Mendel Palace FAQ(NES)
version 2.0.0 copyright 2004
by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my prior consent.
However, if you write a polite e-mail to me referring to me(and this FAQ) by
name, then I will probably say OK. But if I ignore you that means no--and I
am bad about answering e-mail. Sorry.

**** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762

================================

ENGINEERED TO BE WEIRD

       OUTLINE

 1. INTRODUCTION

 2. CONTROLS

 3. MAP, POINTS AND GENERAL STRATEGIES

   3-1. MAP

   3-2. POINTS

   3-3. GENERAL STRATEGIES

   3-4. SILLY BONUS LEVELS

 4. LEVEL BY LEVEL
(to access a specific one, search for 4-#-#)

 5. BONUS LEVELS
(to access a specific one, search for 5-##, i.e. lvl 1 = 5-01, 23 = 5-23.)

 6. VERSIONS

 7. CREDITS

================================

 1. INTRODUCTION

 Mendel Palace is a lively and very odd game. It takes place on a group of
7x5 sliding tiles, which doesn't seem like much until you realize people can
dodge around nicely on the tiles. Your protagonist's main weapon is being
able to slide these tiles, which pushes opponents back. If they touch the
edge of the playing field, then they burst into a bunch of small balls and go
poof. Get rid of all enemies, and the level is cleared. You even have power-
ups on the way. These include stars(100 gets an extra life--where've we seen
that before?) or a sun, which slide all tiles on the board, or 5-second
bonuses or sonic blasts that ripple tiles in every direction or just the
indicated one. Sliding tiles may reveal a treasure, and sometimes you have to
slide a tile seven times to see what's what, but it's not always good--it may
reveal a sequence of nested squares, where more enemies can drop in. Later
levels force you to avoid certain squares while sliding others.

 The enemies themselves are nothing short of bizarre. Each one does
something different. I don't mean better. Legitimately different. Some jump
in the air when they rush to attack you. Some jump the first time you slide
their tiles. Others are fatties that bounce when their tile is shuffled and
push you back--hopefully not into a wall. But the last three are delightful:
dancers that spin with increasing curvature, swimmers who slide the tiles
behind them(a very clever physically plausible enemy) and copycat girl scouts
whom you must coerce into killing each other at times.

 There are nine scenes with each enemy in a different castle before you get
to a boss fight. Then you cross the bridge to the big castle and go into the
sky. Then there are 100 more bonus levels.

 Mendel Palace has parts that are very replayable and others that aren't.
Many boards hide secret treasures that make them much easier. You even have
spinners that bounce you around(you can direct several in a row to kick you
at right angles, or even bounce between two) and glowing ones that kick you
to a side level where you just need to collect treasure to advance. These are
often well hidden, but if a level doesn't seem to have enough rewards, it's
time to go poking around.

 If there's one big fault with Mendel Palace, it's a sign o' the times the
game was made. NO SAVE ABILITY! Well, you can always continue--you get 3
lives to complete a level--and in fact you can try your luck at the last
level you failed at in another castle when you continue. I've found I can get
through the game in 2 hours after one stretch run--but it took me 4+ the
first time, when I saw enemies and didn't know how they moved. Some of the
levels, too, have a surprise that's hard to forget--enemies that seem to
swarm are knocked out by a judicious hidden sun, and there's no other way to
do it, and trying again you don't feel you're solving anything, just acting
on received ideas--the difference between knowing which Bronte wrote what and
knowing about the content of the books. Mendel Palace also seems to lock up
my emulator and ZoopSoul mentioned the harrowing tragedy of having the game
lock up on him on the original NES...when he was so close to finishing after
an all night session playing it. Ouch!

 All in all though, Hudson has had much worse efforts. They always seem to
take chances going in for esoteric puzzle games, and this one really worked.
Good job to them!

 As a final note about this FAQ itself, I use shorthand such as
UL/UR/DL/DR(upper/left/down/right) or 2U3R or even coordinates(DL=0,0). Also,
there is a possibility I've missed some neat hidden points, and a reason I
wrote this was to get from others what I'd maybe missed. Also, a pace is
defined as 1/3 of a square, i.e. the smallest unit you can move.

Also some shorthand you'll see will be (0/1/5, 0/1/3)--meaning all possible
combos of these coordinates.

 2. CONTROLS

 First of all, the start button is a useful pause. Use it to strategize
where to go or which tile/enemy to blast next.

 The controls in Mendel Palace aren't perfectly intuitive because you can
always stand on the edge of a tile, which crosses things up. If you are
walking along an edge, you can't expect to have a tile in front of you to
slide, really, and if you're at an edge, you will slide the tile in front of
you. You can in fact slide the tile you're on if you are just inside it and
facing towards the far side. This is never quite clear although if you're
still on the thin outline, you'll probably still slide the square you're on.

 Where you are on a tile in Mendel Palace can be quantized. You can be at
the left edge, right edge, or center and be at the top, center or bottom of
it. You only get credit for picking up a square(star, rotating, dark-sun or
tile-flip sun) if you step in the middle of it. Enemies are restricted to the
same walking conventions as you are, except for the spinning dancers and
diagonal swimmers, who aren't really walking anyway.

 Turning is also a problem in Mendel palace. It seems to take time to turn
and slide. So be forewarned. You can actually turn in place by lightly
tapping the controller, but it takes time for you to whirl around.

 Diagonal walking doesn't save you time, but it might confuse your
opponents, and it helps you to understand the units your character moves in.

 As for the precise parameters about what you slide when you're where,
assume you're sliding something left in the picture below.

a b c <
d e f < c, f and i will slide the tile you're on
g h i < a, b, d, e, g, h will slide the tile you're near to

 If you're on the far edge of a tile in any direction you face, in fact,
you'll slide that tile.

 An exception to having to step on something occurs when you take a flipper
through it. Not only can you hold down the direction you want to twist a
flipper in advance, you don't have to fly through the center of a star square
to set it off.

 3. MAP, POINTS AND GENERAL STRATEGIES

   3-1. MAP

Aliens(1)        Mohawks(2)     doodlers(3)
             +--------------+
Fatsos(4)     |  Big palace  |  buckwheats(5)
             +--------------+
Spin dolls(6)    swimmers(7)    girl scouts(8)

 In terms of difficulty, it seems to get harder as you go left-right, then
down, etc. But I always go clockwise.

 You can't enter the Big Palace until you've cleared the other eight
palaces. Once you've cleared one palace, you can't re-enter Each one has nine
rooms, plus a boss fight. If your game ends, you can continue at any palace
you want, at the last level you got stuck on. There is a castle in the sky
after the big palace.

 The bonus levels are a bit more linear.

   3-2. POINTS

100 points for each star you collect
10000 points + 10 stars for collecting a glowing star, i.e. the last of the
orange stars, not added to the regular 100+1 for a star.
10 points for sliding an enemy back but not killing him
100 points each time you bump into a twiddler
1000 points for stepping on a 4-way sonic blast
1500 points for stepping on a directional blast
2000 points for stepping on a 5-second square
5000 points for stepping on a sun
100 points for stars in a dark side room, + 100 points for each time unit
left when you collect them all
10000 points for winning a boss fight

There are also squares that flash randomly. Here is their pattern:
10 / 10000 / 10 stars(+1000 points) / free 1up / 10 / 10000 / 10 stars(+1000
points)

So often you think you're timing to get the 1up, but you're really getting 10
points, since it's vanished from what seems to be a loop of 4 after you were
sure you saw that 1up last time.

No points for sliding into something via a flipper or having other guys slide
each other into a wall, which is a shame, as that can require a bit more
skill.

 Points are a bit different for the bonus areas.

   3-3. GENERAL STRATEGIES

 You should play Mendel Palace just to get through it and familiarize
yourself with monsters the first time, then run by the second and see about
hidden power-ups to get through quickly and with lots of points. If you build
up men early on, you can waste them later. Just-get-through strategies
include picking off one or two specific bad guys at the start of a level or
its restart and dealing with the rest, a lesser force, later. You can also
aim to take out just one or two bad guys per life if you get ahead of the
game. Since there are no more than six to start a level, this will get you
through. It's a practical strategy in case you don't want perfection.

 The commonest strategy to trap an opponent is to sucker him into a corner
and wait kitty-corner. Whichever way he turns, slide that square. You don't
want to wait at the edge nearest him, as he seems to track you by square on
the 7x5 grid and not precise location, but often you can run past him if
you're way in the corner, turn around and get him. Similarly you can shake
one square over, turn around and blast him, if he does come at you. Bad guys
take time to turn around as well.

 Stand and walk on the edge of tiles to run to a more favorable position,
although this does make it harder to slide tiles.

 Perpetually sliding a tile in the "B" area(see 4-1, squares next to edge)
can kill opponents that are running at you from the edge, eventually. This is
a good simple mnemonic to mop up that last bad guy.

 Beware of just flipping squares over once you've won a level. If one holds
a bonus, then go for it. But with all enemies clear, if you get one of those
hypnotic square fields, the end-of-level tune will change and you'll have
someone to fight against. Be especially wary of suns or sonic blast squares
if you know the mega-squares exist.

 On the other hand, you can use a few seconds after you've nailed the last
enemy to gather loot, in case you overlooked something or wanted to defeat
the enemy to make picking up a treasure much safer. This is a nice finesse.

 But despite all this, there's one constant trick. Slide enough tiles to
find a sonic blast or a sun, which will allow you to blast open the board and
kill most of your enemies.

   3-4. SILLY BONUS LEVELS

 There are three silly bonus levels I know of: a 7x5 chunk of stars, a 5x5
with flipper squares on the side, a 5x5 with flipper squares on the side, and
a 7x5 set of sonic blast/star/open squares.

 This is a nice level to pick up points on. You don't have much to do, but
you can maximize the points you get. If you run through a flashing flip-
square you're transported to a dark level with 35 stars. The task is simple:
pick up the 35 stars and get a nice bonus for the time you have left. You
shouldn't have any problems getting things within the required time limit but
the maximization is another thing. The best I've been able to do is to get
110 stars and 23000 points--you get 3000 just for entering, 10000+10 stars
for completing it, 35 stars and 65 points for each time unit left(this is
counted on the board's boundary.)

 The old 'chessboard parity problem' makes an appearance here. Consider the
7x5 board as follows:

.XX..XX..XX..
.XX..XX..XX..
XX..XX..XX..XX
XX..XX..XX..XX
.XX..XX..XX..
.XX..XX..XX..
XX..XX..XX..XX
XX..XX..XX..XX
.XX..XX..XX..
.XX..XX..XX..

 Note that there are 18 . squares and 17 X's. Also note that, for the
quickest possible path, your guy must run between centers of the tiles. So if
he starts off on an X, the next square is a ., then an X, and so on, and
you're left with 2 .'s(oops, didn't think ahead to the hellish punctuation
this would cause.)

 So it seems you have to live with that, and there's also a problem of
turning at the right time so you don't lose any time, since to pick up a star
you have to be at the center of it.

 But it's actually not too tough to do better. What you can do is to go left
immediately, and you turn down once you get to the center of the edge star.
Then you can start picking up stars from there. Weave left/up/right/up/etc,
clearing each row as you get to it. This should get you the full bonus with
the minimum of risky turns.

 Some bonus levels have bonus squares under them:

......
*.....
......
....?.
......

 If you slide the sun immediately, the board reverts to where there is a
flashing star a square right of where you started. You can pick it up for the
quick bonus and then also slide the rotating bonus square as the countdown
goes on.

 Some have bonus squares under other places:

......
......
.D.*..
......
......

 Here, you can get all the stars, slide the sun and step on it, then step on
the dark sun to get a new wave of bonuses to pick up. It's very lucrative.

 In the 5x5 one, with flippers on the side, the object is the same, but
there's a hidden star at the center of the board.

XX..XX..XX
XX..XX..XX
.XX..XX..
.XX..XX..
XX..XX..XX
XX..XX..XX
.XX..XX..
.XX..XX..
XX..XX..XX
XX..XX..XX

 You should start moving when the star counter registers you've stepped on
the center square. Then go as follows:

+-------+
|       |
+-----+ |
       |
+---+ +-+
|     |
| +-+ +-+
| | |   |
+-+ +---+

 At the end of the walk, go down and slide left for the final star.

 With perfect play just walking through I've gotten 20000 on this level.
There are a lot of zig zags to do it though.

 But in fact I believe you can do a bit better. When near a corner square,
simply run into that flipper and push away from the corner. You'll keep
bouncing off. This will net you a few extra hundred points in the end and
won't take you too far off course. You should have the time to cover all
four. Maybe you can cover other side squares the same way, but given the
piking totals you'd get for the improvements I never bothered to check. I
think it's >1000 per flipper, running past them into the wall, but you may
not be able to use all 10 before time runs out on you. Of course you can head
to an edge and run into a final flipper after getting the final star, as the
bonus is counting down.

 For the all-sonic-blast level, you could clear out the center column of all
stars, then use sonic blasts, take out the stars you see, and then work on
the center row(one blast, grab the stars, slide the square you didn't touch.)

 But there's a sun handy to make your life much easier. Slide down and go
down. Slide right and go right. Slide right and get the star. Go back left
and slide right. Get the sun. Then...

tuvwxyz
sponmlk
rqf0hij (0 = g, retreat from
cde1234 3 to 2.)
ba98765

 I've been able to extract 25000 points from this.

 4. LEVEL BY LEVEL

(to access a specific one, search for 4-#-#)

 I'll try to include maps where possible here. The tiles you slide get more
complicated as the game goes on. I've also probably missed a good deal of
hidden stuff in here. But I hope to have nailed the important parts.

Ledger for maps

e = where enemy drops
+ = star
* = sun
= normal square
: = unshiftable square
@ = square thing enemies drop on
# = sonic
> = arrow, i.e. directional sonic
D = sun that darkens things
X = block
x = bustable block
! = passage to side level
= = un-slideable square w/metal screws on
% = flip-square you can bounce off

 I may include several in a square as the game goes on; a square, shifted
several times, will display different attributes. I may even miss some later
ones as the game gets quite involved. But the maps are still 7x5.

 Below is a map that deals with terminology I'll use. A=outside, B=inside, C
=near center, D=center. So "A-square" or "A" means peripheral. I also may
refer to a square as (2,3) or such which in this case means 2 right and 3 up
of the lowe left corner.

AAAAAAA
ABBBBBA
ABCDCBA
ABBBBBA
AAAAAAA

   4-1. ALIENS

 The aliens aren't too tough. They don't go directly for you, and they're
not terribly fast. They don't zigzag much, either, and if they're kitty-
corner from you they don't get close to the edge so you may not know which
way to push. The blue ones turn into smaller aliens after one hit later on,
but even those aren't going to intimidate you. If the aliens are in one of
the 'B' squares in the map above but near the edge, you can take them out.
You're a bit faster than they are, too, unless you dawdle too long.

 To defeat the aliens, you can pretty much slide their tiles back and move
forward. They're not fast enough to catch up to you and take time to recover
after you've slid their tiles. Your biggest risk is if you try to pick up all
the stars before winning. Just nailing everyone should be no problem.

90 points for a white/green alien
990 points for a big white/blue alien
80 points for a small white/blue alien

     4-1-1.

...... .......
.+++.. .......
...... ...?...
.+++.. .......
...... .......

 This introductory level presents you with the very basics. You can pick up
all six stars and then deal with your opponents. Actually, if you go for a
corner star, you can push an opponent into the wall once he gets to the next
square. There's nothing hidden here except for a bonus at the center square
where you were. Four opponents appear at the corners.

     4-1-2.

S...... ......+
.+++.. .......
...... .......
.+++.. .......
.....S +.....?

 Enemies at the corners again but this time there are hidden squares. Stars
under the UR/DL are what you need for the point and ten-star bonus. You can
still just pick up the stars and use the sonic blast to kill all but one
enemy. Then go to the lower right sonic blast, use it, and slide the lower
right corner for a neat bonus. Get the final two stars. Clear your enemies.

     4-1-3.

+.....+ .......
+....S+ .?.....
+.....+ .......
+S....+ .....*.
+.....+ .......

 Three enemies on each side column. Here you can jump-start by stepping on a
sonic square when you have bad guys lined up. This will also reveal the sun
and the bonus. Slide the squares where the stars disappeared and the rest
should be a mop up job. You don't even have to slide your opponents. Just
step on the sun after you've gotten what you want.

     4-1-4.

.....S *......
++.... .......
++.++. .......
...++. .......
S...... ......?

 Three enemies each side column, and the plan of dodge, pick up stars, get
one sonic blast, get a bonus and then the sun still holds. Although you can
just get the blast first and take out a few bad guys to make picking up the
stars easier.

     4-1-5.

..+... S.....S
.+++.. .......
++.++. .......
.+++.. .......
..+... S.....S

 6 guys at top/bottom of columns 1/4/7. It's a bit difficult here to go
after the stars without turning one over first, but if you head to a corner
and slide the sonic blast out and then step on it when a lot of victims are
around, you'll have just one star to flip back over and should pick up the
others pretty easily. You can probably take out everyone else with sonic
blasts here.

     4-1-6.

+++++++ .......
...... .......
...... .......
...... .......
+++++++ .......

 Now you move on to the blue aliens(at the corners.) They're really just as
easy--the big motivation is to blast them the first time, or they turn into a
couple of small guys who give you less points even if they can be backed into
a wall halfway across the board with just one slide.

     4-1-7.

+++++++ S....eS
+++++++ e*.....
+++.+++ .......
+++++++ .....?e
+++++++ Se....S

 It's well worth your time to try to pick up everything here. It's good for
point total and general enemy avoidance skills. The enemies are still pretty
clueless, and with sonic blasts at the corner and even a sun, there are
plenty of ways to bail yourself out even if the monsters start going fast and
there are too many to run away from, which takes a while to happen anyway.

     4-1-8.

+++++++ .......
+.....+ ?......
+.....+ .......
+.....+ ......*
+++++++ .......

 Eight enemies, in the corners and midpoint of each edge, in the form of
tiny blue aliens. You can probably blast the one on the bottom, pull the star
up again, and walk around any enemies that might accost you from then on.
After walking around and getting everything, slide (6,1) to reveal a sun.
Heck, you can get almost everything if you double back immediately after
touching the sun.

