only take out one wall at a time, and then, only take out a few squares of it so that you won't be chasing the ball all over. Let it get into one quadrant, take everything out, and move it to another quadrant. Follow the ball to redirect it if you must. Level 5 New pieces here: squares that become walls if you walk over them five times. All you have to do is push the ball to the left and then kick it up between the two columns of blocks, and this will be easy. So kick the ball down, then right, then get it to bounce horizontally, then kick it vertically. Level 6 There is just one new thing--the teleport square, an "E." When you touch it, the ball lands there. You are also kicked off to the side. Here, you go to the UL, where the ball was. It was trapped on squares you could cross but it wasn't. In the DR, there are squares it can cross but you can't. Go right, then down. Take the teleport and then take out the top of the blocks at the bottom--it will cause the ball to bounce L-R, which is good. Push the ball up the center shaft. You can afford to be sloppy if you want, as you can catch up to the ball if it goes into the potentially deadly DR, or you can be exact. A touch-and-go combination of the two based on what seems most comfortable at the time might not work on general principles, but it works in this game, so go with it. From here you just need to push the ball left off the wall and right to the crossed-arrow area in the UR. Then push the ball back left and down and left to the upper chamber when you're done. Push the ball back out and down and left into the final chamber with the 5-blocks. If you can bat the ball around vertically, great, but if not, you can guard the ball by standing in the top center and just watching it bounce around. Move up and down as necessary. Level 7 It's a mess to pick all these off manually, but the new slider, combined with the teleporter, makes things a lot easier. Go left quickly to duck the ball. Then let the ball bounce diagonally around, and when you see it going SE, touch the center of an E to take out the squares clockwise of each E. Then go up and touch the E at the top when the ball goes SE, past you. Now get the ball to go horizontally and touch left and right of the top and bottom E's. Get the ball to go vertically and touch above and below the left and right E's. It does the dirty work for you. There's no real micromanagement necessary. Level 8 Kill the ball-poison above and to the right and left. Move diagonally to get to the side passages. Exit to the right or left once it's all cleared--check where the ball is. Then use the horizontal/vertical movement to move from one quadrant to the next once it is taken care of. Level 9 Watch for the death square here. You have a few times you can hit it. The best way to solve this level is to bounce the ball diagonally a bit and then up and down, moving to the side of the death square, then push it left and right. You probably only need to do this twice if you line up on a half- square and bounce the ball back and forth. You'll have 6 squares left to clean up, but they should not be a big deal. In the worst case, you can defend the blank square. Level 10 For the left side here you can just get the ball moving horizontally in the center and then either 1) push the ball back and forth as you want or 2) push the blocks into place, as if the moving blocks run into you, they will reverse. Make the ball bounce quickly when a bunch of blocks in a row come near you, and you can also overrun the ball to reverse its direction in a pinch. This eliminates a lot of annoying guesswork and running in circles. Then you can push the ball over to the right and proceed the same way, just rotated ninty degrees. You need to avoid some moving walls, but you can just play pong with them and eventually you'll get past. The best bet is to move the ball slowly, making a few adjustments to its trajectory to push it past each block. Level 11 This is like level 10 only there are a bunch of lethal squares at the bottom. They're not a real problem, though. Just make the ball move slowly and then push it up vertically so it gets to the top. You will need to make a little space to tilt the ball horizontally, so keep bouncing the ball straight up and moving up. When almost touching the big wall, move a half-square left so that the ball will bounce among a bunch of bricks. That will get you enough space to be able to push the ball left between two rows. There are five rows in total, so you need two moves like this--you can just clear out the bottom row(in all probability the one left--you want to split the row of 5-blocks and 1-blocks to save work) with standard badgering the ball. Of course you can make the rows quicker by getting closer to the ball to smack it around. Level 12 With the ball going L-R, kick it up when you are 1L or 1R of the long slick slide. You can kick it up the slide, but then you may flip it back down and that is extra work. Slam the ball into the north wall, then west to the edge, south, east, north and down the edge and around west and north. Here you will want the ball going along the west edge, but first you need to push down on it when it is 1R of the edge, to get the 2nd-rightmost block. Ram it from the east so that there is a 1 1/2 square space from the top. Then let the ball go right. You'll knock out 4 of the 6 blocks, then push the ball into the east wall and the north wall and west. When it comes back east, push it S W N E S and now there is one block. Poke it down when it is 1R of the edge. Now you have the upper bit, which is no problem. Lead the ball around again, and push it along the top edge and just play good old fashioned arkanoid to take one space out. To be extra sure, when you get it going straight, kick it into the walls. But you can probably just play arkanoid to get the ball to the other side and clean up. Level 13 There are a lot of obstacles above, but you can pretty much avoid them. You need to focus on kicking the ball into the top big, slowing it down, and getting it to move horizontally. Once you do, stand above it in the center and kick it up. There's little risk here as, though the other tunnels lead to