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Top-down maze shooter. Clear every robot in the room, then slip out through the side door for the next room. Touch a wall and you lose a life.
Each room is a maze of glowing walls patrolled by gray robots. Use the four-button D-pad in the bottom-left corner of the screen to walk in any of four directions — hold to keep moving, release to stop. Two perpendicular directions combine into diagonals.
The round button in the bottom-right corner fires a bullet in the direction you were last moving (default: down). Bullets travel until they hit a wall, a robot, or leave the room. One robot hit equals one kill and +50.
The robots shoot back. A robot bullet that touches you costs a life. Touching a glowing wall yourself also costs a life — the maze is electrified.
Clear every robot to open the side doors. Then walk off the left or right edge through the door gap to enter the next room: +200 bonus and a fresh layout. You start with three lives and ninety seconds, plus twenty seconds for every room cleared. Lives or time at zero ends the run.
Pick your shooting axis before you walk into a robot's lane. The fire button shoots in your last movement direction, so if you've been walking right and a robot drops in from above, you'll fire right and the bullet sails past it. Tap up once to reorient your facing, then fire — a single ghost-step in the right direction can save a hundred-and-fifty points of dead bullets.
Walls are not cover, they're guillotines. Berzerk-style maps reward circling around walls rather than pressing against them. A robot bullet that hits the wall behind you vanishes — good — but if you're already touching that wall to take the shot, you lose a life to the wall itself before the bullet would have hit. Keep a clear inch between your hitbox and every glowing edge, and treat 'graze' as 'die.'
Kill in priority order: the closest robot, then the one with line of sight, then the one furthest from cover. Distant robots that have a wall between them and you can be ignored entirely while you handle the immediate threat. A wall is also your friend offensively — duck behind one to break their fire line, peek out, and shoot before they re-aim.
Don't rush the exit. The doors open only when the room is fully cleared, and bullets in the air from your last-killed robot keep flying for half a second. Walking toward a door the moment the last robot dies often runs you into a stray bullet you forgot about. Pause, wait for the screen to settle, then leave. Twenty seconds of room bonus is worth more than the half-second you saved.