 But if you want to win quickly, go down, two right, slide and step on the
sun.

     4-1-9.

...... S+++++o
+...... .S+++?+
++..... ..SS+++
++++... ....SS+
++++++. *.....S

 Blast down first of all to get one enemy. If you're really on the ball, go
right and down and blast again. That will kill off two of the enemies(green
guys) that are on the top ridge of stars. If it works, great, but in any case
try to slide the DR square to help kill a few more enemies off. Note that
there's an orange sun in the upper left when you trip the DR square.

 There are a lot of stars to get here the natural way so you may just want
to bag what you can before tripping the darkness(when it also helps to have
just one guy remaining.) If you are able to get most stars before grabbing
the orange sun, you can get a whopping bonus, but grabbing the stars in the
dark works pretty well. Use the sun once all that's over and you should be
able to get to the bonus at (5,3) just before the level ends.

     4-1-10.

 There's no boss scene--just a weird prince carrying off the girl you want
to rescue.

   4-2. BABIES

 These are a bit tougher. They jump up and down, so you have to time when to
slide a tile out from under them. But they don't tend to make quick turns,
you're a bit faster than they are, and of course you can anticipate where
they'll wind up, short-term. The timing shouldn't take long to master,
either. You can walk under them while they're jumping as well.

 Pink pants babies move constantly. Green ones don't move unless you do. Red
ones seem to stay on the ground less.

150 points for a pink pants baby
310 points for a green pants baby
590 points for a red pants baby

     4-2-1.

....+.
+......
.*....
.....+
+.....

 Four babies land, one on each star. You can almost just off them with the
sun, but one will probably bounce up, and you'll have to avoid him. Don't
jump on it immediately, either, or you may not get any babies. The sun
reveals stars vertically and horizontally around it, though, and you can just
pick off the four stars on the edge later for a nice bonus.

     4-2-2.

XX..... ..+++..
XX..... ..+++..
...... ..SSS..
....XX ..+++..
....XX ..+++..

 Babies land in the UR, DL, and 1DR of the UL and 1UL of the DR. The blocks
follow the pattern: crumbly, solid, solid, and the babies break them when
they first land. You can pick off the sonic blasts sequentially, getting the
stars vertically above each one before proceeding to the next.

     4-2-3.

++...++
++...++
++...++
++...++
++...++

 Babies land 3 on a side, left and right. Note if you push a star you have
to push it twice to bring it back up. Random bonus in the lower right.

     4-2-4.

<.....<
<.+++.<
<.+.+.<
<.+++.<
<.....<

 Your first meetup with bad guys close by and directional sonic blasts.
Fortunately the enemies run to the edges. Bad guys are in rows of 3, just
next to you. The green-pants guys can be easy to kill if you use a blast at
the right time. You'll want to get rid of bad guys expediently, but beware of
using a directional sonic blast up the side. That's because eventually a
hypnotic square will come by and make for reinforcements. Try to use
horizontal sonic blasts, or trap the bad guys in the middle.

 ?-bonus at (1,4).

     4-2-5.

...... .......
+++.+++ 555.SSS
+.+.+.+ 5!5.S!S
+++.+++ 555.SSS
...... .......

Bad guys in corners, middle of top/bottom

 Hidden sonic blasts under the right stars, additional seconds under the
left, and big treasures in the center square make this an easy level. On the
left: sun and dark-sun. On the right: bonus and sun. You may want to save one
enemy to get through all the fun with a huge bonus.

     4-2-6.

+++++.. ?...5B.
++++... ...5B..
+++.... ..5B...
++..... .5B....
+...... 5B....S

 Five red babies drop on the diagonal border of stars. You can get the stars
prettty easily and uncover some 5-second bonuses under where the stars were.

     4-2-7.

X.....X S+++++S
X.....X X.555.X
X.....X S.....S
X.....X X.555.X
X.....X ?+++++S

 6 babies land at the corners and midpoints of the blocks. If you run
quickly left or right you can nail one. Along the way you can pick up a lot
of 5-second boosts but I think the key is to get bad guys to jump into
culdesacs and run away. Let them come at you, dodge slightly up or down, go
towards the center, turn and push--or if you've really got the knack, run
under them.

     4-2-8.

XXXXXXX
XX+++XX
XX+.+XX
XX+++XX
XXXXXXX

 Green guys here.

 The final star is under the place where you started. This is actually an
easy level despite the cramped quarters as the 6 babies who drop down(columns
1&3) are going to move in a continual square path if you just sit there.
Knock out all but one as you face down and slide, and the final one, you can
follow while picking up stars. Then slide the square in the middle for a nice
bonus. You can even get 5-second deals by sliding pieces pretty easily.
There's a sun in the upper left if you cut out all the blocks(takes 3-4
slides each.)

     4-2-9.

+++++++ O....?O
+.....+ .*555*.
+.....+ .*555*.
+.....+ .*555*.
+++++++ O.....O

 Here you must slide six times before a square you zapped reappears. This
makes getting all stars a bit awkward. Fortunately you can cut left a square
and down and wait for the enemy to jump before running through him to the
right. Go counterclockwise. Stop to push the bonus square over. Then go to
the center to get the five seconds. You will want to beware of revealing and
stepping on any of the suns, as those cause monsters to drop in the corner.
Here is the first level where you really have to concentrate on dredging
monsters to the side.

     4-2-10.

 This is your first boss fight and not a very difficult one. The enemy
bounces back and forth over your square. There's actually a very easy
solution to this. Once he starts to bounce back left, run to the right on the
square where he was, then up. He'll now be bouncing up/down ad nauseam...or
at least until you face up and slide the square in the top row when he lands.
Easy 10000 points. Congrats, you won the second castle!

   4-3. DOODLERS

 Doodlers draw on squares, which means you can't slide the tile, but even
worse it may summon an additional enemy to fight you.

 Pink doodlers wait a while before drawing something. They also draw very
slowly, and they only draw houses or fruit or a sun, which mean you can't
slide the tile under the square if they get through with it. Green doodlers
are a bit nastier, as when they're finished drawing, a ghost appears and
starts running around. The tile they've drawn on is also invalidated, but if
you slide a tile while it's still being drawn on, it goes clear.

 One additional factor you'll note here is that some times become solid and
unslideable after a few tries, so you need a bit more precision here.
Fortunately the doodlers don't do much other than doodle, and they aren't too
fast. Also this is a bit of a spoiler for the game, but there are squares
where you can unearth a sun pretty quickly and wipe everything out. Except
for enemies standing on squares that can no longer be slid. So this level can
be extremely short--whether that means you solve it, or you don't have any
good squares to slide, depends on luck or knowing where the sun is.

 Often here you'll have to wait for doodlers to get on a square you can
slide, so you need to time things so that they *just* step on a square and
then you slide from under them.

120 points for a pink doodler.
0 points for reversing a doodled square
980 points for a green doodler
30 points for a ghost created by a green doodler

     4-3-1.

+.....+ S.....S
+.....+ .*.....
+.....+ .......
+.....+ .....?.
+.....+ S.....S

 Enemies at the corners. This is not a bad introductory level and you can
even afford to get too greedy with the stars right away. Just remember where
the sun is, and don't let it get covered. You also want to flip the bonus in
the DR over. These guys are as harmless as the original aliens, so if you are
playing for points this is a good level to pile them up on.

     4-3-2.

...+++ .......
...... .....*.
...... .......
...... .?.....
+++.... .......

 Enemies on each star. Again there is a lot of time to get what you want.
Not that there's much. I've run down and just bagged the bad guys--sliding
down as they went right, then circled for all six stars. Then I slid and
touched off the sun before getting the random bonus.

     4-3-3.

+++.... .......
++..... .....*.
+.....+ ...?...
....++ .*.....
...+++ .......

 Enemies in UL, DR, (1,1) (5,3)

 Another pretty easy level where you can just bag the first sun after
shoving the tile under the enemy and go to the other--stopping on the random
treasure first.

     4-3-4.

....++ ?......
.....+ .......
+.....+ .SSSSS.
+...... .......
++..... ......D

 Enemies at (1,0) (4,0) (1,4) (4,4) (0,2) (5,2)

 Here's the first level where squares may actually turn solid on you. When
they do, you can no longer slide them. Squares in area A are immune from
this, and it's in your best interest to pick off bad guys on the side--go
left, slide, and go down and slide. Then you can hit one of the sonic squares
in the center when the bad guys are near and goad the others over to a corner
if you must. It's not a bad level if you clear some stuff off initially, and
once you're done you can pick up a bonus in the UL.

     4-3-5.

...+e. 55.....
...+.e ..@@@.. <- D under center
+++.+++ ..*=*.. <- after 2 hits each
e.+.... ..@@@.. <- ? under center
e+.... .....55 <-5's here become @ then solid

 This level introduces the green doodlers, who are much tougher adversaries
than the pink ones. The dumb way to get through is to go left, shift three
times, and walk on the sun.

 But if you actually want a sense of accomplishment then you can head to the
corners and sides and start sliding tiles. You need to be careful not to
slide anything too near the center or new bad guys will pop up. Many of the
star squares though turn solid if you slide them too often, though, so don't
look for bonuses there.

     4-3-6.

+.....+ @.....@ ....... =======
+.....+ @55555@ ....... =======
+.....+ @5...5@ ..SSS.. =======
+.....+ @55555@ ....... =======
+.....+ @.....@ ....... =======

 Back to pink doodlers, at the corners. There's nothing remarkably tough
about this level unless you start to dawdle, as you'll note that everything
turns solid if you slide it injudiciously. Try to slam enemies against the
top or left walls as you have the regenerators on the sides.

     4-3-7.

S+++... .....?. =======
...... ....555 =======
...... ....... =======
...... 555.... =======
..+++S .*..... =======

 Green guys are back. Again you can just look for the sun and blow
everything up, but you can also wander around a bit and kill the enemies--
corners and midpoints of top sides. For that kill the bad guys above and
below you first.

     4-3-8.

...... =S...S= =S+++S= =@*..@=
...... =.....= =55555= =.....=
...... =.....= =55555= =.....=
...... =.....= =55555= =.....=
...... =S...S= =S+++S= =@..?@=

 Back to the greens, two rows of three. Again, the quick out is to go left
and up and slide up three times. Given how the sides get cordoned off, and
how many monsters there are, this seems the only viable solution without
risk.

     4-3-9.

=.=.=.= =@=.=@= =+=.=+= =*=+=*= =======
=.=.=. .=.=.=. +=+=+=+ .=.=+=. =======
=.=.=.= =.=?=.= =.=+=.= =.=.=.= =======
=.=.=. .=.=.=. +=+=+=+ .=.=+=. =======
=.=.=.= =@=.=@= =+=.=+= =*=.=*= =======

 One more time--two rows of three. You've probably guessed by looking at the
board that there's an easy way out. And you've probably guessed by looking at
the board number that maybe the way out isn't so easy. Two rows of three
enemies again here and my best advice is to go down, slide, go up and slide
to knock out the two central enemies. Then you can wait in the center a bit.
When the bad guys are on slideable squares, let them start drawing, and then
go to one of the squares that will be suns(1L/R from a corner) and as the
tiles are still turning, go up/down to the nearest landing-square and push
it. This means only two new guys. Repeat the process as before. Let the bad
guys follow you around, and when they both start drawing, go over to the sun.
This level seems impossible without using the under-tiles and with them
there's a trick or two but nothing you can't master.

     4-3-10.

 The boss fight here gets ugly. You have two side rows of three bad guys
each and the reflexive action of going left to blast one doesn't work,
because the squares the monsters appear from are solid. I find a good pattern
is to go left to the right edge of the square to your left and slide a tile
when the bad guy just crosses over--that'll wipe one out--and face up and
slide the UL corner doodler into the wall. This may take two tries of sliding
up, but if it takes one the rest of the course is easy. The timing is that
critical here, and you don't want to waste time going farther left than you
have to.

 Then I co right and face up. Then I go up a square, right, and slide a tile
up. Then I slide down and see if I can knock out the bottom two guys before
the DR one creates a new friend. If I am unable to, I generally wait above
the DR enemy until he crosses to (5,1) and then I slide down to take him out.
Then I just scramble to wipe out half-drawn bad guys and hope I don't get
overwhelmed. The key here is to wipe out at least three enemies in the time
it takes them to reproduce initially--since this will redouble the population
of bad guys to face. Then if you can disrupt a few others, the remaining task
will be easier. If you ever get down to two enemies, the task should be very
easy.

     4-4. FATTIES

 Given how big fatties were compared to the other enemies standing outside
castles, I assumed they were the toughest. But not really. The main thing to
remember with them is that you need to pursue them as they go crashing
against the side. Basically, you need to slide the square they're under, run
after them, and slide the square they're under before they stomp down and
cause you to go hurtling back. The timing for white fatties is easy--but with
purple fatties you have to wait for when it's exactly right. There's a split
second between their landing and when you can slide the square under them, or
they slide you back. But given how slow they are(as long as you don't take
too much time) you have some big advantages and this is the second most
trivial and drawn out button-bashing you'll do in the game. Fatties also
don't seem to follow you too diligently, but when you attack them, be sure to
finish things off as often when they send shock waves, they can open up
portal squares that undo your hard work bumping them into walls in the first
place.

 It's worth noting that a black/purple won't spontaneously slam into the
wall. It'll be up against it and you'll need one last burst to kill it off.
So you can never relax with just one shot at it, nor is it necessarily wise
to sonic blast one from a distance. But you can get fatties to bounce on the
ground and try to shock each other into a wall. The only big problem is when
a purple guy lands on a boundary. Then you have to guess which square the
game thinks he's on. You usually get the benefit of the doubt.

190 points for a black/white fatty
440 points for a black/purple fatty

     4-4-1.

S.....S %+++++?
...... .......
...... .......
...... .......
S.....S .+++++%

 Given how easy it is to get all the stars here you should really try to in
this level. The first order of business is heading to the upper left to knock
out two of the four fatties that appear at the corner. You can bash the UL
fatty into the wall and step on the sonic bit to get the other one. Then go
along the top row to get stars and go down onto the next sonic bit(DR) to
reveal everything else. Get all the stars and chase the final two fatties
down.

     4-4-2.

.....S ......%
.....S .......
.....S .......
.....S ?......
.....S ......%

 This is another level with even more hidden stars, but again it's actually
pretty easy to clear everything off. Five fatties appear from the left, and
you may want to wait a bit before tripping a sonic square. The top fatties
seem to go down, then left towards you. So you can nail two or three with a
bit of patience. Next, you can smash one fatty against the wall so nobody is
left.

 The last bit is really easy. You can get rid of the final fatty, or you can
just let him chase you around. You can pick off the hidden stars row by row,
by sliding them and walking on them. The fatty isn't fast enough. You can
also use the sonic blasts to reveal each row, and even if you forget if you
nailed one star, you can sort of zigzag across the rows to make sure.

     4-4-3.

+.....+ %.....D
+.....+ .......
+.....+ .......
+.....+ .......
+.....+ %.....%

 This is another easy level with fatties at the corners. Nail the UL one and
you can pretty much skirt the perimeter to get all the star squares--although
you'll have to un-slide the one you used to nail the fatty. Then you can zap
two other fatties, get the dark sun, run around, pick up all the stars for a
second 10-star, 10000 point bonus and nail the final guy.

     4-4-4.

...... .......
...... +++++++
...... +++++++
...... ?+++++S
...... .......

 Here you have to slide fatties off to the side, but it's really not so bad.
You can pick them off one by one as your pursuers won't be fast enough to get
to you. Again you can probably even pick off the undercover stars--I've done
so without killing anyone off first but I go for the UL fatty of the four in
the corners to start. Don't touch the sun unless you want an additional
challenge, and don't touch the sonic squares either. As fatties try to level
with you horizontally first, this is all not too tough. There's not a lot of
waiting. You may have to circle around one fatty to get all the stars, but
even if they get in the way, you may be able to slam them in the wall.

     4-4-5.

...... @.....@
...... .+++.*.
...... .+++...
...... .+++.?.
...... @.....@

 Fatties at the corners again but here the hidden squares are asymmetrical.
Wait for the UL fatty to move to a different square, squash him and then pick
off the goodies underneath. You can waltz through this level if you'd like
but it's just as easy to uncover the sun after clearing the stars. You can
probably do that first but there's no guarantee some fatties will be saved so
you can collect the stars later.

     4-4-6.

+.....+ .......
+...+. .....D.
.+.+.. .......
+...+. .......
+.....+ .......

 Everything here is pretty straightforward--though there are purple guys at
the corner, and this may make for some awkwardness if you get the dark sun
and try to slam a purple into the wall. The key problem is--you don't know
where the edge of each time is. Fortunately purple guys can't slam you back
into a wall, and you have plenty of time to flummox them or even get a pair
of them to stamp each other out.

     4-4-7.

XXXXXXX S.....S
+++++++ .......
+.....+ .*+++?.
+++++++ .......
XXXXXXX S.....S

 The area may seem crowded but fortunately the purple fatties are easy to
avoid. As before it's not a bad idea to circle around and get all the star
squares, including the hidden ones, and in fact doing so will cause the
fatties to group together. Once they are, step on the sun, and step out of
the way. They'll wind up bashing each other into walls until one is left.
Then take the next one in hand to hand combat.

     4-4-8.

..+... +++.+++ @.....S
..+... .?%%%..
+++.+++ .......
..+... ..%%%D.
..+... +++.+++ @.....S

 Again a bit of sliding and chasing should run circles around the bad guys
at the corner and line them up for you too. But using the dark sun may not
allow enough time to kill the bad guys off, and so here I recommend simply
using the flip-boards that can catapult you through a final enemy. The
strategy is pretty simple. Turn up the flip tile, stay in one place, ahd when
the bad guy comes at you, circle around and springboard through the flip-tile
at him.

     4-4-9.