death, you should be able to catch up with the ball before that. If it gets stuck below, you can also take a few hits on the right pushing the ball up. Level 14 This level looks nasty but is not so bad. To be overprotective, you can push a bunker down past the crumblies(which you should destroy first anyway--also, go up the right chute to kill the crumblies and the ballskulls) and then against the UL skull. The other two bunkers can block the DL skull.Get the ball to the right edge and then push it vertically down against the wall. Play arkanoid to get it up the right chute, and the moving blocks should not stop youy from blasting the ball into the exit. You can move it slowly and guide it--hit the growing skulls if you want to. Level 15 You can't quite use the edges, so bounce the ball against an edge, with you 1 square away, then tilt to the right and play Arkanoid to knock out a few squares. Then steer the ball into a wall, and now you can move left and right to clear that out. You can go 1/2 U or D to kill the blocks 1 away from the corners. Don't clear the crumblies until you're done. Once you are, you should push the ball down 1/2 away from the left edge and THEN hit the crumblies. Be careful of the death moving left-right below. Move the ball slowly and herd it--flip it back up and kick it down if you need. From here it is pretty easy. Slam the ball into the bottom wall, then when on top of it, go 1L and take out the bottom row. Then go 1/2 up and in slow motion, get the ball to bounce to the right. You can play arkanoid here, and worst comes to worst, you can run back up andplay arkanoid, defending the ball against the mobile death square. Level 16 This is an arduous level where you need to push one movable bunker 2U and the other 2D. Push the ball against the wall and up and left when it is 1/2 below the top. (You can also play arkanoid to push it left and right.) Clear the top, then the bottom, and then push it along the bottom wall and line up above the 2 5-squares. Run the ball into them. Again, you can play arkanoid, but this is clearer and quicker. Now you are in the next spiral. Blast the bottom as you remove the crumblies, blast the top, and escape the 2 5-squares above. Now repeat as before, but it'll take a little longer. The big problem with this level is if you forget to take care of a block Level 17 This is one of those levels where if you learned the helter skelter way to play the game, you may find it easier than if you learn the right way. Refer to my maps here and you can afford to be inexact with where you horizontally/vertically redirect the ball, since the main issue here is not specific rows but moving to the net general area. I would go in for the UL part last, with the 2-deep rows, just because it is the trickiest and it is around a bed. Besides, the ball goes to the DR. After that, I would direct it up. It's worth noting that the diagonal edges allow you to push the ball into a wall, step on it, and turn it at a right angle a lot. Or you can just push the ball into a corner in general, tagging behind it to bump it along, and only then direct it on a straight line. There's no real harm to letting the ball slip away as you can always slow it and grab it from behind and just play boring Arkanoid to take out any row/column of blocks around the edges. Of course, take out all of one area before moving to the next, and be careful remembering the DL, as it is tucked away. Level 18 Push the ball down into the wall, then right. Move up 1/2 square so it takes out both squares guarding the right. If you are able to get the ball to bounce at a 45 degree angle through this, you are set. Otherwise you will just need to guide it through, up and down a couple times, whci is not hard. The only risk is if you let it escape to the center, so be sure to follow the ball up and cut it off before it goes out. Again you can herd it onto any one individual square. Once in the UR you can shepherd the ball along the edge L D L U L without risk. Then repeat what you did on the right. Level 19 A maze level that is not particularly difficult once you know where to go. Don't hit any teleportals or moving deaths--you need the ball to stay where it is, and you just need to get there.. U* R* D, R at the T, N W N, W at the fork, SW, make sure the way west is lear before using the glider, N E N-2 W* N E* N E N E N W N E S and wait for the moving death to go back east. E N W N E S crush the block 2E N E S W S E SW S W S, but not to the bottom where the death is. 4E N E S E S 2W S*-1--again wait for the death and slip 2E N* E S E and the E fork to the N. Follow it and go along the top. 1E, wait for the enemy to go down in the center, 2E--tap it just right--and repeat the waiting twice more. Bust through the crumbly and go to the bottom. Let the ball go by, then break through and run north so the ball flips down into the exit. Level 20 You don't need to wipe out everything here, though the end bit is tricky. Shepherd the ball along the east wall into the corner, then keep pushing it along the wall, making right turns as you bounce of the wall, so it follows you. Move ahead of it to make sure there is nothing that can kill it. This works great til near the end, when there is a death square by the outer wall. Push the ball back into the corner and go up. Let the ball bounce U D and be 1U 1R of the DL. Run left into the ball as it passes so it will bounce right, then ram it into the right wall and continue counterclockwise. There's one more challenge here. There'll be 4 deaths in a row. Put the ball in the UR and move down and then out of its way. Be 1D1L of it. Push right so you are on top of the ball, then push left. Then run right over the ball and push it into the left wall, then down. Now block the entrance and all the blocks will fall. If they don't, you can move in pretty safely as there isn't a lot of real estate to cover. Level 21 Shake out the center bit first with a bunch of Arkanoid. Use the movable blocks on each side to push the movable deaths into dead ends where they are hamless. Stand 1/2 D of the top and run right. One block goes UR. Go 1/2 U and push a block R, then 1/2 R of there and push U so a block goes UR. Now 