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Maze Bots

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.

How to play

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.

Tips & strategy

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.