.X.X.. .+++++. =%%%%%=
X.X.X. .+++++. .%%%%%.
.X.X.. .+++++. !%%%%%? =.....=
X.X.X. .+++++. .%%%%%.
.X.X.. .+++++. =%%%%%=

 An amusing little level where bad guys are in the chambers UL, UR, DL and
DR of you. You can semi-cheat and wimp out of this level by going left two
squares(wait for the purple fatties to turn away) and then sliding the left-
edge square twice. Step on the flip-tile and enter the bonus area.

 The alternative is to bash a block to the right and goad a fatty into one
corner square. Then turn around and slide three times, two for the purple
fatty and one for the white one that drops from the corner afterwards. The
square will turn solid, but that's OK because there are four fatties for four
corner squares. If this doesn't work you'll have a bit of a free for all and
the best thing to do is to stand around the edges and try to slide fatties as
they get close.

 It takes too long to get all the stars in the level proper--sped up purple
fatties are too much--so proceed honest if you want, or maybe even go to the
right to get the alternating reward, but I do recommend cutting out easily.

     4-4-10.

 I'm not sure what's up with the boss level here. You seem to just have to
wait for the girl to change you with the stars she throws and then stay near
the center. Let her slide the tile under you, and she'll wait to slide it
again. Meanwhile, you've changed into a fatty, and BOOM...your stomping down
sends her into the wall. The only risk is that she may run into you or that
you'll get too close to the wall. But it seems you don't have to run at her.
Just be sure not to move up/down except to scramble back past her.

 I've won this level even by letting it be, so I can't see the point. It's
another instance where the game tries to flummox you into action, but
eventually you'll get exahusted and give up and do as little as you need to,
which is the solution.

   4-5. JUMPERS

 These jumpers are similar to the purple fatties in that you can't kill them
on the first jump. So often you have to make sure no-one's coming at you from
behind and then slide, wait for the enemy to land, and slide again. After you
push them back the first time, though, you can run at them and slide them
some more into a wall. It's getting started that's hard. Brown haired jumpers
go up high, red haired ones go extra high, leaving you extra susceptible to
an attack from the rear. The same sort of caveats and tricks(ie running at
them) apply as with the fatties, but in boards where there are generator
squares to uncover you'll want to be even more careful.

 You can run under the jumpers if you are quick enough, but they can nail
you with their feet. Also, you may catch a break if you manage to push a
jumper's square while he is turning. He can't jump then. And of course if the
jumpers are just landing, they are vulnerable then. Sonic blasts are also
effective against them--they can't anticipate them--and you can also wipe
baddies out at the start of a level too if you run for them. Brown jumpers
are also particularly susceptible to you turning around and smashing them, as
when they've got their backs to you, they don't know to jump. So, like in
basketball, fake them out and get them in the air, and the rest is easy.

 Red jumpers are much tougher as you always seem to need to smack them twice
except for the very beginning of stages. They're always on alert. But they
jump higher and thus allow you more time to adjust--despite leaving you open
to rear attacks while waiting for them to land. But one weakness: if you
shoot yourself at them with a flipper square, they won't duck.

 If jumpers come at you in a posse, note first that they tend to jump slowly
forward, so you can have a war of attrition, but you can also sneak in at
some time to move forward a tile and push them back. This may require a bit
of a wait, but I've found it's effective if inelegant when your usual tricks
of suns, etc. doesn't work. Also, watch jumpers' shadows to see when they are
going forward. This will save you the indignity of getting landed on.

480 points for a brown haired jumper
980 points for a red haired jumper

     4-5-1.

e...... .......
.+++S. .?...%.
...... .......
S+++.. .%...*.
.....e .......

 Enemies at (1,1) and (5,3) as well.

 As with most first castle scenes in this game there is an easy way out if
you search around a bit. You can probably get all six stars, and the
concurrent bonus, before the bad guys start moving. Then you can wipe them
out by sliding and stepping on the sun. Be careful to make sure they've just
landed, though, or you'll have to take them out manually. While the level
ends you can uncover the chance-square.

     4-5-2.

+++*+++ ....... SSSSSSS ...!...
...... ....... ....... .......
...... ....... ....... .......
...... ....... ....... .......
+++?+++ @@@.@@@ SSS.SSS .......

 Two columns of three.

 This level has potential for a whopping bonus, and I advise that you take
it. Of course, you can go up and get the sun, then go down and get the other
sun that was revealed, and the level ends pretty quickly. But the jumpers
aren't bad to dodge if you want to go in for the REAL points.

 First of all you can go a pace to the left, go up, and clear out the stars
in a counterclockwise motion. Get the random bonus on the way. Step on the
sun when the bad guys aren't jumping, then go south to step on the other sun.
Then quickly go back up and slide the top center square north. Flip through
the flashing turnstile and you'll enter a bonus room. It's got stars 5x5.

     4-5-3.

S.....% %......
+.....+ ..%%%..
+.....+ .*%%%?.
+.....+ ..%%%..
%.....S ......%

 This is also a very good level for piling up points. With only men at the
corners it's pretty easy to get all six stars by just running around, and
then you can slide open the sun and step on it with everyone on the surface.
Then you can even get the random gift before the level ends for you. But if
you don't get the timing right, hide in the very corner and unleash the sonic
blast on the edges when enemies get near.

     4-5-4.

.....+ *....?
.....+ *....%
.....+ *....%
.....+ *....%
.....+ *....D

 Again, you can get a lot of points here just by faking bad guys out. Go up
first. This will pull them left. Then sweep right and down to get all five
stars. Then head left on the bottom row, slide the DL square, and step on the
sun. You can then go north when you wish to eliminate more enemies. You'll
note that the generator squares come from left to right and so, after
knocking out the second sun, start sliding above immediately. It should take
six slides. Then step on the sun, slide up five times, step on the sun, and
slide up four times. Fortunately the generators aren't recurring. You can
even go right to get the random thing that appears after getting the UL sun,
then down through the flippers, to get the dark sun and clean up a tidy sum
of points.

 An alternative way through the level is just to leave one bad guy--stand on
the last sun when one is jumping--and pick off the dark sun and get all the
stars you can. Not using secret tiles, you can just do se do everyone going
up and down the right edge. They'll stay on the left edge of the far right
tiles, making it easy for you to roll them up once you get them all on one
side of you.

     4-5-5.

Xe...eX
XX+++XX
XXX.XXX
XX+++XX
Xe...eX

 Enemies at the corners, nothing secret I could find.

 The claustrophobia from this level is the only real problem, and
fortunately it allows for a quick start. Go up one square and left and wait
for the bad guy to come right so you can slam him into the wall. Then you can
pull the UR bad guy in to the UL and turn around and get him. To get the star
bonus it is easiest not to futz with the star squares, and if you eliminate
two bad guys up top you can always sneak through the middle bottleneck--three
lanes, two enemies. You can also stand diagonal from the center bottleneck
square and slide the square above/below it and eventually the bad guys trying
to come through will crash as they tend to jump slightly forward. In fact
there's even time to get the three stars above, kill all four guys when they
come up, and go back down for the final three stars, if you make your moves
quickly and correctly.

     4-5-6.

%+++++% .......
+.....+ .S%%%S.
+.....+ .*%%%?.
+.....+ .S%%%S.
%+++++% .......

 Your first encounter with red haired jumpers. One at each corner. You can
nail one as the level starts. But the key little trick you have to knock off
another jumper without much effort is to slide the sun's tile. Step on it
when a jumper is above/below. Then step on the sonic blast above/below that a
jumper isn't on, once they land. This will ensure that at least one of them
is killed. From there you can do worse than use the flippers to go in a
square and run through any enemies in your way. Or you can dispose of them
conventionally, dragging them to the sides or just lumping them together as
they chase you and then pushing them serially.

     4-5-7.

@%%%%%@ 5.....5
@%%%%%@ 5.....5
@++.++@ 5..+..5
@%%%%%@ 5.....5
@%%%%%@ 5.....5

 This is a fun level that looks confusing because it has no real spaces you
can slide tiles, but in fact there is a nice option to get through this
quickly. The generators are one-time only, but even if they weren't you could
just disable them and proceed with this strategy.

 It's actually very little problem to get the two left stars, slide the
center tile for a third, and get the two right ones. You might have to duck
up and go back down. But from there, all you need to do is to bounce onto one
of the flipper squares and immediately push back opposite the direction you
came. You're a human missile now, bouncing back and forth and killing every
jumper that comes in your way. You have twenty such pairs but will probably
need just four or five. If you want to pile up extra points, slide and pick
up the five-second tiles on the side.

     4-5-8.

XXXXXXX @@@@@%@
XXXXXXX @@@@%%%
X...XXX .++@@%@
ee.XXXX +++@@@@
ee.XXXX +++@@@@

 This level requires some quick thinking early on. If you go left and then
turn down and slide a few times, you should be able to nail two bad guys. You
can play cat and mouse now, and there's no reason you can't pick off all the
star squares with one bad guy left. The trouble may be just leaving one, but
don't sweat it if you can't. You can always leave your opponents at a
distance by opening up (0,2), forcing them to jump, and then moving around to
nab that extra star. Just move around the 2x2 square rapidly.

     4-5-9.

@@@@@@@ *......
@@%@%@@ ...%D..
@@@@@@@ ..%.%..
@@%@%@@ ..?%...
@@@@@@@ ......*

 6 Enemies in 2 edge columns. With perfect timing this level's a cinch: go
to the DR or UL, wait a bit until everyone's in the center, and blast the
corner square to reveal a sun. If things go right, no-one will reappear. Step
on the sun when everyone else has landed. Be sure not to slide anything else
in the meantime. You may have some leftovers, which you can deal with by
slamming against a wall. The generators shouldn't be a factor as you can keep
sliding, and the red guys should go down pretty quickly. Just deal with the
squares--and enemies--one at a time to prevent them from coming back too
quickly. Oh, and don't step on the second sun. That brings all the generators
back.

 You can kill the guy to the left or right to start out to ensure you can
pile up more points, as you can pick up the dark sun and walk around for a
nice star bonus.

     4-5-10.

 This is a contentious boss fight, with brown jumpers on the sides. They're
quicker than the regular ones you'll see, but you can still get off to a good
start by sliding left at the right time, heading up and sliding up. Now what
I like to do is go down along the edge and start going left and right.
Enemies will clump together eventually, and if you get far enough away and go
uo, you can turn back and slide a few of them from above. Once you're down to
two opponents the rest is rather easy as you can probably slide them back
several squares in a group, sliding and moving forward--although 4 is too
many for that. Be sure to run along the very back and cut back at the second-
to-edge square. The bad guys don't go in more than one before turning around,
and the time it takes for them to change direction should be fatal.

   4-6. DANCERS

 These are weird enemies that travel in curves. They seem to know where you
are. There are fast accurate ones and slow inaccurate ones. Fortunately they
get winded, so if you avoid them a bit you can often catch them dead. If you
hit a dancer once you should be all set, but if they curve in from several
directions, you're toast. There are a lot of tiles that turn into blockades
on these levels and they're useful--but the fast dancers can bust through
them.

250 points for an orange dancer.
450 points for a pink/red dancer.

     4-6-1.

*...... ....+.+
...... ...+...
...... ..+....
?5.... +@@+...
...... .+.....

 Enemies at the corners. This level looks very straightforward as all you
have to do is go for the sun and it should work...well, then two more dancers
appear, but they're no problem. But first--head for the 5(left, down) and the
?(left) and you can get the one-up bonus if you start right away. It
shouldn't be hard to avoid the twirling dancers and in fact after you get the
sun, you should go right a square and south to wipe out one of the two that
pop up. Then you should clean up the stars for the nice bonus. Then kill off
the final dancer when she wanders near a wall.

     4-6-2.

..+... S.....S .......
+++++. ....... .......
+++.+++ ...@... .......
+++++. ....... .......
..+... S.....S .......

 Enemies at corners of B. This is another not too bad level. You should be
able to pick up all the stars without getting hit. The key is to note how the
enemies bounce off the walls--they don't curve much until you get the fast
ones--and also you can use the sonic blast in the corners if you get in real
trouble.

     4-6-3.

....ee .+++..?
...XXe 5+++..5
XX.XX. 5..+..5
eXX.... 5..+++5
ee..... ...+++.

 You can knock out a bunch of dancers as they come out of the chute above,
and as a result you can leave just one on the board pretty quickly. This will
allow you to do looting to get the star. In general the center square is a
good place to stay because there's no way to access it without the dancer
being vulnerable to you sliding them.

     4-6-4.

+XXXXX+ %XXXXX% ?XXX+++
+XXXXX+ %XXXXX% +XXX+X+
+XX.XX+ %XX.XX% +X+++X+ < ??to center +
+XXXXX+ %XXXXX% +X+XXX+
+XXXXX+ %XXXXX! +++XXX!

 6 enemies. More of the same here, but it's even easier, really, because
when you carve your way L, 2D, L or R, 2U, R, you can just look to the right
and fire away.

 If you're going for full points it may be trickier. Because you'll have to
leave one dancer while getting to both corners. It can however be done--in
that case go left first. Blast everything in the DL, clear the left, go
right, blast the UR except for one, and sneak by the final dancer--go along
the edge of the passageway. Clear the stars and slide the DR and go through
the glowing flipper to a 7x5 bonus area.

     4-6-5.

+XX.XX+ @XX+XX@
+XX.XX+ 5XX+XX5
+XX.XX+ 5XX+XX5
+XX.XX+ 5XX+XX5 <- random on right
+XX.XX+ @XX+XX@

 4 enemies in corners. Here you have pink leotard dancers, and they can bash
through walls before the speed up music starts. While you're waiting for
them, uncover the stars that are around you. Again you should be able to duck
them to clear everything--you can also set up a temporary block by sliding
columns 2, 3, 5 or 6.

 You can also grab a sun in the center column(rows 2 and 4) for a very easy
way out of this level, but grabbing two releases new enemies in the corner,
and besides you may want to pile up the points first. Getting 5 second add
ons allows for this.

     4-6-6.

eXXXXXe .+++++. @.....@
XXXXXXX +++++++ .55555.
XXXXXXX +++++++ .5.*.5.
XXXXXXX +++++++ .55555.
eXXXXXe .+++++. @.....@

 With the 5-second bunkers there's big potential for points here. And even
if the bad guys start going too fast, just excavate the sun in the center.
There's no major point in hurrying to take out a path to the side, and you
should have plenty of time to uncover all the stars you want to. It's even
possible to complete the stars row-by-row and collect the 5-second pieces
after you step on the sun.

     4-6-7.

+...... 5++.... .......
+..... +5+.... .......
.+.+.. ++.?.++ @.....@
....+. ....+5+ .......
.....+ ....++5 .......

 Here the bad guys get legitimately obnoxious, and so you'll want to pick
off one in the corner first. Try to focus on ones that launch themselves at
you from a far wall, step to the side, and knock them out. With only one left
you should be able to sweep through them.

     4-6-8.

eX..... .X..... ?X.....
eX...X. .X+++X. .X@@@X.
eX...Xe .X+++X. .X@@@X.
X...Xe .X+++X. .X@@@X.
....Xe .....X. .....X*

 An easy solution is to go over to the right, wait at (5,4) and take out the
three dancers. Then get the sun and it's over. But if you'd like a bit of
trickery you can go left first, get the varying reward, then go back right.
You can take out the three columns and then stand by the UR to take out the
remaining enemies in the right corridor. You can't really get the sun,
though, or new enemies will appear.

     4-6-9.

*++X... ...X... .55X...
++X.... ..X.... 55X....
+X...X+ .X...X. 5X...X5
...X++ ....X.. ....X55
..X++? ...X... ...X55.

 The best bet for a good start is to go L 2D L and slide left. Then go up
and slide left again as the two other enemies come out. You can then go into
the upper left and kill the level by taking the sun if you want.

 The riskier alternative is to go to the upper right, clear it out, and come
back left.

     4-6-10.

 The boss fight, like the castle, seems very twisty when you first encounter
it, but fortunately there is an easy way to deal with it. Go left and nail
the one dancer. Try to stay on the right edge of your square. Wait a bit.
When the dancers start to move, go left and then turn right and slide the
tiles to the right. Hopefully you'll be able to catch one dancer in your
path, and you can smash her into the right wall. You can repeat this back-
and-forth for a while. The dancers will bounce against the top wall, giving
you plenty of lateral rom to run.

   4-7. SWIMMERS

 The swimmers are possibly the most brilliant part of the game. They're only
the second hardest, though, although what they do is pretty clear. They kick
up the square behind them, giving the same effect as if you slid it. They can
be taken from the side, but they're pesky from the back and head-on, and they
can wait out of bounds leaving you no real way to attack them. In addition,
they frequently kick up generator squares that respawn other enemies. You can
knock them into pillars on the playing field, though, and their patterns are
predictable enough that you should know how not to get killed by them. Don't
stand behind or in front of them.

 There are green and blue swimmers. Blue ones can use diagonals, but both
are vulnerable to narrow hallways where you can stand on the edge of the tile
you want to slide. Both also realign themselves after running one lap across
the 'pool' and sometimes their lumping together works to your advantage.

240 points for a green swimmer
720 points for a blue swimmer

     4-7-1.

...... ......*
+++++. .......
...... .SSSSS.
+++++. .......
...... ?......

 You can go right to the upper right to get the sun, but you might as well
clear out the stars first. You can get the top row easily enough. Go to the
right and when the top swimmer is on his way hook around him. Later on you
can use the sonic blasts in the center to take out the swimmers.

     4-7-2.

X+++++X XSSSSSX
X.....X X....*X
X.....X X..?..X
X.....X X*....X
X+++++X XSSSSSX

 This is another level that isn't too bad and in fact you can let the
swimmers take care of themselves on their first lap right. You don't get any
points for this, but the rest of the way is clear. You can step on the suns
with the swimmers out and even activate the sonic blasts then if you really
want to load up on points. Then stay at one of the sides, wait for them to
come towards you, move towards the center, and slide.

     4-7-3.

.....* XXXXXXX
...... XXXXXXX
...... XXX?XXX
...... XXXXXXX
D...... XXXXXXX

 Here you don't have time to grab the dark sun, but fortunately it's pretty
easy to use the sun to nail the swimmers. You can't get the sun right away
with any effect, but a 5-second solution is to stand at (5,4) and face right.
When the top guy dives in, slide him and then slide again. Get the sun
immediately and then dig your way to the center. Of course you can wait a bit
to leave a single enemy and then get the dark sun too, but you can't get all
the stars without running out of time.