1/2 R and you can push a block 2U L. Now you can push the center left block back left. How to clear the DR? Well, it's not bad at all, Approach from the top and push everything down 1. You can afford to push squares into the right or left walls once you've cleared this path. With a few diagonal pushes you should be able to create a corridor 1R of the left. Remember you can push squares back to the center. I had: 1 23 456 789 Push 8 D, 9 R, 7 2L, 8 2R, 6 2D 2L, 1 DL, 3 UL, and 5 3D L. Level 22 A nutty dopey little level that can just take a few seconds if you are not playing for poits. If you are, then you need to move the ball horizontally into the various barriers and walls that you can find, without leting them touch the exits. I just went to the right, straightened the ball out, then kicked it right and up for an easy pass. Level 23 Now this one gets a bit tricky. You have to teleport the ball into 3 rooms it cannot get out of--but fortunately, you can walk into each room. There is no need to touch any crumblies, though you will be pushing the ball into a wall. If you teleport the ball into a room before you've cleared the main area, then you ned to cut off the crumblies to the side and kick the ball so it goes straight down. Obviously, choose the side with the fewest crumblies. Start by pishing the ball down into the 5's and then playing arkanoid to put it on a diagonal and eventually make it go horizontal. Throw it into the right wall then up then left then up, bouncing it from the left so it hits the wall on the side, then bounce it DR so it eventually goes down into the 5's. Now push it back left and down and wait to the right to throw it left and back right, to the right edge. Then push it up, 1/2 left of the right wall. Clear that UR area. Now jump across to the left, across the squares only you can touch, and touch the teleport. Return, then push the ball into the 5's as you wish, then go to the DR room and repeat. Again, you probably want to move the ball L R 1/2 above the bottom. Then touc the teleport in the UL and do it all one more time. Level 24 This is a tricky level where you need to get the ball to bounce just exactly right so it escapes the inner area and goes to the bottom. Then touch the side, so you go to the bottom, and hook around the square only you can touch and touch the teleports on the side in the middle. Now the ball will bounce around a bunch til it touches an exit. The trick is getting it out of the starting area. To do this, you probably need to clear all the blocks, then wait for the ball to be going DL and pick any teleport to hit. If that doesn't work, move 1/2 down or up, til you've covered all possibilities. Generally, watch your craft until it's where you want it, then watch for the ball to go DL--well, it can be UL or DR, too, just make sure the direction is consistent and you try touching all the blocks in all the locations. Level 25 A rather easy level if you just want to win. There are several ways to exit, and the easiest is just to trap the ball against any wall, then push it left and up if necessary. Push it into the 5, then just play arkanoid with it to bust to the exit below. Level 26 First order of business is to straighten the ball so it bounces vertically. Then push it against the bottom, push it left, and burst it through the 5's. You can just play arkanoid here and at the next bit to burst it through the 5's and 1's, then kick it to near the bottom and to the right. Make sure the ball is bouncing left/right and is right of the blocking squares, then touch the teleport from above. Now the ball will bounce right/left as you get rid of the crumblies. Hit it left, then push it U L U R along the walls, til there is a gap at the top(lead block the crumblies while you're at it.) Kick the ball right and touch the teleport from above, and now you need to push the ball down so that it goes through the death's heads. Follow it, and push the ball into the bottom and then to the right edge, then up. When it bursts a brick, turbo ahead of it and block the ball from the UR death brick. Trap the ball up top and kick it left. Go past the squares that block the ball and touch the teleport above, from the left, but 1/2 below. Now once the ball knocks out the 5's, touch the teleport from the right, then go to the left and touch the inner teleport from the left, 1/2 below. Come back to blast the ball into the left wall and down. Next! Level 27 I had inordinate trouble getting the ball out of the main area and following it, but I think once you do, it is pretty easy. Clear out the left side--play arkanoid to create a space, then drive the ball left and kick up or down. Take out the left crumbly and shepherd the ball up. Don't make it go slow unless you need to kick it back down, but at some point, all blocks should be as they originally were, and you can pass. Head U R D along the corner and now there are 2 ways to get through. 1. you can take your chances knocking the ball diagonally into the upper bit, running R U R D, and touching the teleport so that it bounces randomly and eventually takes out what you want it to(there are blockers.) 2. thread the needle, kicking the ball R to the edge, U, R D and through the crumbly and into the exit. One way is easier to describe, but the other is quicker. Level 28 Touch the teleport from below. Once outside, take out the crumblies so the ball bounces diagonally off the teleport. Once the ball is outside the red/orange, play it so it is going left/right. Go to the bottom center. After taking out the crumblies, tap the E from the left, 1/2 up. the ball does the rest. Level 29 Kick the ball so it goes L/R. Loop around the blocks and right into a wall. Push the ball down and then kick it right over the death squares. These don't matter if you hit them once. Push the ball to the right edge, then down, then left. Kick the ball down off the screen into the wall, then left down right down left into the exit--you may need to angle the last kick a bit. Level 30 This level is a pedantic pain in the butt, but it is pretty easy to describe. 1. clear out the center--make sure the ball goes SLOW. Move it in straight lines, preferably between blocks so this goes quicker. 