     4-7-4.

XXXXXXX XXXXXXX
+++++++ ......?
+++ +++ .......
+++++++ *......
XXXXXXX XXXXXXX

 Here again you can use the sun to take out mostly everyone, although you
can also get right to taking the stars. Veer left, go up and go back right
and you'll have half of them. Then go along the bottom--slide squares without
stars to reveal them--and get the sun. The rest should be clean up as you can
just slide around to see what you haven't gotten, but before you leave the
level remember to get the UR bit.

 Oh, if guys walk along the blocks at the top, you can run them into the
wall by sliding the blocks, even though they never change.

     4-7-5.

XXX@@@@ XXX++++ XXX...%
XXX@@@@ XXX++++ XXX...%
XXX@@@@ XXX++++ XXX...%
XXX@@@@ XX*++++ XXX...%
XXX@@@@ XXX++++ XXX...%

 There's a way to solve this level very quickly: D, slide L, turn left when
the swimmers are on top of their first block. Now this doesn't allow you to
get the star bonus, but the other way would consist of you having to work
through a lot of sonic blasts and single regenerators.

     4-7-6.

+++.+++ %%%X%%% @@@X@@@
+++.+++ %%%X%%% @@@X@@@
...... XXX.XXX XXX?XXX
+++.+++ %%%X%%% @@@X@@@
+++.+++ %%%X%%! @@@X@@@

 Again there's an easy way out here but you might want to slide your
starting square first. You really don't want to hang around, though, as
barriers will pop up and make your job a royal mess. It's possible to clear
out at least half of the stars(UR 6, UL--1 on top, 3 on bottom, then down
through the 2nd-bottom row) but then things start to get disjointed. The star
bonus is possible, but Better just to pick on the DR flipper.

     4-7-7.

@.....@ +.....+ S.....S
@.....@ +.....+ SX?X.XS
@.....@ +.....+ S.X.X.S
@.....@ +.....+ SX.X*XS
@.....@ +.....+ S.....S

 This one's easy if you see what to do. Right, slide south, get the sun.
It's possible to get all the stars, but you'll need to open up a square on
the edge just after getting the sun and then do a bit of dodging. Use the
sonic blasts at the side to get rid of the one-time generators. Also, you can
establish walls at the corners of the B-area so that you can blast any
swimmers that come back. Note that the regenerators throw out green swimmers,
so after you get the sun, you're pretty much set.

     4-7-8.

++++++. 555555. ?......
XXXXXX. ....... XXXXXX.
...... ....... .......
XXXXXX ....... .XXXXXX
++++++ .555555 ......D

 The easy way to get the stars is to go right, up, left, and slide south to
cut down the left edge--but first, maybe go down a square and slide up to get
the bonus. You can even trap the blue swimmers here, but do try to leave one.
Then go right from the DL. You should get all the stars. Now on the way back
you can pick up the 5-second bonuses. If or when you have just one opponent
you can try for the dark sun in the bottom right. Because the level is linear
enough, you can probably grab the new stars that appear with little problem,
especially if you goad the remaining swimmer to walk down to the bottom to
have a run at you.

 The remaining swimmer is a bit of a problem in the dark, but what you can
do is to go to the center row and hit the top of the tile. The swimmer will
follow you. When he's a square and a half away, go to the bottom of the tile,
turn and fire.

     4-7-9.

@.....@ +..5..+ *XX@XX*
...... ..555.. XX...XX
...... .55555. X.....X
...... ..555.. XX...XX
@.....@ +..5..+ +X@XX+

 You have 6 enemies here but can dispose of the center-left and UL one
according to before-they-move procedures. From there you can just slide the
UL again, grab the sun, and win. Or you can try for a bit more. It's possible
to pick up the stars in the corners. You may have to stop off to pick up some
5-second boosts on the way as the monsters turn white and start walking
around after you pretty quickly, but if you're able to kill a few blues to
start, then you should be able to outwit the greens. Just remember not to
take all the 5-second bursts at once and to pay special attention to the
generator squares. Get rid of bad guys there immediately. There are only six,
but with the action potentially turning fast you'll want to watch it.

 You can probably play with fire here and grab both suns, which will also
point you to where spare 5-second stashes are for extra bonuses, and you
should have time to get the variable treasures too.

     4-7-10.

 Now's the time to show that you understand what it's like to be a swimmer.
You must kill the girl as a swimmer or, if you can avoid her shots, push her
against the wall after luring her there.

 It's usually just easier to be the swimmer, though, and for that you go up
against the lower wall and wait for her to come in. Once she looks like she's
near pushing you, move up and down a couple of squares. Be sure to be
adjacent to her, though, and not running at her. Hit the button repeatedly
when you go up by her. It seems to have effect only when you cross a tile
boundary, but I'm not entirely sure of this. What I am sure of is that, as a
swimmer, you push her back almost two full strokes, so when something works,
it goes great. Therer's a bit of luck involved here but this is a pretty risk
free way to go.

   4-8. GIRL SCOUTS

 Girl scouts copy you. They're a female version of you. They slide tiles or
move, and they generally try to encircle you. The yellow ones are slower than
you and have a delayed reaction to when you start moving.

 When you hear a bell ring, that means they're just about to start running
after you in which case you're going to be toast soon. So you need to be
quick.

 Sneaking up on the slower versions of yourself from behind works as does
nabbing them from the side. You can also get them to kill each other,
although that doesn't get you any points, and you can roll them up with
sliding tiles.

 Girl scouts can also slam their friends into you, but if you fly into them,
that is ok.

 Yellow girl scouts can be drawn to you if you just moving around in
circles. In fact, you can even just turn around. Then when they get close,
slide their tile and roll them up. Their reaction times aren't too quick, and
you can stun them with the first punch.

 You can take advantage of this completely by standing in the center of a
square and turning ninety degrees as they come at you from a diagonal square,
i.e. if they are coming from the UR you can turn up and right until one gets
near. Then you can slide them and roll them up. The downside is that turning
around with people on your tail can expose you and let them catch up from
behind.

 For the record, a 180 degree turn takes the same time as moving one unit on
the board.

650 points for a yellow/orange girl scout
560 points for a red girl scout

     4-8-1.

e.+.+.e @.5.5..
+++++. .55555.
++.++. .55?55.
.+++.. ..555*.
e..+..e ...5..@

 Here the girl scouts go much slower than you do, so it's little problem to
run circles around them and get the star bonus. Better yet, you can go right
two and slide down to get the sun. This will leave only 5-second bonuses
along with two generated enemies, and you can traverse the heart shape to get
all the stars. Disposing of the girl scouts here is simple, as with your
speed advantage you can sneak up behind them and they're defenseless.

     4-8-2.

e.....e +++++++
...... .?.....
e.....e .......
...... .....*.
e.....e +++++++

 Six enemies on the side columns. Here you can head for the directional
sonic blast and wait for the right time to step on it--i.e. nailing someone.
Then you can slide the square it was on for a bonus.

 You should be relatively unimpeded if you try to get all the hidden stars.
If a girl scout confronts you head on, you can just hook around her and hit
her from the side.

 Once you've got all the stars, you can slide (5,1) and win out. You can
even afford to leave a few because you can pick that all up later.

     4-8-3.

++++++% %.....@
+.....+ .X5X5X.
+.....+ ..X?X..
+.....+ .X5X5X.
%++++++ @.....%

 Here again you can circle around the periphery and nab some pretty serious
points. But first you may want to clear all the enemies out. With only one
left, you can slide all the tiles along the periphery and pile up points. You
can knock off the L and UL enemies right away, and the others shouldn't be
much of a problem. Time may be, but there are some 5-second boosts. You can
easily walk around your last enemy on the way to a star bonus.

     4-8-4.

+.....+ <.....*
+.....+ <.....<
+.....+ <@@@@@<
+.....+ <.....<
+.....+ !.....<

 There's an easy way through this using the tiles. You can probably pick up
all the star tiles, though, without the two enemies bugging you, so do that
first. Don't slide anything. Then slide the UR square to get the sun and
immediately head around the first rotating blast to the center one. When it
faces left, step on it, and you'll knock out the new enemies you just
created. During the ripple, walk over to the rotating reward.

 You can also do this honestly making sure nobody slides a center square--
and even if they do, you should be able to defeat even 6 or 7 girl scouts by
just picking on one at a time and running behind/to the side of a vulnerable
one.

     4-8-5.

<<<<<<< ....... .......
<+++++< ....... ..555..
<+++++< ....... ..555..
<+++++< ....... ..?55..
<<<<<<< ....... .......

 It's possible to get all stars without killing any enemies, but it's
probably safer to go left, slide, and use the directional sonic blasts to
pick off enemies on the side rows and columns. With only three left the game
of tag should be easier to win, and you should find a row or two you can walk
across easily. But if bad guys start to chase you, head for a sonic blast
square. They'll follow you. Just remember that digging one up while you're
chased will result in you going into a wall.

     4-8-6.

+......
+......
+...... <- ? on left, sun on right
+......
+......

 Here you have an easy start--go left and start sliding tiles away.
Eventually only two people will be left. You'll get the person at (0,2)
immediately, the (0,3) person will be slid down, and (0,4) will take care of
(0,5). Then you can go up a square. Slowly rotate from up to left and back
again to see what

 From here you can try to clear off stars and such if you'd like, but there
are so many that it can get awkward to remember. With just one person chasing
you, they should be irrelevantly digging something while you slide each
square for a star. Each square seems to have a directional blast, 5 seconds,
a star, and an open space in its cycle of 7. So you can conceivably clear the
board of all goodies but it's a bit arduous.

     4-8-7.

<@@@@@< ....... *XXXXX?
<@...@< 5.+++.5 XXXXXXX
<@...@< 5.+++.5 XXXXXXX
<@...@< 5.+++.5 XXXXXXX
<@@@@@< ....... SXXXXX*

 6 people, on the corners and sides. Nail the left one and get the UL one
next. Then slide the UL to reveal a sun. Stepping on it should kill most, if
not all, of your enemies. If it kills all, then quickly face right and slide
that. With reduced enemy forces it should be easy to pile up the 3x3 of star
tiles. Then you can go to the other sun and clear the rest of the board.
Having bad guys regenerated isn't so bad as they're the easier types.

     4-8-8.

e+++++e ....... !%%%%%%
+++++++ .@@@@@. %%%%%%%
+++.+++ .@@@@@. %%%%%%%
+++++++ .@@@@@. %%%%%%%
e+++++e ....... %%%%%%S

 The really easy way out of this level is to slide left twice, going through
the flipper to hit the wall, then slide up and take out the UL red. Then
slide the UL square to get to the flashing flipper and 7x5 star area of bonus
goodies.

 You can also take on your enemies one at a time in each corner, and you can
proceed from corner to corner via the flippers you can uncover--they run you
through the walls--but there's a chance enemies may leak out and start
revealing the generator squares in areas B-D. Also when you try to finesse
this way you may kill everyone before making a full loop unless you
backtrack.

 Overall it's better to just take the easy bonus and run. Although not a bad
challenge to kill all four enemies individually. Just slide when the enemies
are facing the wall, and stand at the edge of the corner square.

 The bonus side-level here is a bit tricky. It seems straightforward enough,
and it's nice how you can start in the center and get three stars before they
even appearbut you may need to backtrack a bit to get things done. You see,
there are four hidden stars. They are kitty corner to your starting square.

......
.!.!..
......
.!.!..
......

     4-8-9.

...... ....... [] <<<<<<D
.<<<.. ..@@@.. [] S5+++5S
.<.<.. ..@*@.. [] S5+.+5S
.<<<.. ..@@@.. [] S5+++5S
...... ....... [] ?<<<<<<

 There's an easy way through this and a rewarding way through this. The easy
way is to go north, slide down quickly before the enemies have materialized,
and get the sun. THey won't slide the tiles this way, and after several
iterations, you will maybe even be able to get the eight stars remaining on
the screen for a nice small bonus.

 The rewarding way is to slide left, then go left and slide right. Then keep
stepping on the suns as before.

 The difference is that now you can loot the board with just one enemy
following you. Most of it should be intact although if there are any
irregularities you can probably slide the tile that's out of place. Get the
stars(there's no center one.) Then get the dark sun and clear everything out.
Your main hazard here is stepping on a directional sonic blast. Tripping the
one generator square left of where you started isn't a problem as you can
usually dispose of the enemies you create in short order by rolling them up.
The directional blasts are also a great defense if your enemies start to
speed up all of a sudden. But you should be able to get all the light stars,
all the dark stars, and the 5-second blocks for a nice total on this level.

   4-8-10.

 Don't worry about getting transformed into the enemy for this level--it
doesn't change your abilities in this level although it can interrupt
whatever you were doing and send you off in a perpendicular direction to
where you faced. You can roll up your opponent easily enough, but the only
problem is--she can do the same. So start This boss fight is really no
different from the first one, except your enemy is better. She tends to
change directions as well, so you may actually want to pedal back and forth
in the center, so that when she turns she's only two squares from a wall. You
can usually roll her up a few time and sometimes you can even change the
direction you slide the tile as she moves off. It'll take a few times to see
when she veers perpendicularly but eventually she'll head a bit too closely
towards a wall.

   4-9-1.

xxxxxx* +++++++
xxxxxxx +++++++
xxxxxxx +++++++
xxxxxxx +++++++
?xxxxxx D++++++

 Enemies UR, DL.

 This is a tough level to complete fully, but if you just want to bash the
guys into the wall with the UR sun, I won't tell anyone. You have to be
pretty quick about moving from square to square, unearthing stars, in order
to get the clear-star bonus, and in fact you have to uncover all these
squares to get the dark-star bonus. There should always be a direction you
can go where the bad guys aren't, as not only do you have to avoid them for
your health, but you also want to do so to avoid completing the level. If the
bad guy starts going too fast, though, and you can't see a way to get another
star, just roll him up.

     4-9-2.

pXXXXXw
+++++X.
X+.+X.
X+++++
wXXXXXP

 There are white and purple fatties here and the main thing to remember is
that you want to take them out on the corridors, because the center squares
confuse the issue a bit. They move from star to open to generator to flipper
to solid. So you don't want to mess around in there. But there is a special
flipper at (5,3) if you hit it enough.

 So here's the pattern. Go a square left, slide right, and pick up all the
stars before sliding everything. If you can sneak in to the upper right and
slide left from (6,3) then you can get out pretty quickly. There's also a
rotating bonus at (1,1).

 The sub-bonus level here is slightly tricky because you will have to
backtrack--see the bonus section 3-4 for why. My pattern, from 0-9 and a-z is
listed below.

kjlmnop
hi765xq
gf8.4wr
de903vs
cba12ut

     4-9-3.

e.....e ....... [] @.555.@
++...++ ....... [] .SSSSS. (5,3) ?
++...++ ..+++.. [] .SSSSS. [rough map]
++...++ ....... [] .SSSSS. (% under S)
e.....e ....... [] @.555.@

 Here you have to contend with bouncing babies. Six of them. It's best to
just dig up whatever sonic blasts you can and stay away from the edges. You
may want to pick up some 5-second boosts so things don't go too fast, and
it's always an option to slide your enemies before finding a sonic blast to
use on them or to time things.

     4-9-4.

eX+++Xe .X@@@X.
X+++X. .X@@@X.
e.....e ..+++..
X+++X. .X@@@X.
eX+++Xe .X@@@X. @ -> 5 eventually

 It's not hard to go right and smash the three enemies over there. You can
often cut back and kill one dancer on the left afterwards. However, taking
care of the remaining dancers is awkward. The inner squares turn to
generators and then to 5-second deals. The best strategy seems to be to nail
the dancer against a top/bottom wall and slide several times. This takes care
of the generator. You can also duck out in a corner and slide when a dancer
gets close

DL/UR have sun, DR has dark sun, UL has ?. You'll need to slide a few times
to grab these, but with one dancer left they're accessible. I don't recommend
taking the sun, though, as it unleashes a torrent of generator squares.

     4-9-5.

e.....e
++.++.
+++.+++
++.++.
e.....e

 If you can kill a red haired jumper early on, great. The L/UL gambit of
getting rid of guys at the start works well.

 There's a sun at (1,3) or (5,1) if you dig hard enough but first it's
possible to corral all the star squares. There are generators on the sides
you need to be aware of, and after picking off one sun it's best to try to
smash bad guys into the upper and lower walls. Eventually they'll coagulate
onto one square and you'll be able to smack them up or down in the split
seconds you get to slide tiles over. You may have to save the red haired guys
until last.

     4-9-6.
 This level may seem like a bit of a dud but the trick they want you to
discover is how to get all of the stars. Two are hidden.

XXXXXXX XXXXXXX +XXXXX%
XXXXXXX XXXXXXX XXXXXXX
+++.+++ ....... %.....%
XXXXXXX XXXXXXX XXXXXXX
XXXXXXX XXXXXXX %XXXXX+

 You can collect all the stars on the surface before the enemies start. Here
we'll go right, then left. When an enemy jumps into the water, slam him
against the side wall. Then slide the tile again so the flipper comes up. Go
up to the top and slide down to reveal one star square. Get it, go down and
right, and slide right to reveal another flipper. You can even kill the last
enemy in the process as you can take the flipper down and slide the DR square
up from the edge with no terrible rush.

     4-9-7.

@@@@@@@ =======
@.....@ =======
@.....@ ==?*5==
@.....@ =======
@@@@@@@ =======

 This is another pretty dumb level. I guess what they are trying to get you
to think is--there's too many bad guys to handle, so what's the easy way out?
6 enemies in 2 rows...just go right, slide the center square, step on the
sun, and you win. There's no way to win this by trickery given how all the
blocks go solid immediately.

     4-9-8.

======= =======
======= =======
==?.+== ==XDX==
======= =======
======= =======

 2 rows with 6 enemies and they all copycat you. You might as well get the
treasure first--including the dark sun--as this gets you the lion's share of
the points. Here what you need to do is to leave one of the blocks open and
have bad guys face each other on the other two. You can sneak behind a bad
guy who takes the center square and slam her into the single wall as well.
But pretty clearly it's only the center area where you'll be able to smash
anyone against a wall. Your best bet is to hang out on the square to the
side, duck to the center, and turn around to smash your enemies.

    4-9-9.

 This is a pretty pointless boss fight. You can basically stand still and
see where the guy lands. Slide his tile when he lands above, and he's pushed
into danger. If you don't touch him he will balance between two different
squares for a while and you'll have to track him down again. So you will have
to roll him up with a second slide, as he otherwise will nail you by shifting
one of the tiles OVER you, even if you're not at the edge. You get 15000 for
this instead of the usual 10000.

     4-9-10.

 The girl you beat in all those boss fights takes you to the big castle in
the sky, where you're on to the final ten scenes.

   4-10. NINJAS

 These guys are smart. They'll slide a tile to try to nail you, and
generally the best way to beat them is to know where the sun is. Fortunately
they get into turf wars, sliding each other, at times, and there you can nip
in from the side. One particular weaknesses: ninjas on each side of a block
are kicking it. Easy to sneak behind there.

 Pink ninjas seem to go faster and are overall a bit smarter.

330 points for a blue ninja.
810 points for a pink ninja.

     4-10-1.

 Maps don't work so well here and the only advice I can offer is that you
have two paths:

1. step on a sun, look for the next one, and continue until you see the
flashing flipper which you should use to get out of the stage.

2. Before stepping on each sun, collect all stars from the board. This will
get you the bonus star just before you step on the flashing flipper.

 You can also smash the ninjas into walls, but they're pretty easy to avoid
here. And sometimes the top stars slide before you can get to them--in that
case you can probably dodge and slide enough to get to them eventually.

 On the bonus level you are in a 7x5 room but have to dig out each square to
uncover the star underneath it. You can do this without retracing, but the
timing and turning can be awkward. One pattern is below. (0-9, a-z)

stuvwxy
ronmlkj
qp89ahi
5670bgf
4321cde

     4-10-2.

++..... .......
+XXXXX+ .@@@@@.
+X...X+ .@@@@@.
+XXXXX+ .@@@@@.
....++ .......

 Here your first order of business is to slide left and slide right, getting
rid of immediate threats. Then you'll want to escape to a corner. Don't worry
about taking out all stars here. If you're in a corner you won't have to go
through all squares regenerating.

 A plan that works for me is to knock out the square above and drive the guy
that appears in the generator into the wall. Then I go left and slide up.
Then I slide left. If all goes well I should have a bunch of guys I can keep
pushing left, and if anyone's left over I fake them out in the DL. Taking the
stars is too much of a distraction as that gives the bad guys time to kick
open generators and speed up, leaving you without much of a chance.

 This isn't the worst level to lose a guy on, so if things don't go as
planned, don't panic. You can kill off certain enemies with one guy and come
back for the rest later.

     4-10-3.

eX+++Xe @X...X@
XX...XX XX@@@XX
XX...XX XX+++XX
XX...XX XX@@@XX
eX+++Xe @X...X@

 This level really isn't too bad and in fact you have plenty of time to get
the star bonus here. Slide left, go left, then slide/go right twice. Clear
out the top three stars, and if the ninjas have broken down the top bit you
may want to kick them into the side walls. You may even break down a wall to
speed things up although you may need a pit stop to re-slide the corner
square that has become a generator.

 Then go to the bottom three. The ninjas may still be trying to kick down
the walls that separate them from you, and if so, you can position yourself
to blast them into the side. If they're already in the center, move up one
side, have a ninja follow you, veer to the center, turn, and slide them into
the wall. Again they can regenerate here so make sure you have an easy thing
before you slide.

     4-10-4.

+.....+ ....... S.....S XXXXXXX
+.....+ .@@@@@. 5...*.5 XXXXXXX
+.....+ .@@@@@. 5.....5 XXXXXXX
+.....+ .@@@@@. 5.?...5 XXXXXXX
+.....+ ....... S.....S XXXXXXX

 For a quick win you'll want to stay to the sides. You can get the stars
without much trouble-left through the guy right away(he can't kill you at the
start) and down, then back up, all the way right and down. You may have to
duck someone coming head on, but no big deal.

 Once that's done you need to reveal the sonic blasts at the corners. This
may require looping around but that's OK because that also lumps the pink
ninjas together a bit more so you can eventually take them out.

Sliding any square in the interior allows more generators to throw pink
ninjas at you, so using the sliders on the corners--or only sliding side
squares--should win this. You can keep enough ahead of the pink ninjas that
you can kill them yourself if the sonic blast doesn't take them all out. But
just wait on the sonic blast and don't touch the center 'til everyone's near.

     4-10-5.

5555555 ++++++D
5.eee.5 +@@@@@+
5.eee.5 +@@@@@+
5.eee.5 +@@@@@+
5555555 ?++++++

 Go down immediately before the enemy forms, and you can circle around and
get the 5-second bonuses. You may be sidetracked by a pink ninja sliding your
square, but don't worry. This is just to buy points and time. The next thing
to do is to go to a corner and wait for the bad guys to come. Run up/down and
when at the center row, slide down and then get out of the way of sliding
ninjas. They may slide back and forth a bit. But in the confusion you should
find a couple of pink ninjas to roll up. Go back in the corner and repeat or,
if there's no way back to the center row, head to another corner and try
again.

 It doesn't seem practical to get the star bonus here, but if you have just
one enemy left I imagine you can slide, get the star, etc. The dark sun/star
bonus is even a possibility even with enemies sped up.

     4-10-6.

@@@@@@@ [] SSSSSSS
+%%%%%+ [] .55555.
+.....+ [] .+++++.
+%%%%%+ [] .55555.
@@@@@@@ [] SSSSSSS

 Unfortunately the bouncing off flippers repeatedly trick doesn't work here.
The enemies will slide them. The way instead is to use the sonic blasts to
take care of them. The big problem is getting started and for that I
generally would goad the bad guys over to the left, then start sliding the DR
corner. Wait for the bad guys to get close, step on the center, and go to the
DL. This should get most of them but while the generators reappear you can
position yourself to kill the ninjas before they spawn.

 I didn't find much troube with keeping the top generators from reappearing
but you can do the same thing with sonic blasts and those.

 If you get in a mess where you don't have enough sonic blasts but several
pink ninjas are left, lure them in again to a corner, move away, and swat
them from the side if possible. But taking a couple of lives for this should
be no disgrace.

     4-10-7.

%%%%%%% @@@@@@@ < ! in UL
%%%%%%% @@@@@@@
%%%.%%% @@@.@@@
%%%%%%% @@@@@@@
%%%%%%% @@@@@@@ < ? in DR

 2 rows of 3 enemies. Instead of taking the spinners right away it may be a
good idea to slide a past to the left, then up to the corner. This will cause
new bad guys to regenerate but will save the flippers for later...if you want
to play honestly.

 If you don't, then try to run to the DR without touching flippers and then
bounce your way back UL through flippers. Slide the UL square until a glowing
flipper appears.

 The bonus level here is easy. The three hidden stars are under the center
and to the left/right of it. You'll have to dig twice for each. This is a
really easy level, and you can probably pile up more points by bouncing
between flippers, but I couldn't be bothered.

     4-10-8.

 Dark sun in UL, 5's on top and bottom, ? in DR.

 This seminal endurance level has a bunch of suns between all its
generators. If you play carefully you won't need to slide anyone, although
you will be sliding empty squares repeatedly. The cycle is: 5 generators,
block, sun. Here it may be a good idea to find a scrap of graph paper(or draw
your own, 7x5) and keep track of which suns you've uncovered. You see, there
can be 6 guys on the board at the same time and 5 generators per square. That
means that each sun can take out 6 guys, but your 34 suns(there isn't one
under the center) will only need to take out 175 total, i.e. you'll only need
30. But you still will want to keep track of which squares you've used. And
you'll want to make sure 6 bad guys have appeared before you step on the
center of the sun. If there are too few enemies around and you see a sun, you
might want to just start turning tiles over at random. Then when enough
enemies are generated, kill them off.

 Note that if you use 5 slides to reveal one sun, the next will require only
4, assuming it hasn't been tampered with.

     4-10-9.

 This creep is not too bad. The main thing to note is that he tends to jump
very high and there's no way you can really push hi maround, but you can note
where his shadow falls. I just retreat to the corner. He'll go kitty corner,
and often he'll try to fire a tile at you. You can run to that square after
the tile is over it as he tends to fire one at the other angle as well. Then
he runs in to your corner square, but you can turn around and get him. He's
worth 20000 points.

     4-10-10.

 This level is very tricky because the girl has the ability to transform you
into some useless stuff. You can wait for the first stars to hit you and
become a swimmer and win as you won before(light blue stars always do this--
note the color,) but on the other hand it's also possible to skirt along the
bottom and change direction after one of her missiles has just hit the wall.
She'll creep closer. You'll need to get in the corner, but eventually you can
go up a square and right/left above her, the turn around and slide her
square. It isn't too hard but there is a bit of melodrama--you tend to turn
into something just as she slides into the wall.

70000 points for this. You walk out onto a mirror. The one princess is
crying, but you have rescued her mirror image. You win, sort of, except for
the 100 bonus levels ahead. There's no choice of the order to do these in.

Here is the order of the sparklies fired at you, with what they do
effectively:

blue/swimmer: can fake the girl out and kick her two squares back
green/alien
pink/leaper
red/dancer or scout
white/ninja--you can proceed as before and the best part is, you can kick the
princess into a wall if she kicks you first. These guys kick back!
brown/doodler or jumper
light green/baby
pink/fatty

So only let yourself be hit by the blues or white

My best score, in the game I used for this walkthrough in fact, is 2731180,
with 38 lives and 72 stars, although I did use save states to get it.

 5. BONUS LEVELS

 To access these, hit start, select and reset at the same time. These are
arranged randomly by monster type. You start off with two extra lives and
infinite continues. The high score is reset to 50000 and yours is reset to
zero. You also seem to be able to have no more than 5 extra lives.

 You get extra lives and 20000 and then every multiple of 70000 here, and
the rotating gift goes

10000/1000/10/10000/1000/1up/10/etc.

   5-01.

+.....S .......
...... ...+...
...... ..+S+..
...... ...+...
S.....+ .......

 Enemies on the corners. Here you just need to run around picking stuff up.
Slide your original square first to reveal four hidden stars, and be aware
that the aliens are faster here than in the original level. But you can still
sucker them over to a sonic blast, although this may require you to re-slide
one of the corner squares.

   5-02.

e...... .......
.+++S. .?...%.
...... .......
S+++.. .%...*.
.....e .......

 Enemies in UL, DR, and on the sonics. Here you can just get the sun right
away to win, or you can go up and right and slide the alien into the wall,
proceeding to pick up the other stars easily. Then get the sun and step on
the rotating gift as time expires.

   5-03.

e.....e
.+++..
...... <- ? under center
.+++..
e.....e

 A pretty plain level where there's no real trouble to collect the stars and
subdue the fatties. You've done this before.

   5-04.

+++*+++
......
......
......
+++?+++

 Here you can go to the top and get the sun and go down and get the next sun
to subdue the generated monsters--level over.

 However you can also go back up quickly, slide the top tile, and go through
the glowing flipper.

 Or, if you really want to pile up points, circle around counterclockwise
from the top--you may need a juke move--to get all the stars. Then you can
use the sun as before.

 The bonus level is trivial--just start running left and then you won't have
to overlap. (1-9, a-z)

tuvwxyz
srqponm
321ijkl
478hgfe
569abcd

   5-05.

+++++.. ?..55XX
++++... ..55XXX
+++.... .55XXXX
++..... 55XXXXX
+...... 5XXXXX*

 Enemies appear on the far diagonal(five bouncing babies) but you can run
under and even through them as the level begins although in my opinion it's
better to go for the sun and then carve your way out of the cave you made.
You should again be able to clear out the stars and, later, the 5-second
blocks with little problem. They can be cleared with a flowing zigzag motion.
You don't even have to slam anyone into the wall but if you can goad a few
that way it wouldn't hurt. Note that getting the sun puts up a few roadblocks
and may not kill all opponents, but it should kill at least half.

   5-06.

XXXXXXX S.....S
+++++++ .......
+.....+ .*+++?.
+++++++ .......
XXXXXXX S.....S

 Here you can kill off the dancers on one side quickly, before they start
moving, and deal easily with another so that you can clear out the playfield
to get the star bonus. Remember to get the sun last, and if you're a points
miser you can even get the sonic blast before the sun, but it's not worth the
effort to me.

   5-07.

e.+++.e ....... %.....%
.+++.. ....... ..555..
...... ....... ..@@@..
.+++.. ....... ..555..
e.+++.e ....... %.....%

 This level is much trickier than it appears. The key thing to note is--
don't slide any of the C/D squares. That will spawn nasty red dancers.
Instead, just follow an orange dancer to a side and slide it. Then take out
the stars with one dancer left and even pick up the 5-second power-ups if
you'd like.

   5-08.

+++++++ @....?@
+.....+ .*555*.
+.....+ ..555..
+.....+ .*555*.
+++++++ @.....@ [cycles of 7]

 3 columns of 2 enemies. You can do the usual taking them out going up and
down. But if you are really confident, you can just go straight up and circle
around the girl scouts coming at you. You may have to jump aside from one
star. Don't slide anything until you've got the all the stars if you choose
this route.

 This is really a pretty easy level if you just want to get through. You can
just unlock one of the suns and step on it, then go to a corner and slide
away to get rid of the generators there. Then you can detour to pick up the
5-second bits to pile up your point totals and don't forget the randomized
bit as well. But the rest of the level just consists of going to a corner,
sliding a bunch, turning to the sun square near the corner, uncovering it and
repeating. You have the initiative if you're facing a scout and want to get
in a sliding battle, so if they do start following you, you can shake them
off. And you don't have to use the corners or the suns if you want to win
very quickly, without points.

   5-09.

S+++++< .......
+.....+ ..%%%..
+.....+ .*%%%?.
+.....+ ..%%%..
<+++++S .......

 4 aliens at the corners here. You can win super-quickly by going 1 left,
sliding and getting the sun. But the bad guys are easy enough to fake out
walking around. And there's even an easier way: go to the DL, slide the bad
guy's tile, do it again, go up through the flipper, and then go to the UR.
Slide down from the top edge and go through that flipper. Then uncover the
sun two left of the center square. Step on it and go left through the
flippers to get the randomized bonus as the level ends.

   5-10.

 Again, just like the first level, a scene where the bad guy takes the
princess away. You don't need to do anything.

   5-11.

xxxxxx* +++++++
xxxxxxx +++++++
xxxxxxx +++++++
xxxxxxx +++++++
?xxxxxx D++++++

 Two aliens, in the lucrative corners, are trying to stop you. This level
really shouldn't cause too many problems for you to pick up everything, and
of course you can bail out by heading directly for the sun. But I think it's
a good idea to try to clear everything. The first step to this is going to
the lower right and sliding a tile next to the corner to get one of the
aliens. Don't get the orange sun yet. Just slide each rubble tile to reveal a
star and finally slide the sun tile. You can outrun the bad guy when doing
this if your movements are efficient, and you can usually sweep the rows back
and forth. If you make few errors you should be able to win before the
monster(s) start going quickly, but if not, you should still be able to
outmaneuver just one bad guy and pick up both glowing stars. Then you should
still have the sun left in the UR corner to decide the issue quickly. Just
get the tempo down: slide, move, slide, move. Keep to the center, and this
level is a technical exercise.

   5-12.

 White fatties at the corners.

+++++++ .......
...... ......!
...... .......
...... ?......
+++++++ .......

 You don't even have to tackle the fatties, who aren't that difficult. You
just need to sneak out to the bonus level on the side, which has 5x5 stars,
flippers on the sides, and a star in the center to uncover.

   5-13.

eX+++Xe .X@@@X. .X@@@X. .X555X. ?X555X*
X+++X. .X@@@X. .X@@@X. .X555X. .X555X.
...... ..+++.. ....... ....... ..SSS..
X+++X. .X@@@X. .X@@@X. .X555X. .X555X.
eX+++Xe .X@@@X. .X@@@X. .X555X. *X555XD

 Here you should use the side columns to blast the bad guys. Basically you
should stay in a corner and see which lane on the tile they use to jump up at
you. Then you take a lane not used, wait on the corner square, and turn and
slide the tile when they jump into the corner. You may have to go back up to
the center to goad more bad guys in, and you can complete the level quickly
this way. The sides also have the advantage of not regenerating enemies.

 But I prefer to leave one bad guy and then clear out the stars. Slide the 3
center tiles in the center row for the bonus and then go to the lower right
and get the dark sun. Clear out all those star tiles. Then go to the corner
for the final bait and switch. Even if the bad guys get fast here, it
shouldn't be a problem. You can always move one lane over and run past them
as they jump at you.

   5-14.

@.....@ +.....+ S.....S
@.....@ +.....+ SX?X.XS
@.....@ +.....+ S.X.X.S
@.....@ +.....+ SX.X*XS
@.....@ +.....+ S.....S

 2 columns of 3 enemies. You can go for the stars or directly get to the
sun. I think the sun may be the best bet, as you can always reawaken just one
enemy by sliding a side square. Plus it is a less dangerous pink dancer that
pops up instead of an orange one.

   5-15.

+XX.XX+ .XX+XX. @XX.XX@
+XX.XX+ .XX+XX. 5XXSXX5
+XX.XX+ .XX+XX. 5XX.XX5
+XX.XX+ .XX+XX? 5XXSXX5
+XX.XX+ .XX+XX. @XX.XX@

 Pink dancers at the corners. There doesn't seem to be much to do early on,
but actually you can slide the two tiles to the north for a couple of stars,
then get the other star tiles in the center column. Get one of the suns and
the dancers scatter. You can end the level now or step on another sun to go
for big points.