2. kick the ball to the outside and wait around a bit as it knocks out blocks. You can maybe play arkanoid to bounce it diagonally, if you keep close and hit it at an angle. 3. when it isn't happening randomly, or you need to take out a specific block, make the ball go straight. It doesn't matter which edge. Let's go for the top. Don't step on any death-heads too developed, but be prepared to step in there to get the ball moving in a cardinal direction. Bounce the ball L-R and stand 1U or 1D of it, depending where you are safe. It's best to have it closer to the outside blocks. Flick the ball at the block, then run at it so you trap it, then move it horizontally and try again. Level 31 Move down and kick the ball up. Then stand right of where it will be and blast it right. You'll need to play some arkanoid here to get it to the edge. If you want, you can play arkanoid, direct the ball to a different area, and play more arkanoid. First, however, you want to close off the corners in case of an accident. Stand 1D1R of the UL and tap 1/2 U, 1/2 D, 1/2 L, 1/2 R, etc. Repeat in each corner. The cool thing is that you can play arkanoid while sealing off the center once it's done, which cuts down the guesswork and chasing later. Or you can bounce the ball up and down, kick it to an edge, trap it, move it L/R, and kick it U/D some more down each column. This precision stuff is probably best when most blocks are gone, and of course you want to make the ball run between columns. Level 32 Wait for the ball to bounce up off you. Then smash it into the top and play arkanoid til you can get it to go vertically and have space to kick it L/R along the top. Play arkanoi in the corner and work your way down the sides. Keep the ball going slowly and this will not be a problem. Level 33 It takes a while to get near the ball, but once you do, this is a pretty easy level. You may have to switch the view around a bit, too. Head clockwise and you should catch the ball in the SE. Then get it to bounce L-R and bounce it down onto the big long column of tiles. If the ball is in the top, of course, bounce it up. But the strategy is the same--get the ball going horizontal, then push it down to the small room with the mobile exit. Level 34 Get the ball moving horizontally. Then go down through the crumbly and left. Move to push the ball up, then go to the left at the top, on the blocks you can walk on. Push the ball onto blocks it can walk on. S E N W N E S W S E N to the NE corner. Then push the ball down by standing on it in the corner and pushing down. Now take the maze back to the start, then S* W S* E S W S E* N1 E and follow the winding path--S at the T. Take out the crumblies, NE last, and then play arkanoid with the ball when it is in the SE. Level 35 Cut left, then when 3L of the end of the tunnel, cut up(should have skulls right next) and cut left with the skull 1U1R. 3L then up. 1L at the top of the 24 then up all the way. Push the ball down and then right, removing crumblies. 6R 3U 3R 3U 4R 3D 3R 4D to get to a 3x2. Work your way down til there's a skull 4D of you, half off the board, then go W. Come back and go 4R 9D to get to a 2x2. 7U, 4R, 3U, 5R, 5U, 6R, then U*. You now have access to pretty much everywhere, where you can flip the ball safely. Be careful around borders so you don't crumble them and be prepared to play arkanoid a bit to remove the 2x blocks. Use areas behind the blocks so you can recoil to bounce the ball against them, and let the ball roll diagonally since you can straighten it out easily enough. Level 36 With the ball UR, all you have to do is get it moving L-R. It's best to do this where you can see the inner square of 5's, and if you can put the ball in the center of them(4U from the bottom,) do so--that'll get you right to the exit. Otherwise, you can just push the ball right, step on the crumblies and hit it diagonally, and just play Arkanoid. Level 37 A pretty easy level where you just need to kick the ball to the bottom, push it right, then push it up. Stand 2L of the exit and move left when the ball is there, so that you kick the ball into the exit area. Level 38 This level is pretty easy to dispose of. The mobile pieces are not really a factor here. Worst comes to worst, just avoid them a bit. Push the ball against the left, then kick it down. Go left of the underlines and step on the ball from the right, then go right and clear that stuff out. Do similarly for the bottom row of "TITAN" and take out the top two rows at once. Now the final turn, pushing the ball down and waiting right of the center marker by the left, so you are 1/2 by it. Push it left or right to take out rows 3 and 4. Level 39 A simple maze level. W N and, above the skulls, E* N W S W and avoid the enemy to go N in the room--4N E* N 2E S E and turn up at the intersection. Wait for the skulls to go down and run east. Follow the passage, pushing A to stop skiding. Move down when the skull moves right, then E S W N and blast to the left. Pin the ball in the left--move it slowly--then take out the crumbly and run back right to push the ball left into the exit. Level 40 The concept is much easier than the execution here. Play arkanoid to push the ball to the UL. Put it 1/2 below the top of the left edge, so it can bounce left and give you an area to work with. Block the right part and play some more arkanoid til the ball is going left and is 1 or 2 below the top left skull. Then jump on it and kick it vertically 1/2 away from the left, so it clears out everything. Fling the ball to the right side and repeat. Then rotate and repeat. Level 41 Touch the teleport, then standto one side of the teleport and run into it. You'll clear most blocks this way. To get rid of the ones U/D/L/R of the teleport, stand up of the teleport and 1/2 to the right. Flip to the ball and when it heads UL, go down into it. Repeat this, rotated, to clean out other blocks. You also need to flip the ball back to the space with the 1-blocks and do something similar. Once that area is cleared, tiptoe past the mobile deaths and repeat for the DL. Then the DR--be careful and move slowly in the U/D areas--then hold down the A button as you go over the skiddy