 If you plan to step on the second sun, or if you step on neither sun, you
need to wait for the dancers to bust open the blocks in the four columns so
that you can do the same to get to the side. If you're going for the big
points, then you can wait one square from the left edge and bash the dancers
as they come in. The 5-seconds and stars thus fall very easily. Then you can
do the same for the right although the one last dancer may be a bit tricky to
evade. You may have to drag her out to the center area and then sneak in to
the right edge and get her later.

 If you don't want to use suns, kill all but one and then go on a spree to
the stars on the sides. Again, if you kill all the monsters, just loosen up a
corner to get one less difficult enemy back.

   5-16.

e.....e @.....@ <+++++< @.....@ @<+++<@ @.....@ @.<+<.@
...... ....... ....... ....... .*..... ....... ..+....
e.....e ......* *...... .....*. ....... ....*.. ..+....
..*... ....... ....... <++++<. ....... .<++<.. ..+....
e.....e @..<++@ @.....@ @.....@ @.....@ @.....@ @!<...@

 This level has big potential for you to pile up points. Just follow the
suns. If you just wait, you'll be kicked down. Then there is usually a trail
of stars to the next sun. If you have great reflexes or remember how the
level goes, you can take the flippers all the way through the level, but
walking is not too bad.

 The bonus level is the plain 7x5 type..

   5-17.

e..+..e +++.+++ S.....@
..+... ....... .?.%...
+++.+++ ....... ..%.%..
..+... ....... ...%.D.
e..+..e +++.+++ @.....S

 White fatties are the enemy of the moment.

 Here you can go left and down to nail the first enemy. Then slide the
bottom row--except for the square with the star already--to take care of the
stars there. You can probably circle around to the top pretty easily. Again
if you have a chance to bash a bad guy into the wall, do it. Even if one gets
in your way, you'll be sliding tiles and moving forward, anyway, so it
shouldn't matter.

 Point hoarders will of course want to leave one enemy. There's a rotating
bonus and a dark sun, and with fatties being rather slow, you can really run
circles around them even when they start going fast. Just get into a
sliding/stomping match if you're really desperate.

   5-18.

%+++++% .......
+.....+ .S%%%S.
+.....+ .*%%%?.
+.....+ .S%%%S.
%+++++% .......

 The green aliens in the four corners look like tough opponents but first,
you can just knock them out with the hidden sun to your left, and second, if
you get onto one of the flippers, you can take a quick route around the
perimeter and pick up all the stars. Then you can get the sun and go in for a
few bonuses before the level ends. In fact I might even trip uncover a sonic
blast to trip off the sun and then go through the flippers for the bonus
before leaving the level--sliding and tripping a final sonic blast for fun.
Of course you can play with the flippers before touching the sun if you like
to niggle extra points, too.

   5-19.

+.....+ <.....S
+.....+ <.....<
+.....+ <@@@@@<
+.....+ <.....<
+.....+ ?.....<

 Because you can just go in the corner and swat the DL bad guy this one is
really quite easy. After that's done you can clean up the stars easily and
kill off the other bad guy.

 If you want some extra points and a bit of a challenge, slide (6,4) for the
sun and then (6,2). Activate it when it points left, get the sun, and the
rest should be mop up.

   5-20.

 3 columns of 2 dancers on the edge. You've seen this boss fight before, but
not quite this fast to start. I like to run left, nail a dancer, and quickly
run back right where you'll have more dodge room in the center. Stay near the
wall and you often have nowhere to run and get caught by a rebound anyway.
There will eventually be a few enemies who slow donwn and you'll need to grab
the chance to slide tiles at them. Once you get started on the first enemy,
it will be easier to dodge until a slowdown.

   5-21.

SSSSSSS @@@@@@@
...... +++++++
...... +++++++
...... ?+++++*
SSSSSSS @@@@@@@

 This is again a level with a pretty easy bail-out. You can just go to a
corner, bash a fatty, and whenever a fatty's on the top or bottom, slide his
tile twice to kill him--and the one generated just after.

 But I have a slight modification to all this. Take out all but one of the
fatties, and then you can go around sliding the star tiles for a big bonus,
and zap him.

 If you are really on your game, you can do as follows: uncover the sun and
then collect the stars. Don't slide any tiles until you've got everything.
Then you can slide the fatties at the side and go for the squares where they
are newly generated. You can step on lots of sonic blasts too, and though
there's no totally scientific way through, killing bad guys as they appear
and picking up sonic blasts is low risk and the main bummer should be that
you sonic-blast the final enemy before you uncork everything.

   5-22.

<.....< .?555.. @.....@
<.+++.< ....... .......
<.+.+.< ....... @.....@
<.+++.< ....... .......
<.....< ..555.. @....S@

 Red girl scouts.

 Go right quickly and down and slide (5,0) twice to reveal the sun. Step on
it. You can end the level quickly this way or, if you'd like, you can slide a
corner square to have just one opponent. You shoulod even have time to pick
up 5-second timers along the way. And if you are really tricky, you can slide
a generator square, pick up stuff, slide the square before the opponent gets
active, and do a bit more. The trick here to getting all the points is
remembering which stars you've slid, or things will get confusing and the
girl scout will chase you down. But sometimes you can get her to do your work
for you.

   5-23.

...... @+.@..@
...... S...... ......+
...... +..*.++
...... ..+S... +@@.@@S
...... @.S@..@ <+..S+@

 Orange enemies. This level is a big mess with the green aliens that spawn
from randomly placed generators and the best I can suggest, if you don't want
to go through by brute force, is to slide the central square to produce a
sun. Then slide the square left of it to get the next sun, go down, and go
through the glowing flipper to the bonus board. It's a 7x5 maze of flippers
where you just need to look for the sun (5,1).

   5-24.

%+++++% ....... @@@@@@@
+.....+ .S...S. @@@@@@@
+.....+ ..+++.. @@@@@@@
+.....+ .S...S. @@@@@@@
%+++++% ....... @@@@@@@

 The key here is not to step on the sonic tiles. They can make it so enemies
appear generated. Keep to the sides to kill enemies because the generated
green aliens are much nastier than the oranges. You can start well by
revealing the three stars in the center and taking the flippers to move
around in a circle to get all the stars.

   5-25.

@.....@ +.....+ S.....S <
@.....@ +.....+ S.!...S <some blocks pop up.
@.....@ +.....+ S.....S <but they're not
@.....@ +.....+ S...*.S <relevant, so I skimped
@.....@ +.....+ S.....S <on this map.

 You probably see the 'dumb' solution right away: go right, slide down, and
get the sun. But in fact you can extend the festivities a bit longer. If you
wer quick enough, you can pick up the stars on the right. Go down and then
up, but slid the UR tile twice so a swimmer appears. The game kicks out of
level-ending mode for the moment. Slide the swimmer into the wall and grab
the star. Then go left, slide the UL corner twice to get a swimmer, slide to
get a star to pick up, and head down. Do the final business in the DL and
then slide at (2,3) to get the little bonus at the end.

   5-26.

eX..... ?X..... .X.....
eX...X. .X+++X. .X@@@X.
eX...Xe .X+++X. .X@@@X.
X...Xe .X+++X. .X@@@X.
....Xe .....X* .....X.

 Orange dancers. They get replaced with reds if you open up the middle-
square generators. But you don't have to do so right away. My recommendation
is to go to the UR and then down. Slide tiles as enemies get in your way and
make it to the bottom to get to the sun. Now you can get the stars, but not
all at once. Remember to reveal a generator tile next to the wall. Then smash
the enemy into the wall. You may have to do this three times: get the right
three stars, then the center, then the left. Then run for the revolving
bonus.

   5-27.

@@@@@@@ ....... ....... SSSSSSS
+%%%%%+ ....... .55555. .......
+.....+ .+++++. ....... .......
+%%%%%+ ....... .55555. .......
@@@@@@@ ....... ....... SSSSSSS

 Here you have a seemingly tough job with all the generators to start out,
but it's made easier by being able to get rid of them for a long while. Go
directly down, then retreat and slide the square against the lower edge. Pick
up the sonic blast and then head up. Slide the top square in the center
column until you get that sonic blast, and now there are no generators left.
Slam the dancers against the walls until you have a manageable number. Then
collect the stars, sliding the center row once. You can just pick off
individually generated enemies if you'd like by sliding the top and bottom
rows continuously. But you're probably better off waiting for an enemy to run
into a wall and take them out.

 You can get extra points by leaving one enemy and sliding the 2nd and 4th
rows to pick up 5 second bonuses. But it is an unnecessary risk.

   5-28.

eXXXXXe
+++++X.
X+++X. < center squares go
X+++++   . , @ , % , #
eXXXXXe

 Two white fatties, two purple.

 Here you'll want to slide the center square for a star and then go to the
sides and take the enemies on there. Come back when you've killed two and
walk onto the stars for a bonus. Then go to the right column and slide (6,4)
until you get the glowing flipper. Go through it for big points. The bonus
stars in this bonus level are UR, UL, DR and DL of where you start.

   5-29.

.....+ .@@@@@. ....... ....... *......
+++...+ ....... ...%%%. ....... .......
+.....+ ..+++.. .@@@@@. ....... .......
+...+++ ....... .%%%... ....... .......
+...... .@@@@@. ....... ....... ......*

6 bouncing babies on the rows of stars.

 The bad guys get fast pretty quickly in this level, but by the end bit you
can use this to your advantage. If you're looking to get the star bonus, just
slide the center square and the ones left and right, and then walk around.
The bouncing babies will follow you around as you go about getting your
bonus, which is good for the next bit. You'll need to go to the UL and DR and
slide four times to reveal a sun. Then go to the other corner, slide three
times, and reveal the other one. After all the pyrotechnics you should now go
to the center column and run through a flipper so you can bounce up/down.
With the enemies now sped up they will run into your buzzsaw and you should
win easily.

   5-30.

 Here the princess you are fighting turns you into a swimmer. Don't resist.
Instead move to down to the bottom edge. When she heads down, be facing up at
the top of the bottom square. Be sure you can run past her. When she gets to
touching the second bottom, run forward so she can't slide you. Then push a
and continue going forward. You should kick her into the wall behind. 10000
points.

   5-31.

e..+..e @.....@ ....... .......
.+++.. @S...S@ ..@@@?. .......
++.++. @.....@ ..@@@.. .......
.+++.. @S...S@ .*@@@.. .......
e..+..e @.....@ ....... .......

 This is a tough level to get through and in fact I recommend, if you are
low on patience, just going off to the left and sliding up and down, avoiding
enemies while you can. If one is left, maybe you can go collect all the stars
and even pick up the dark sun and take all the stars in the alternate board,
but it's a close deal.

 You don't really have the time to track around the board for the stars, get
the sun, and wipe everyone out. Because to win the level with the sun wiping
out everything, you have to flip each side tile--or most of them. But if you
lose a guy or are willing to sacrifice one, it might be worth trying. Leaving
one tile could allow you to breeze through with the dark sun too and not have
to worry about timing.

   5-32.

.....* XXXXXXX
...... XXXXXXX
...... XXX?XXX
...... XXXXXXX
D...... XXXXXXX

 Another potential quick hitter level. If you time it exactly right, you can
step on the sun and wipe out everyone. You have to touch the center just
after the top green guy passes it. But if you get it too-early wrong you're
toast.  And if you're too late, you'll only nail the top guy, which isn't so
bad, really. You can carve a path to the other side(one slide, one tile) and
then stand at the sides and pick off the remaining swimmers one by one. The
one thing to watch out for is that they cling to the sides and even circle
around looking for an edge, so it seems like they are chasing you. But that
makes them easier to smack into the sides if you stay in the center. Use
tiles off to the side to ambush enemies as they go by a corridor as well i.e.

XXXXXXX
...... <them
XXX.XXX <you, slide up

   5-33.

<<<<<<<
<.....< .+++++.
<.....< .+++++. <- edges <..%..
<.....< .+++++. <- inside [email protected]@.
<<<<<<<

6 girl scouts, 2 rows

 Here you need to tread carefully so that you don't unlock any new enemies.
But you have to slide someone, somewhere. Turns out there's a pretty happy
solution to all this. Just wander left and right a bit. Eventually all your
opponents will come into the center row. Then head right and use the
directional blast left. That should take care of them all.

 If you miss one, then you're in luck with regard to the stars. Just two
more horizontal directional blasts uncover rows 2 and 4. The final yellow can
be dealt with pretty easily by running past it or--again--using a directional
blast that's left. You may have to slide a generator square first, though.

 If you get them all and still want the bonus, just slide a corner square.
This brings the tougher red girl scout but you can use the same strategies.
You just have to be more precise.

   5-34.

....+. @.....@ ....... 5.....5 #######
++..+. @.....@ ....... 5.....5 #######
+...+. @.+++.@ ....... 5.....5 #######
+..++. @.....@ ....... 5.*...5 #######
+..... @.....@ ....... 5.....5 #######

 I hate doodlers and focus more on getting rid of them than getting bonuses.
Here the stars act as squares they can't touch, but it doesn't really matter.
Your goal will be to slide nothing except each edge square--once. Make a big
circular loop--you should be able to outrun the doodlers, but you may have to
zigzag around a bit if one gets on your tail, and if you leave one or two
undone, no big deal--you can kill those guys individually later. Then you
need to go to the sun at (2,1) and slide that square twice and step on it.
That clears the board, and no generators appear to create new doodlers.
Through this all you will want to ensure that no doodler completes a drawing
on (2,1) or you will be blocked out. There are no sonic blasts to uncover
this square and make it useable. Sacrifice a life if you have to.

   5-35.

S.....S .+++++. ....... <3 cycle
+.....+ .@@@@@. ....... <4 cycle, X next
+.....+ .@@@@@. ....... <4 cycle, X next
+.....+ .@@@@@. ....... <4 cycle, X next
S.....S .+++++. .......

 This is a pretty easy level as long as you keep to the sides. You can
outrun the fatties(4, purple, corner) and use a sonic blast on the left after
clearing the left-column stars and then go to the right and do the same
there. To crush the other fatties, just go against an edge and go up/down
until they get suckered to a corner square. Turn and slide--then time your
slides to kill them.

 Generators aren't the end of the world, as white fatties pop out, but you
shouldn't need to take your time with the inside bits.

   5-36.

+...... 5++.... ....@..
+..... +5+.... ....*@.
.+.+.. ++...++ @..?..@
....+. ....+5+ .@*....
.....+ ....++5 ..@....

 4 green bouncing babies in the corners.

 You just need to pick off one sun to win this thing. Picking two causes
generators to appear, so for points purposes it's most efficient to get the
six visible stars(watch for the bad guys--they make nasty cross traffic) and
uncover a sun. If no-one survives, slide the square above/below it on the
edge. Then run around and collect all the goodies and kill your final enemy.

   5-37.

++++++. XXXXXXX SSSSSSS @@@@@@@ D.....*
+++++.. XXXXXXX SSSSSSS @@@@@@@ .......
+++.... XXXXXXX SSSSSSS @@@@@@@ .......
++..... XXXXXXX SSSSSSS @@@@@@@ .......
+...... XXXXXXX SSSSSSS @@@@@@@ *.....?

 Swimmers coming from above.

 With suns in either corner it does make a difference which one you choose.
Because the DL one manages to get to the enemies more quickly and lets you
clear the level right away. The UR one is ineffective. The DL one, if you get
there quickly, will wipe things out. If that doesn't work you may have to
resort to sonic blasts and ambushing enemies from the side. You may also have
one enemy left. If so, track him carefully and destroy any generated enemies
his swimming creates immediately.

   5-38.

XX55555 [+++++++] XX*....
XXXXXX5 [+++++++] XXXXXX.
5555555 [+++++++] .......
5XXXXXX [+++++++] .XXXXXX
55555XX [+++++++] ....DXX

(2/3/4, 0/4) fast red dancers are your enemy here. You'll want to go left
two and down to the bottom of the square. Slide left continually to get the
bad guys out of the way. Even if they bounce over your slide, if you're on
the bottom, they should bounce around you. Then you can do the same sort of
thing for the right side although the enemies may slow down. If you want you
can pile up 5-second squares and even get the dark sun at the end of the
line. But it's bootless to try to clear out all the stars. Stars seem to be
under everything. The path is too narrow, dancers will start going fast, and
you'll be stuck. Best to just kill everything and get out.

   5-39.

+X+++X+ .X555X. .X.*.X. Sx...xD
+X...X+ .X@@@X. .X...X. Sx...xS
+X...X+ .X@@@X. .X...X. Sx...xS
+X...X+ .X@@@X. .X...X. Sx...xS
+X+++X+ .X555X. .X.*.X. ?x...x.

 (0/3/6, 0/4) orange dances

 This is a tough level to go through completely, although you can get the
stars that are visible without too much trouble. Go down for a star, right
and left. Then the dancers will burst (1,0) so walk to the center of that.
Start sliding leftwards. You should get 4 dancers. Get the bonus and then
head up. You should be able to go clockwise for the star bonus without too
much trouble. If you have a chance to nail a bad guy, do it. But you might
want to leave one if you want more points.

 For more points, you'll need to slide the tiles on the left and right
columns once each--although you may want to overlook one. Then you can slide
(2,0) through (4,0) and (2,4) through (4,4). Then you can slide (3,0) and get
a sun and repeat with (3,4). The level's over unless you neglected to turn a
square. In which case you can get the dark sun in the upper right and avoid
your enemy. You'll need a bit of patience to get an enemy against the wall to
smash it. So you may want to skip the dark-sun part of the level.

   5-40.

 With long leapers that go faster than you, this is a pretty tough boss
fight. Fortunately you have the initiative to start. You need to use it
exactly. Go to the left, slide the tile with the enemy when he  lands, head
south slide down when the DL enemy goes on the tile. You now should have four
enemies left.

 The main tactic here is to goad enemies into a corner square, move one
away, and slide that square twice. This is not easy and requires you to clump
enemies. Note that they take a while to turn, and you can use this to your
advantage. Also note that they take different paths to you--some line up
horizontally and some vertically. You'll want to stay at the top left of the
DL(or, generally, at the horizontal edge but not the vertical edge of the
board,) then slide to the right and go up and right and slide down. You
should have just enough time to do so. But don't try to slide twice in a row
from above as you don't really have the time.

   5-41.