bit. Clear out the top the same as the other areas. Level 42 This one is straightforward but tedious. To move to an outer loop, touch a teleport when the enemy is in an outer loop, then push it into the blocks in the area. Take 4 out, then move outside(swap places with the ball when it is in a rectangle outside you,) then swap places with a ball after moving to an outside rectangle, with it just inside. Level 43 Don't touch the teleport walls in the maze! S all the way, E al the way and take the last passage N. NE and take the to slider E, then go up the long passage, 2W, 2N 4E and go down, past the slider and the mobile deaths. Past the crumbly, hang NW til you hit the wall, then NE once you hit the edge. Snake upwards to the top then left. Go left and hit the ball so it goes vertically, then return to the maze and exit the DR and go down. You can pretty much juwst play arkanoid to clear it here, though if you want safety, you can move the blocks from the side room to the left up and right so the ball does not go left and risk death. Level 44 Get the ball moving L-R and then tap the lowest of the teleports on the left wall then the next-lowest, then skip one, then the next, then the next, then skip and get the final. Y N Y Y Y N Y Y Now touch the 3rd-highest and take the sliders to the right. Push A before reaching the right corner. Now just play arkanoid as you push the ball down if you want. You can try to push it between columns vertically to make a few things quicker. Level 45 It's possible to get trapped here, so watch out. First clear the center bit, then go UL and clear the blocks and UR, then DL and DR. Now send the ball left, into the one pink/orange square and then be 1/2 away from the square and tap up. Bang--the ball goes to a corner. Kick it back to the center the same way and to another corner. Repeat, etc. Level 46 A nasty long level where you have to bump the ball around a bunch of corridors--N E S W S E N W N E S E S W S E N W N E S E N W N W S. Along the way you need to clear out any crumblies. Make the ball go slow and push it into a wall to turn it when you can, though standard arkanoid should also work if you trap it one half square at a time. Level 47 Another maze where you need to play lead blocker. There are 2 crumblies ahead but you can get them as you push the ball N E S E N W N W N E N W N E S W S E N--pushing it into a corner and then going at a right angle. The blocks, similarly. At the T intersection, push it W S W N to get the 2 blocks, then push it back to the T. Have it bounce right, then retreat W S W N and avoid the death block by going in the niches. Continue on the path--take the east path at the T--and then at the next T, go east, then south. Detour to wipe out the ball-death squares(N W-N-E across the ball-block). The next T you get will ave the ball. Cut it off from the left. Push it E S E N E N W N W N E S E N, take out the crumbly in the N E, then push the ball E S W S E S W and, when the enemy goes right, S and push yourself E so the ball goes W. Back the ball to a corner and push N and then flip it over so it is out of the way. Then push the ball W across the crumbly, then S E S E N E S W S E N E to the final area, where you can play arkanoid. Level 48 This level is a break. You just need to push the ball up to the very top wall, through a chute, then right. Grind it against the right wall then kick it down and bounce it around so it can go right and down the next chute. Grind it into the bottom wall and kick it right. Play arkanoid to kick the DR stuff out of commision, slam the ball against the right and push it up. Then when it is in the UR corner, push it left all the way then down. Level 49 Another break where you have 4 exits in each corner, so just kick the ball to a corner. and steer around the compartments with enemies. Arkanoid the ball until you have it moving horizontally or vertically. If you are lucky, you will wind up taking out 2 squares as the ball is split along a column. Then you can just plow D or R to the edge, then flip the ball. If you don't get lucky, create the one column/row making sure no enemy is in the way. You can probably arkanoid to create a column/row ext to it so you can flip it next time. Then it is a matter of kicking the ball to the corner. Level 50 Go to the center via the bottom and use the moving blocks to guard the death squares--for the DL, .. X. Similarly for the others. Break down the crumblies and exit. You can take your time here. Now bounce the ball so it takes out the outside rows and columns, then bounce it inside. You can probably play arkanoid, but it may be easiest just to get the ball bouncing vertically a bunch to take out the columns. Level 51 This level really sucks, because yu can't see a lot ahead, but if you make the ball go slowly and arkanoid the ball so it goes down the hatch, that works pretty well. Then send it up/down the column without blocks in when the way is clear and quickly run after it, kick it back, and shift it over. You'll be doing a lot of shepherding here, but you don't need the ball to go straight vertically up to knock out the 5 blocks --in fact it's better if it doesn't, so you don't have to line it up in the center, and you can just plow through and reverse its direction if need be. Level 52 Arkanoid to the left--if you chip out a chunk of blocks, you can maybe try to align for a vertical shot, but moving the ball slowly should get you through. Then push the ball up and arkanoid there. You shouldn't let it down past you and in fact you can just seal off the bottom rows to make sure. You really need to blast through. After that, get the ball to bounce L-R at the top and plow through to the left, half between the blocks, so you clear a path left. 2R of the left wall, kick it down. You may wish to bring a movable block over for this. Then push the block down and kick it at the last minute--you can loop around it and kick from the DL and you will hit something. Level 53 Arkanoid the ball to the right, then push it up the right shaft. Stay 1/2L to bounce the ball diagonally, then run after it and clear the left-right. Push the ball right then up, and again stay 1/2L of the long shaft so that it bounces around. Follow it closely as there are death squares above. Then pin the ball against a wall and arkanoid it around so it goes back down. Take the second down as you go left, then go left and kick the ball up after clearing the bricks here. Kick the ball left 1/2D from the bottom, then kick it down on the left side. Go up the shaft and right so you can fling the ball right. Fling it up, use the diagonal trick, and fling it down the DR. Then move the ball right and arkanoid it to get the lower squares, then push it D and L. This final bit is a nuisance as you have to tap the ball diagonally then run after it before it hits the death but after it hits a 5-square. Then you have to kick it right, catch up to it and quickly move 1U after releasing it, to swat it left. Keep the ball moving slowly at all times. ??expl Level 54 A nice relaxing level where you just have to kick something horizontally then vertically to take out each row and column. Arkanoiding a bit should allow you the space to transition. Slow the ball down so it does not go in the fatal corners. When the ball bounces L-R and takes out bricks, it is safe. Level 55 Bust out the main bits and arkanoid things so that you have the ball bouncing up and down in the center and you can take out the 5-blocks. Take out the top 4 times then the bottom 4 times, so you can take both pairs of blocks out, bang bang, when releasing the enemies. Then arkanoid the ball into a corner, wait for the enemies to pass by, and split the 5-blocks again when you shift the ball left and then kick it back right. Again, bounce it 4x 1 way, 5x the other and flip it around. Level 56 Trivial really but a welcome break. Go through the zigzags and down. Move over the first skull when it goes down, then run right and go through the second-top slider and crush the block and back up. Level 57 As long as the ball doesn't get lost, this is a walk. Play arkanoid against the left and right sides, and keep track of the ball so it does not go out of bounds and into the weird maze, which you can recover from, but it is painful. Once you've chipped away some of the sides, then you will be able to move U/D actually you can do this everywhere. Guide the ball heavily to knock out other squares. Level 58 You can't afford any mistakes during the long gauntlet near the end, but if you are careful, you won't make any. Push the ball so it bounces horizontally or vertically, then wheedle it into the right side and push it right down the expanding blocks. Run after the ball slowly and move in making sure not to flip it left. Pin it in the corner and go down til you can't see it. Then run back up to flip it down, then move slowly down. Repeat with L U R and now U
is a bit tricky here since you don't have much room, but go to the top, then sharply down, then slowly push up--if the ball is near, ease up. Then you can go right and flip the ball one last time. Level 59 This is an alternating level where you need to move to the center and hit a teleport, then go next to a teleport and touch it when the ball is in the next rectangle, then keep repeating, making sure the ball is always on the inside of where it should be when you flip. Focus to the ball, then flip. For the last bit you may need to bounce around a bit to realign the ball, so it may take a while, but you'll get it eventually. Level 60 This is an annoying variant of an earlier level, but by now you probably know how to shepherd the ball away from an enemy til it passes, then proceed. Work clockwise and be prepared to stand back when you arkanoid the block to release an enemy. Make sure the ball goes slowly when you knock out blocks but quickly when you release. No concrete strategy here other than to pay attention to the angle the ball bounces off a brick, and don't stay in too close when it does, or you may hit it mistakenly. Level 61 Go to the right branch. Push blocks 1U, go 1L, push 1U, etc. Doesn't matter where you start. Then pin the enemies against the wall and be sure to surround them. Then go to the left branch and do the same, clearing as much space as you can, again. Push other blocks to the side so you can play arkanoid above, then wherever the ball goes, follow it. If it goes to the center, just play arkanoid and kick it to the right. If it goes to the right. It's annoying to move the ball between areas, but just kick it away from one at an angle, and stay in close, and eventually it'll work. Level 62 Slip quickly down, then right onto the slider, and down. Hold A in the process. Arkanoid the ball so it goes L-R then hit the crumbly by the right exit. Touch the DR block in the center straight on from the right. Level 63 Not holding down the A button or being careless moving when you do will cost you time and annoyance but not much else. This is a 1-way maze to navigate, with the ball at the end you just need to swat to hit the brick. First, though, wait for the ball to knock out most of the right blocks. If you should be so unfortunate as to touch a side, then the ball will be stuck below the chamber, and you need to run into the ball, then run up, then push left against it and steer it to the UR corner. Level 64 Head DR and fly over the semi-death. Then arkanoid the ball so it goes through to the top. You just need to arkanoid it UR along the right side of the top of the hourglass, and you will eventually hit the exit. Even with a few errors you won't hit the 5-blocks to release enemies. Level 65 Not a terribly tricky level. You just do the same thing over and over again, moving 2D and doing it again. With the ball bouncing U/D, run left on it and push it back slowly. Make sure no enemies are crossing before you release it fast--you're also able to take it over before it crosses the block you can't. Push the ball against the wall and move down. Level 66 Barrel down immediately to wipe out the ball killer, then control the ball so it goes horizontally back and forth. When in doubt, kick it below. If you are lucky, the ball will go between blocks and take out 2. If not, play arkanoid into the DR corner and get the ball to go horizontal again. You need to be able to push the ball to a side, then move along the side, so the ball takes that side