@@@@@@@ *......
@@%@%@@ ...%D..
@@@@@@@ ..%.%..
@@%@%@@ ..?%...
@@@@@@@ ......*

 6 orange alien enemies in 2 edge columns. The easy way out of this level is
to go right and slide the DR tile down. You can also slide another tile and
step on the dark sun to pick up a bunch of points--the one on one to pick up
all the stars is not terribly tricky. It's possible to nail all your enemies
without the suns but it will probably require two lives. The main thing
you'll want to do is to bounce back and forth between flipper squares. Also,
after you pick up the sun, you may want to reduce the generator squares
around before getting to the center if possible, and before getting the sun
you'd do well to create a few generator squares, as they will be toggled when
you step on the sun.

 There's not really time for the dark sun unless you can compete against one
final enemy, or you sacrifice a life.

   5-42.

.....+ *....@. ...@... ..@.... .@..... ......? ......@
.....+ *....@. ...@... ..@.... .@..... ......% ......@
.....+ *....@. ...@... ..@.... .@..... ......% ......@
.....+ *....@. ...@... ..@.... .@..... ......% ......@
.....+ *....@. ...@... ..@.... .@..... ......D ......@

 The procedure to a quick win here is pretty easy. Just go to the lower
left, uncover the sun, step on it, and when the new enemies appear, step on
the star above. Slide the star above six times(including when the previous
sun is taking effect,) step on it, slide five times up, step, slide four
times up, and step.

 However, you can take care of the star bonus early by walking right,
getting the star, backing off and sliding. The other bad guys should walk
either up or away, so just wait and slide right or pick up the stars. Then go
to the left side and proceed as before.

 Once everything's slid to the side, you can get started with the rotation
treasure in the UR and then uncover one enemy to run circles around in the
dark. He will start going fast near the end, but you should be able to avoid
him until then. And you can always save the flippers to bounce between them
to kill him off if nothing else works.

   5-43.

e..e..e @.....@ ....... @.....@ ....... @.....@ #######
.+++.. @.....@ ..555.. @.....@ .S...*. @.....@ #######
...... @.....@ ..+++.. @.....@ ....... @.....@ #######
.+++.. @.....@ ..555.. @.....@ .*...S. @.....@ #######
e..e..e @.....@ ....... @.....@ ....... @.....@ #######

 You can kill the doodlers(draw ghosts) manually, but I prefer to work as
follows: go down, slide down, go up and get a star, slide up, get the other
four stars, and then slide (1,1) or (5,3) four times to get a sun. Step on
it, go to the other of the squares, and step on the other sun. If you
navigate accurately you can get all the 5-second squares along with the stars
for a nice bonus at little risk.

   5-44.

eXXXXXe @XXXXX@ @@@@@@@ @XXXXX@ @@@@@@@
XXXXXXX XXXXXXX X.+++.X X.%%%!X .X###X. <OUTER ROTATES
XXX.XXX XXXXXXX X.+++.X X.%%%?X .X###X. <INNER DOESN'T
XXXXXXX XXXXXXX X.+++.X X.%%%.X .X###X.
eXXXXXE @XXXXX@ @@@@@@@ @XXXXX@ @@@@@@@

4 purple fatties. You don't even have to face them--just slide the 3x3 center
tiles to get the tile bonus and then go to (5,2) for a rotating bonus and
(5,3) to take the glowing flipper out.

   5-45.

.+++.. S.....S S@@@@@S
+.....+ .@555@. ......*
+.....+ .@555@. ..+++..
+.....+ .@555@. ?......
.+++.. S.....S S@@@@@S

(0/6, 0/2/4) brown haired bouncers

 Here you will want to slide all the tiles at (1/5, 1/2/3) once so that the
generators show before going to the sun. This may require a little walking
around, but you'll need to do that anyway to get the stars. Get the sun and
you should win the level, although you may want to leave an enemy--or create
one at the bottom and top--to be sure of the star and 5-second bonuses.

   5-46.

...... ....... @@@@@@@ ....... @@@@@@@
+++... ....... %.....% ....... %.....!
...... .@@@@@. ..+++.. ?...... .......
..+++. ....... %.....% ....... %.....%
...... ....... @@@@@@@ ....... @@@@@@@

(0/6, 0/2/4) orange bouncing babes

 You can cut out to the bonus level right away here or you can pick up the
squares. For that you need to slide (2/3/4, 2) twice each and this requires
running around. You can run to the DL and then back to the UR to get (6,3)
and the bonus warp.

 The bonus level has 7x5 rubble to clear away.

   5-47.

XX+++55 XX@@@.. XX...SS XX...@@ XX...##
XX+++55 XX@@@.. XX...SS XX...@@ XX...##
XX+.+55 XX@.@.. [email protected] XX...@@ XX.*.##
XX+++55 XX@@@.. XX...SS XX...@@ XX...##
XX+++55 XX@@@.. XX...SS XX...@@ XX...##

 The easy/trick way is to go left to the center of (2,2) and down a square.
Slide the tile right four times. Then move up a notch and go right to get the
sun. You'll fake out the blue guy who was created.

 If this doesn't work you have a mess on your hands. You'll have to use the
sonic blasts carefully and pin enemies against the wall. It'll be a mess
especially with the solid tiles on the right.

   5-48.

...... #S+..S# #+*+++# <- @ after + here
...... #.....# #.....#
...... #.....# #.....#
...... #.....# #.....#
...... #S..+S# #+++?+#

 This is a marginally annoying level, but it's rather easy to clear if you
get the sun. Picking up all stars can be tricky as you're under a bit of time
pressure. The enemies shouldn't be too bad to avoid until then. Go along the
top and cut down to get any stray. Note if you really want a bonus and the
sun kills everyone, regenerate them at (1/5, 0/4).

   5-49.

......
%++++.
...... ..+++.. @.....@
++++%. ....... @.....@ .!.....
......

(2-5, 3) (1-4, 1)

 I'm cheating on the maps here because they're a bit hard to draw. Of course
you can kill the bad guys off traditionally, but why bother when there is an
escape route to a bonus level? To get the stars, go up and right immediately
to get the ones the bouncing babies will fall on to begin. Then scramble
about a bit.

 The bonus level is a sort we haven't seem before. What we want to do on it
is to slide left twice, get the star, slide right and get the star, and slide
right and get the star. Now, go to the lower left and slide that square twice
and step on the sun. This will give a whole new collection of stars to pick
up. You should be able to do it within the time limit, and then you can end
up at the upper right to uncover the sun for a final chunk of bonus points as
the timer ticks down.

   5-50.

 There are lots of ways to win this fight. After you've been turned into a
fatty, run left and now you can either run up and left to (0,3) or left and
up. Stand in the lower right corner. Whatever you do, the girl follows you
and when she's about to get close, fire. 10000.

   5-51.

%%%%%%% 5555555 ....... SSSSSSS .......
@@@@@@@ .+++++. ....... ....... .......
@@@@@@@ .+++++. ....... ....... .......
@@@@@@@ .+++++. ....... ....... .......
%%%%%%% 5555555 ....... SSSSSSS .......

 The trick way through this is to go down, slide, get the 5 seconds, hook
around either flipper next to you, and use them to go back and forth. This
will make you invincible as bad guys walk into your path. You can then, if
you pay attention, get into another bounce back and forth once these two
flippers die out. You know which one will die out first so pay attention and
be prepared to make the right move(the first one you touch will be the first
to disappear.) Labeling the flippers as follows you could go:

123.456

left through 4, right on 3, flip
right through 5, but hit left when past it for 5/6.
run to the left and bounce through 1/2
go up to the top and repeat as best you can.

 The generated monsters will eventually dry up, and you will win the level.

   5-52.

..X... +++X+++
X.XXX. +X+XXX+
X...X. +X+*+X+
XXX.X. +XXX+X+
..X... +++X+++

(2/4, 2) (corners)

 Go left, slide right, and take out the sun. Timing is important here. Wait
'til the bad guys have landed and then duck in. Otherwise you may wipe them
all out, and you don't want that yet. Once the sun has revealed the stars,
collect them. If bad guys are in your way you can run under or by them pretty
easily. Don't slide the stars as it will take 6 more times to get them back.
There are ?'s at each dead end if you slide 6 times so you may want to get
those before killing anyone. Remember to goad the bouncing babies into a
corner you've cleared and then smash them against the wall when they land.

   5-53.

+..+..+ ....... ....... ....... ....... ....... #######
+.+++.+ ..###.. ..###.. ..###.. ..555*. ....... #######
+.+.+.+ ..###.. ..###.. ..###.. ..555.. ....... #######
+.+++.+ ..###.. ..###.. ..###.. .*555.. ....... #######
+..+..+ ....... ....... ....... ....... ....... #######

 Pink painters (0/3/6, 0/4)

 Here's a tricky one. You'll want to get the inner circle of stars and then
circle around the outside for the star bonus. Then you will want to try to
slide each square in (2,1) to (4,3) three times before sliding the sun squar
4x at (1,1) or (5,3)--and be sure one of the two isn't completely doodled on.
This sliding isn't necessary but it makes the next bit easier. Because you'll
want to have every square at 5 seconds--or better yet, have taken every 5
seconds--before revealing the other sun. Then, all the bad guys get caught up
and die. It makes the level easy and you don't have to slide any bad guys,
but if they are drawing pictures you may want to do so.

 Here the bad guys drawing pictures allows you to do your thing a bit more.

   5-54.

...... @.....@
++.++. ....... [sides have generators too]
...... ..+++.. [@/S 7-cycle]
++.++. ....... [@.@.# in center 3x3]
...... @.....@

 The best way to get through the level is, after sliding the 3 tiles in the
center row for the star bonus, to camp out on the perimeter and move
perpendicular when bad guys approach your square. Turn around and slide them.
And don't forget you may slide a generator into being, so you may have to do
things more than once. Don't let the four white fatties call up their purple
friends.

   5-55.

+++++.. @@@.... @@@...* @@@...D
++###.. ..###.. ..###.. ..###..
.###.. ++###++ ..###.. ..###..
.###.. ..###.. ..###.. ..###..
.+++++ ....@@@ ?...@@@ ....@@@

(0/1/2, 4) (4/5/6, 0) brown leapers

 I generally don't worry about any bonuses here. I just head to the lower
left corner, let bad guys congregate, go up two squares and start sliding
tiles south. Eventually a bad guy will take a big slide back into the wall,
then another, etc., and things get done. Using the sun here creates red
haired leapers which are nasty, and enemies start going fast quickly.

   5-56.

@@@@@@@ ....... %%%%%%% @@@@@@@ ....... .......
@@@@@@@ ....... %%%%%%% @@@@@@@ ....... .!.....
@@@@@@@ ....... %%%%%%% @@@@@@@ ....... .......
@@@@@@@ ....... %%%%%%% @@@@@@@ ....... .*.....
@@@@@@@ ....... %%%%%%% @@@@@@@ ....... .......

 5 slides on (1,3) gets you to a bonus level. It has two stars hidden at
(2,2) and (2,4) and then you can get the dark sun in the center to chase
after more bonus points. You can also slide a sun and then slide (1,3) for a
few more points.

 The way to do this honestly is to create as many flipper pairs as you can
and bounce between them. While trying to create a flipper pair you can also
turn generators to harmless squares. This is easier said than done, though,
so just take the bonus route.

   5-57.

XXXXXXX +XXXXX% XXXXXXX
XXXXXXX XXXXXXX XXXXXXX
+++.+++ ....... %.....%
XXXXXXX XXXXXXX XXXXXXX
XXXXXXX %XXXXX+ XXXXXXX

A very easy level just to get through, but if you want to get the star bonus
then you will need to collect the six stars you can see, slide the left edge,
go up through the flipper, go to the right side, and create the other flipper
and go down through it. Slide the DR and get the bonus and kill the final
swimmer.

   5-58.

*++X... .55X... ...@...
++X.... 55X.... ..X....
+X...X+ 5X...X5 .X...X.
...X++ ....X55 ....X..
..X++? ...X55* ...X...

blue ninjas (0/6, 0/2/4)

 You can just go grab the sun in the upper left and then the one in the
lower right, maybe stopping to slide the stars and get 5-second bonuses. This
is really not so bad as you just go to (1,0) and slide left. If the bad guys
don't turn right before coming down, slide them. Otherwise duck them. The
remaining exercise in ducking shouldn't be too bad and if you want to sucker
bad guys to where you are(UL corner) and slide them, that's pretty effective
too.

   5-59.

......
<<<<<.
<...<. (+ and @ under)
<<<<<.
......

(1/3/5, 1/3)

UL: * after 4 slides
DR: ? after 4 slides

 Because the map is messy here and hard to figure out I'll just include the
necessary bits. Slide down immediately to take out one enemy. You can go up
and slide a couple times to knock off another one or you can just head to the
corner and run into a wall. When some enemies get near, run right and slide
left. You should peg a bunch of them and the others will be heading into the
trap. The best part is--they all seem to take the left wall, so you won't
have to worry about them sliding squares to show generators later.

   5-60.

 You have some problems here. The enemies are fast and they're seeking out
1) you and 2) a place to draw. You need to move away from them to find a
place to draw, and worse, the bad guy to your left starts on an unslideable
square.

 If you can get the bad guys down to 3 it's usually pretty tolerable. A lot
depends on the first move you make and the best one seems to be: right, down,
down, staying at the top edge of the square. Then the bad guys start doodling
in the following squares:

X.....X
......
X.....X
.3.4..
X.1.2.X

 You can roll up 3 and 1 onto each other from above and then try for 4 and
2. Two other doodlers will reproduce but you can then start just sliding bad
guys up. This requires exact timing and I find that if you just tap down on a
button to slide, it doesn't work.

   5-61.

@.....@ @.....@ @.....@
++...++ .....?.
++...++ ..+++..
++...++ ....... < 3 flips in center
@.....@ @...... @55555@ gives sonics

 Orange aliens (0/6, 0/2/4)

 The corners have continual generators, so just let the bad guys fall there.
You can get (0,2)'s star right away along with the others on the left, head
right for more stars, and then smash most guys into a wall but not the corner
and dig up the center stars later.

   5-62.

####### #######
%+++.. .......
...... ..+++..
.+++%. .......
####### #######

 Orange leapers (0/3/6, 0/4)

 This is another pretty pedestrian level. At (1,1) after 3 slides a bonus
appears but the cycle is 7 and most squares are blank. You just have to
sucker the leapers to the side and maybe go one unit up/down to race past
them. There's no risk of generators here but the playing field is a bit
shrunk.

   5-63.

...... 5555555 #######
+++... .@@@@@. ....... .@@@@@. .?..... .*@@@@@* #######
+...+. .@@@@@. ....... .@@@@@. ....... .*@@@@@* #######
..+++. .@@@@@. ....... .@@@@@. .....!. .*@@@@@* #######
...... 5555555 #######

 Here it's all about knowing where the suns are. They come out after 5
slides on (0/6, 1-3) and the 6th slide turns the tiles unslideable. So you
have to get to one of these, reveal all the squares, and get somewhere else.
It's quite possible that you can get all the stars except for the very hidden
one, but remember that if you slide anything, slide either (1, 3) or (5, 1)
to reveal the goodies, or slide the square where you want to reveal the sun.
You may have to loop to do so fully.

 One bad guy may survive the blast, but if he does, you can slam him into
the wall with whatever your slides generate. You'll also have time to pick up
the final star or the rotating treasure.

   5-64.

+++++++
......
......
......
+++++++

(0/6, 0/4)

 Getting the stars consists of avoiding the purple fatties at the corners.
You also have a chance to enter a bonus level--just slide (1,1) several
times. You may have to delay things a bit and get the fatties to chase you so
that you don't slide one of them and create a chain reaction...although this
can work, too, if you run through the glowing flipper at the exact right
time.

 The bonus level is tricky here--straightforward stars but also the top and
lower columns have stars you have to slide the squares for. Do so after the
path is over to avoid confusion.

   5-65.

+.....+ ....... ....... .XXXXX.
+.....+ .@@@@@. ....... .XXXXX.
+.....+ .@@@@@. ....... .XXXXX.
+.....+ .@@@@@. ....... .XXXXX.
+.....+ ....... ....... .XXXXX.

 (6 brown haired leapers, (0/6, 0/2/4))
 Again you want to stay to the outside here--collecting the stars isn't too
bad and neither is making those right turns to nail the bad guys. But on the
other hand I wasn't able to dig out any big bonuses.

   5-66.

..e...
++...++
+.....+
++...++
......

Red dancers (0/6, 1/3) (3,0/4)

 This is a tricky level if you are trying for bonus points as it's also a
huge endurance test. Levels do seem to get that way near the end. But I've
found that you can just go right and start blasting away and sometimes just
outright win the level. If this fails then you can go up/down/left and just
blast at the corner. The trick seems to be to goad the enemy on the square
you want to slide and then slide it. Don't mess around with the middle as it
is land mined with generators.

   5-67.

...... +++++++ ....... 5555555 ....... SSSSSSS ?......
@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ #######
@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ #######
@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ #######
...... +++++++ ....... 5555555 ....... SSSSSSS ......*

 Enemies in all 5 rows(right), UL column

 This is an annoying level because you have a lot of generators to get rid
of. They produce green swimmers instead of the blue ones you're used to, but
there's still a major endurance test. The first order of business is to get
rid of the blues, and for this, go down two and right two. At the center of
(5,0) slide right and step on the sun. Some exact moving is needed and if you
mess up, it's not the worst thing in the world. You can rebound to pick up
the sun with your next life, and it's important to get rid of the blues ASAP.

 From there you can start sliding generator squares or, even better, you can
look for sonic blast squares to sweep up. Note that the important thing here
is to turn the generator squares into solids and any stray sonic blasts that
turn up only help you in this. It's very possible you'll lose a life on this
board, too, due to the rigid time constraints, but don't sweat it too much.

 Getting the star bonus et al is not impossible either. After getting the
sun you can sweep left for six stars on the bottom as the chain reaction from
stepping on the sun continues. There should also be several stars at the top
of the screen, and you can pick them off. Don't worry about getting all the
stars at once. The swimmers will eventually turn the right square over, and
often it's better just to step on a sonic blast--this overturns a bunch of
squares at once, including generator squares. Eventually you can find time to
slide (6,0) to get the star there.