out. From there it is pretty easy. First, with the Arkanoiding you did, the DR is probably clear. If you haven't cleared a corner, align yourself 1 1/2 squares away from an edge so you can jump on the ball, then retreat so the ball goes at a right angle and takes out 2 blocks--allowing you to go along another edge and move it up and down. If you've cleared a corner, then you can just run the ball along the edge. Arkanoid to clear a cornershould be pretty safe with a slow ball, since you only have the gradual deaths. Level 67 As long as you don't slip on a slider and go crashing into a death square, this is pretty easy. Touch the teleport and destroy the crumblies outside. Then walk to the inside and arkanoid the ball wherever you want once things start slowing down. Hold A and B if you must go over the sliders. Touch the side teleport after going out and then arkanoid the ball as need be before continuing. You can go along the board sides here but it shouldn't be necessary to go strictly in the corners. Just touch new teleporters and munge around. Level 68 Another level where you just need to play a bit of Arkanoid and push the ball against the wall. You are stuck in the triangle in the UL, and occasionally other pieces come floating in. Clear the top and the left, and when the enemy pieces come in, shepherd the ball away. There's one death square that comes in at the top, and there are 3 at the bottom. You can always push the ball into a corner to be safe, then let it bounce against an incoming tile as it moves diagonally. There's also a blocker piece you can use to freeze out one enemy. Touch the blocker and move it onto the 4th DL-most square on the diagonal. Then you can remove the 5-block without hassle. It is worth trapping the 5-block by going DR of it when it is on the left. Level 69 Tough part first. Smash down so there is just 1 crumbly below the ball-deaths. 3U of this, smash left and bounce the ball once left. Then 1D of there, smash left and bounce the ball once left. Run past the ball and stand 1U of it and hit it down. Then watch for it to hit the bottom block and go 2L1D of the UL corner to kick the ball right--this requires timing. Bash the ball to the right and kick it up/down. At the bottom of this tunnel, go left and right. Make pipelines down through the ball-deaths 1L, 3L, 5L, 1R, 3R, 5R, 7R. You need to push the ball left then down ONCE, then kick it back up to where it goes left/right. Once all this is taken out, make pipelines to the right, 5D of the lower crumblies, then 2D of that--repeat 3 times. Relegate the ball to bouncing harmlessly back and forth. Best way to do this may be to make a path for it to go to the UL and take out the blocks there-- you will need 2 passages in a row that go left. Build the lower one and kick the ball left, then build one just above. Now from the UR, blaze a path to the right, 4D of the big long row of death squares above. Zigzag R U L and then push the ball right when between the rows. Push it into the right, then push down to send the ball up. Move to 1D of the UR then move 1L to start the ball bouncing. Back 1R then 1U, then 1L and 1R to push the ball left. Level 70 More tedious than anything else, in this level you need to push the ball around and avoid the edges, though for small clumps of bricks you can just arkanoid a bit. Push it to the top of your chamber then L and U(right of the blocking squares) then R. Push the ball U when 2L of the edge, then L when below the wall to the right, then U wnen 1/2 :, then L when it is 1D of the top then U. Hook it around for the 3-wide later(here you can use the top, kick the ball right and jump on it from below) and then move D L D L for more fun. Use the map to determine how best to zap the rest. R D R from the corner is good, then you can go backleft from the 2nd-bottom of the wall and down. Then U R for 2 and U to the center, then you have collected everything. Level 71 This is a pretty easy level where you just smash the ball against the right then kick it up. If you want, you can pile up the points, but I didn't think it was worth it. Level 72 With the blocks so chopped up and far apart from each other, it's best to just chip in and take out a few block pairs, then wait for enemies to pass, and then get the stuff UDLR of the center. Stay close to the side and slowly move things (counter)clockwise. The corner is a pain and you need to straighten things out, but other than that you can play by intuition. Hit the ball slowly, though. Level 73 Arkanoid here before you get something vertical on each edge, then plow through it. Take care of the main part before heading to the sides. This should not be hard--you can either arkanoid to get going horizontally, or arkanoid up close so you kill the eyes and then do the same for the smile. Then get the ball to be going vertically up the center, but 1L or 1R, so that when it is at the top, you can go 1/2 to the side and bounce it diagonally and hit a teleport. Then once on the other side, hit a teleport in there and you will be sent back to the center, but the ball will bounce off one side. Repeat for the other side and you win. Level 74 This is just Arkanoid, literally, as you are trapped and must push the ball around. I think it is best to try and get the ball bouncing to the right edge, then get it behind the blocks to take out a lot of them. As you can always slow the ball down, there's little risk of losing. If the ball does go in the top and bounce around(good, saves time) then be sure to follow it with your craft so you know where it comes down. It's also possible to drill a way to the top pushing the ball straight up, but this may interfere with getting a ball into the very top, unless you drill this way near to the edge. Level 75 Bust to the edge horizontally, then arkanoid quickly to create space. You need to arkanoid when an enemy comes aroudn you, and it's best to try to make vertical sweeps, since there are fewer columns than rows in this level. Enemies only go around the edges, so watch for that--bound the ball near to one edge, then flip and bounce it the other way. Shepherd the ball around the center to pick off all strays. Level 76 Duck under the mobile block--S* 3W 3S then push it 1N. You have a path to the exit now. Go down the right side, W N W S E at the T S E S and pass through the sliders NW. Sneak through the enemies and now look at the blocks in the NW. 1 5 d 2 6 e 3 7 fgh 4 8 9abc Note--this bit can be done in any order depending on what was shuffled where, when. Move 4 L* U L to trap the enemies there. Move 3 so it follows 4 and traps the other two enemies. Push 1 to the side and push 2 down and right, so it pushes one of the horizontal blocks into the wall. Use a-b-c similarly. That leaves 2 blocks going vertically. Put blocks U, L and D of them. Place a block 1L1D of the single hittable block by the SW exit. Now Crush the "TITUS" letters, and you can now touch the teleport(push the block 3D of it, 2U.) Ram the ball into the side, then go 1U and kick it around so it goes vertical along the edge, then watch it go down the left edge. Once that is clear, place a block 2L of the other block. Then bounce the ball along the left edge, up and down. Bounce it to the right once it is at the bottom. It it safe there. Take the right of the blocks and push it R 2D, then bring another block and place it 1U2L of that. Move it the same way except wait 1L of the other, then push it just 1D 1L. Now bring the ball R D and push off left and the ball goes to the right. Push the ball into the east wall, holding A, then push it S E N W N W N E S E 2N and W N W N W N W. When the enemies push away from the entrance, push the ball below to win. Level 77 You'll have to run over a few semi-death squares to win this but it shouldn't be tough overall. Push the ball against the side and then recoil in order to take out the 3 major rows and columns. Then push the ball against a wall again and line up with the inner 4 rows. It's most convenient just to walk through the semi-deaths, as if you don't get the ball to bounce right the first time, you'll know where you need to line up the next time. Rotate and repeat. Level 78 Knowing what to do is easy, but getting there is the hard part. You must maneuver your ship in such a way as not to hit any of the death squares. You need to get to the compartment where the ball is, and the directions are E S E S at intersection, W at intersection, S, W all the way, N, E, N at intersection, W, S, E at intersection, and break down one wall. Have the ball moving slowly and move in to the right so it bounces against the brick to the right. Run against the brick and crush it a bit and run past the ball so it fires back right. Repeat until you've dissolved the brick to the right, so the ball can go right and into the exit. Level 79 Geez, this is a mess. Push the ball L D to make a hole, then go into that hole and clear the gunk and touch the E from the right. When the ball is below the red/oranges, hit the E from the right again. Now wind your way through to the bottom. There are a lot of ways to do this, and you don't have to be neat. Just walk around everything below, then go down the right side, left and down. Be sure not to push #2 DR, so after going R, go UR to the corner. x 1 2 x3 456 x 7 8 x9ab x cde x f g Clear the area around the DL teleportal then wawit for the ball to be below the orange/pink then touch it from the right. Return. Now smoosh the ball D R and walk around the skulls to knick the ball N once, then S to the corner and W. For the stack of movable blocks above, push the rightmost 2N then the leftmost D with the ball on the right, then push the leftmost 2L. Push the middle 4 blocks up so you can push them right into a wandering block above. Then push the left block D* L. Push the ball L then U and when it takes out the last of the bit above, push it down and wipe out the mobile deaths above. If you are not sure what is the last hit to the 5-block, be ready to intercept the ball. Now push the ball against the left so that it bounces right when 1D of the skull. Now go back to the bottom, R U(careful in the maze) and move the ball to the right of its travels, then recoil U to push it up. The next bit is tricky--pushing the ball left when 1D from the bottom. Then push it right into the wall and down, then go 1/2 L and play arkanoid below til you can get the ball straightened, after which hit it against the right wall, D, L and go up over the next passage, kicking the ball down. Then go down, hold B when 1R, sweep left and watch the ball go right. Run around the maze, avoiding the enemy when he's at the leftmost. You need to kick the ball up ahd then right--then go 1/2 D in the UR to kick the ball around, then straighten it out so it moves horizontally. If it is between columns, kick it to the bottom on the side then right. Pull the leftmost mobile down to block the ball, then pull the next-left up so it is 1R of the stationary block. Kick the ball L U L. The exit will eventually run into the path of the ball. You can press to the left to make the 5's burst quicker. Level 80 This is a helter skelter level with no real safe zones, so all you can do is play arkanoid to kick the ball to the bottom edge then kick it upwards--also noting that there are two blocks that won't let you move in that way. Once you take out one column, intercept the ball(you may have to to avoid cross- blocks) and move it over. Then kick the ball to the top via the corner and try again. It may be possible to use the corners exclusively here, but I think a little experimentation early on would be much more helpful. 6. CHEATS The current game board map starts at 0x6000 in memory and is 64x64. It is at 0x12f5 in an FCEU save file. 0xbe = # of lives ================================ 7. VERSIONS 0.1.5: sent to GameFAQs 11/28/2007, with the basics done along with 13 levels. 0.5.0: sent to GameFAQs 2/12/2008, 45 of 90 levels done 1.0.0: sent to GameFAQs 2/12/2008(PM), all levels done 8. CREDITS Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to the NES Completion Project folks for keeping it going. Special thanks to odino for notifying me about this game.
Old school guide/map writer. Also the author of text adventures Ailihphilia, Shuffling Around/A Roiling Original (anagrams,) Very Vile Fairy File, Quite Queer Night Near, The Problems Compound, Threediopolis and Fourdiopolis.