 The key to this level is turning over the generator squares, but once these
are done, you need to get bad guys to run after you so you can slide them.
Stay in a corner square for this. Step to the side when they come at you and
slide. It's possible they'll come at you, say, in the UR from the left and
below. There should be one lane you can take to step out and slide. I.e. if
they are coming from the top and bottom of the horizontal and the bottom and
right of the vertical, you can go left in the center of the square, turn
around, and maybe get four with one blow. It's useful here to keep track of
what squares you've stepped on, and if you have nothing else to do, you might
as well step on any five second squares that turn up. They can save the
hassle of enemies getting up running instead of swimming.

   5-68.

e...... @@@@@@@ @@@@@@@ @@@@@@@ 5555555 ....... #.....#
...... @@@@@@@ @@@@@@@ @@@@@@@ ....... .*...*. ..SSS.#
...... @@@@@@@ @@@@@@@ @@@@@@@ ....... ....... ..?.D.#
...... @@@@@@@ @@@@@@@ @@@@@@@ ....... .*...*. ..SSS.#
.....e @@@@@@@ @@@@@@@ @@@@@@@ 5555555 ....... ......#

 2 ninjas

 A very easy level to just get through but I think you can do a bit better.
The trick to start off is to go into the upper left and slide that guy. Then
slide all the generated enemies. Retreat to the corner, wait for the other
one to come by, sneak down and slide him up. You can just end the level here
or progress pedantically for some serious points.

 For the serious points, go along the perimeter and slide 3 times on each
square. Then pick up the 5 seconds and always be sure to slide each square
onto the edge; that way, the generated monsters are destroyed before they can
do damage. Once that's done, proceed to the inner bit. Slide everything 3
times except for the squares at (1/5, 1/3) as you'll want to slide one of
these 2 times, another 3, and the others 4 and 5. It can be in any order
although the 2-slide may be last. The number is the important thing because
if you do everything right, you'll be able to walk from one revealed sun to
another and pretty much wipe out all enemies on generator squares. When
you're done you can uncover the squares in the center that get points--if
you're really up to trickery you can slide (2/4, 2) twice before stepping on
the next sun. Then when the board is clear you can just walk on the good
squares as the level ends.

 Getting the sun and leaving one enemy probably isn't worth it as you will
have to duck a very fast enemy, who might wind up sliding a tile anyway. As
fast as he's going, you can't afford to slow down to do the same. I think
it's too risky.

   5-69.

e.....e .......
.555.. .@555@.
...... .@+++@.
.555.. .@555@.
e.....e .......

 6 red girl scouts.

 This level isn't as bad as it looks. You have a big fallback here because
you can just go into the corner and wait for the enemies to pile on you. Then
you can sneak out and slide them. You can even just slide into a wall if too
many approach at once, and often the ones in front will go sliding because
people trailing them are sliding your square! You remain unaffected by all
this. Just stick to the corners. However, if you want to go for a small
bonus, you can go to (6,0) and unearth a sun. Step on it and you should see
three stars and more goodies. Pick them up(those are the only three stars)
and retreat to another corner and mop up as before. The yellows are the ones
that regenerate, but it's all not really much easier, because you need to
watch out for your enemies suddenly getting faster.

   5-70.

 Here is an easy boss fight now, for once! Basically, the bad guy will start
bouncing on two squares next to you, over you and back. Just slide him
towards the edge and move onto the square he was. Repeat again and that
should be it for him. 15000. With proper timing you can even knock him out
after his first jump. If things delay he will chuck a square at you--move out
of the way and let him follow you to the edge, staying at the edge of your
square so you can loop behind him when he comes for you.

   5-71.

e..e..e @@@@@@@ .......
+++... @@@@@@@ .......
++.++. @@@@@@@ ....... ..+*D..
..+++. @@@@@@@ .......
e..e..e @@@@@@@ .......

6 aliens

 The big mystery in this level is, where's the glowing star? The ten visible
ones aren't hard to pick up. The diagram above shows you--just left and right
of the center square. I didn't find any other goodies here. The enemies are
easy enough to defeat. Just remember to kill off the generator square after
you slide one.

   5-72.

...... ....... @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ #######
+++++++ @@@@@@@ ....... ..555.. ....... ....... .......
++...++ @@+++@@ ....... ..555.. ....... ....... ..+*D..
+++++++ @@@@@@@ ....... ..555.. ....... ....... .......
...... ....... @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ #######

6 red bouncing babies (2/3/4, 2/4)

 Another level where you can walk around to get the obvious stars, but where
are the rest? You might not want to worry about that right away. First, I'd
try to kill off all the bad guys except one. And if you kill them all off--no
problem, just get one to drop by sliding a top or bottom square. Note that
you can slide any of the top and bottom squares once before it becomes a full
generator, and then it doesn't stop until it becomes unslideable.

 As long as you leave one guy, getting the final star shouldn't be a
problem. Neither should taking all the stars after getting the dark sun. You
just have to be careful about getting the final enemy. If you get him into a
corner, remember not to re-slide right away or you'll bring down too many
enemies at once. Wait for them to land. Don't try to get the sun in the
middle of the board, either. It will create generators all over.

   5-73.

@@@@@@@ #######
@.....@ #######
@.....@ ##?*5##
@.....@ #######
@@@@@@@ #######

Pink doodlers (0/6, 0/2/4)

 This is a rather stupid and straightforward level once you find what to do.
From the map it should be pretty obvious. Slide the starting square, get the
5 seconds, and get the rotating bonus. There's really no other way to do it.
The bad guys will get to be too much for you otherwise and even sliding one
bad guy per edge square is a risky proposition.

   5-74.

+.+.+.+ @#@#@#@ .#.#.#. .#.#.#.
+.+.+. #@#@#@# #.#.#.# #*#.#*#
+.+.+.+ @#@#@#@ .#.#.#. .#?#.#.
+.+.+. #@#@#@# #.#.#.# #*#.#*#
+.+.+.+ @#@#@#@ .#.#.#. .#.#.#.

4 white fatties at the corners

 This level can be very easy: collect the stars for that bonus, knock off
the white guys when they go to the edges, and relax. The trick about white
guys is--if you slide a generator square, you may have to slide it a couple
of times. But you can maybe even do a bit better. You can pick off the bad
guys at the edges as they are generated and then go inwards to pick up the 4
suns. More new guys will be spawned, but only 8 of them. You can take care of
them by dragging them to the center--or even using another sun on them.

 While theoretically it's possible to open up one generator square at a time
and tackle the bad guy as he comes to you, in reality he'll be coming quite
fast and it's very hard to pivot. Of course you can sacrifice a guy to get
all the points, but I think the only block you really want to loosen is the
one with the rotating bonus under. Drag the purple into a corner after
clearing the perimeter.

 If you do try to clear out the whole level, you will want to leave one
enemy while you chase after the suns.

   5-75.

.....? %#####%
.+++.. ###X###
...... ##X@X##
.+++.. ###X###
x...... %#####%

 (2/3/4, 2/4) brown leapers

 You can pick off two of the stars before the enemies get active, and you
can probably lead them on a chase to get everything visible here. I find the
best place to win this level is in the lower left. You can bring bad guys
onto (0,0) and slam them into the wall pretty easily once you've cleared the
rubble. They don't seem to bounce well on flippers or on rubble. You can't
really slam them against the wall anywhere else, although you can slide the
center tile and two others around there if you're willing to put up with a
red leaper.

   5-76.

XXXXXX+ @@@@@@@ S.....S @@@@@@@ 5.....5
XXXXXXX @@@@@@@ S.....S @@@@@@@ 5.....5
XXX.XXX @@@@@@@ S.....S @@@@@@@ 5.....5 < center different
XXXXXXX @@@@@@@ S.....S @@@@@@@ 5.....5
+XXXXXX @@@@@@@ S.....S @@@@@@@ 5.....5

@@@@?D gives you the rotation of the central square.

2 pink dancers, (0,0) (6,4)

 You can wipe out the two enemies pretty easily here. Just wait for them to
bust what they're going to, move down a square and slide. By this time the
upper dancer should be slowing down. So get her, and get the glowing star as
well. You can do more if you'd like actually. Although you don't want to
touch most of the squares in the middle, it's possible to slide the center
square three times(make sure there is a block in one direction--you can
actually carve this out by sliding (3,3) upwards) and then DUCK. Come back
around to reveal the darkening sun--take it--and the rotating bonus after
another slide. Pick everything up. Wait at a side. Slam the final dancer into
a wall.

   5-77.

@@@@@@@ < ??? in UL before this turns #
XXXXXXX < (6,2) secret door
@@@@@@@ < @@+....
XXXXXXX
@@@@@@@ < ??? in DR before this turns #

@5..*# at bottom/top otherwise

@

 Again the trick here seems to be to find the suns. Otherwise you will have
many blue swimmers to take care of and they are not fun. Go down a unit and
left. Slide down six times to break open the wall and then you should wind up
collecting 2 5-second squares. Slide (0,0) to get a sun and do the same for
(1,0). I've found this usually works to clear the level. IF not there are
plenty of other suns you can get, or you can just get any blue guys hanging
around to dive at you across a narrow passage and slide when they do.

 With all the bonuses here I think there must be a better way to take
advantage, but I haven't found it.

   5-78.

X+X+X+X @@@@@@@ ....... ....... 5555555 ....... @@@@@@@
+X+X+X+ @@@@@@@ ....... ....... 5555555 ....... @?@@@*@
X+X.X+X @@@@@@@ ....... ....... 5555555 ....... @@@@@@@
+X+X+X+ @@@@@@@ ....... ....... 5555555 ....... @*@@@D@
X+X+X+X @@@@@@@ ....... ....... 5555555 ....... @@@@@@@

(0/6, 0/2/4)

 A real mess until you know where the suns are. Because each slide seems to
produce new enemies right away. Once you know where the suns are, slide
right, go 2 right, slide up until the sun appears. Watch to see if the guy UR
of you slides. If so that is one less time you need to slide. Hop on that sun
and head for (1,1). Slide that sun. Then mop up any squares with generators
on them. Because of how the board is laid out you can slide this square and
enemies in the center will probably tumble into a wall, so it is not as bad
as you think. You can even roll enemies up if you have to. The dark sun isn't
recommended except at the end of the level. You can just slide that square a
bunch til the sun pops up. While it's possible to walk around and generate
and smash bad guys it's a bit of a headache, although picking up the bonus
before you leave is not a bad idea.

   5-79.

XXXXXXX
X@+.+@X
X@+.+@X
X@+.+@X
XXXXXXX

 Red scouts (2/4, 2/3/4)

 Here in the center (3,1/2/3) you will go from ./+/@/* and the object I go
after is to get the visible stars first by running around, then get the stars
in the center and then uncover the suns--once one appears you can get the
other two by sliding a bunch after stepping on the first one. The enemies
won't have time to recover. Then go to the corners and fake the enemies out
and slide them up there. After the three suns open up the board, the key
thing is to bunch the enemies together by running around a bit. Oh. If you
see 5-second bonuses, take them.

 Yes, I goofed up with save states. Sorry about that.

   5-80.

 This is another easy boss fight. You just have to head for the left edge.
Go down to the edge of the square below and then, when the enemy steps on
(0,2) you can pivot right and up and slide him into the wall. Regular methods
don't work because he tends to slide blocks at you that crush you, but
fortunately he's a bit stupid when chasing you.

   5-81.

midget green aliens at 8 points.

+++++++ ....... .......
+@@@@@+ .@@@@@. .55555.
+@@@@@+ .@@@@@. .SSSSS.
+@@@@@+ .@@@@@. .55555.
+++++++ ....... .......

 These guys aren't too hard to beat. You can walk around to get all the
stars easily enough and then you can just slide one square in the center row
twice. Step on it, slide right, step on the next two squares, slide right
twice, right, slide right, and now you can kill enemies at your leisure. You
can even stop to pick up 5-second boosts. This level is very lucrative with a
bit of care, and it's fairly easy to shoo enemies away as well. You may need
to keep one on the board so try to pinpoint one generator that didn't get
triggered, just in case.

   5-82.

@.....@ @.....@
@5...5@ @.+++.@
@5...5@ @.+++.@
@5...5@ @.+++.@
@.....@ @.....@

 This level poses a few problems but is hardly impossible, although it may
seem interminable at times. The first order of business is to get rid of all
the green jumpers. You can pretty much get them to the sides and slam them
into the walls with few problems. One thing you may want to note here though
is that slamming them into the same part of the wall works best. Eventually
you'll just want one guy chasing you around when you grab the dark sun.

 All squares in B/C/D zone go to #. Center square ends with D, ?, #.
(1/2/3/4/5, 0/4) go to #.

   5-83.

@@@@@@@ ....... ....... ....... ....... ....... #######
@@@@@@@ ....... ..+++.. ....... ....... .*...D. #######
@@@@@@@ ....... ..+++.. ....... ....... ....... #######
@@@@@@@ ....... ..+++.. ....... ....... .?...*. #######
@@@@@@@ ....... ....... ....... ....... ....... #######

pink doodlers (0/6, 0/2/4)

 The best and easiest way to victory is to slide one of the star squares,
step on it, and go to the other and slide that one. This will unlock the
stars which you should be able to get easily. Only one enemy will be left--
the one under the first sun. You can then go to the dark sun and uncover a
bunch more stars, but you can stop to get the rotating bonus first if you
want. Don't worry if a doodler starts to draw as the sun dims. You'll still
get the 10000 bonus for grabbing everything if he does that. Once you've
gotten the dark stars, head to a corner, outfox the doodler, and slide him
into a wall.

   5-84.

e...XXX S...XXX ++++XXX ....XXX ....XXX ....XXX ...@XXX
e...XXX S...XXX ++++XXX ....XXX ....XXX ....XXX ...@XXX
e...XXX S...XXX ++++XXX ....XXX ....XXX ....XXX ...@XXX
e...XXX S...XXX ++++XXX ....XXX ....XXX ....XXX ...@XXX
e...XXX S...XXX ++++XXX ....XXX ....XXX ....XXX ...@XXX

5 white fatties

 You can win this level immediately by going left, sliding, and stepping on
the sonic blast that appears. But it's not too tricky to do better. It's
pretty easy to clear out all the stars on the left.

   5-85.

...... ....... ....... ....... @@@@@@@ +++++++ D*****?
...... ....... ....... ....... @@@@@@@ +++++++ *******
...... ....... ....... ....... @@@@@@@ +++++++ *******
...... ....... ....... ....... @@@@@@@ +++++++ *******
...... ....... ....... ....... @@@@@@@ +++++++ ?*****D

(red haired leapers are generated)

 Why yes, you can just sit through this level and win automatically. But
there's a way to sweep it for a very nice bonus. You need some exact play
though to set something up.

--First, slide one tile six times. You'll want to reach under when the red-
haired guy jumps to get the star.
--Slide another tile five times. Grab the star.
--Slide other tiles four, three and two times.

 Now when you step on one sun another will appear. A star should also
appear, so grab the star before you grab the sun. The red leapers shouldn't
be too tough to avoid to get the "light" stars, and afterwards you can step
on the sun to get the dark ones. Then sucker the leapers into the corner and
slide their tile twice.

   5-86.

eXXXXXe
XXXXXXX
XXX.XXX < @/% next.
XXXXXXX
eXXXXXe

 This level contrasts with the previous one's seeming simplicity--this looks
complex but is simple to get out of. Slide left twice and go through the
walls to the left edge. Then slide up and trap the dancer there. You can wait
until she slows down. Slide the UL corner and you will find a passage to the
bonus level. It is a 7x5 level where you can uncover a sun at (5,1) and a
rotating reward at (1,3). The level is pretty easy by standard conventions--
just find a way to the side and kill the dancers one by one.

   5-87.

@@@@@@@ @@@@@@@ @@@@@@@ 5555555 ....... ....... .......
@@@@@@@ @@@@@@@ @@@@@@@ 5555555 ..*.*.. ....... .......
@@@@@@@ @@@@@@@ @@@@@@@ 5555555 ....... ....... ...?...
@@@@@@@ @@@@@@@ @@@@@@@ 5555555 ..*.*.. ....... .......
@@@@@@@ @@@@@@@ @@@@@@@ 5555555 ....... ....... .......

 This level gets a bit hairy if you can't find a good start. Here's mine. Go
left, slide up four times, get the sun, go right, slide right three times,
get the sun, go down, slide twice, get the sun. Now you may have a tile left
to slide that's generating something. I find the original sun has to pop back
up. Slide it into the wall several times. That will kill some of the
generated enemies. Then jump forward and kill the last one--again there will
be some generateds to kill. But running in a square to get the suns is the
best way. At the end you can slide the rotating reward.

   5-88.

5555555 @@@@@@@ ....... SSSSSSS
...... @@@@@@@ +%%%%%+ .......
...... @@@@@@@ +%%%%%+ ....?..
...... @@@@@@@ +%%%%%+ .......
5555555 @@@@@@@ ....... SSSSSSS

 You can weave among the enemies to pile up the 5-second bits. The big
awkward bit is that you don't have a sun to fall back on. So just pull
enemies into the corners when you can and don't go stepping on sonic blasts
if you can help it. If you want to get the stars you may have to sacrifice a
life.

   5-89.

e.+.+.e
+++++.
e++.++e
.+++..
e..+..e

6 yellow girl scouts

 This is an extremely difficult level because you have so many generators
you can spring and must wait for bad guys to start running after you, go to a
corner, and pivot quickly. I usually use three guys for this wave--blasting
two enemies per. With perfect timing you should be able to kill an enemy on
the left, and whenever you restart a level, be sure to go into a corner and
kill someone if they're there. You should have the time, and it doesn't
regenerate monsters as do the top/bottom center ones. The main trick is to
kill one enemy while starting the level and another one while roaming around.
If you've been using save states to accumulate men don't be ashamed just to
kill one enemy at a time. It's possible to get the stars but that may
distract you from your main goals, and if you ar eplaying 'honest' (i.e.
starting with three men) remember that killing one enemy per life is pretty
good.

 The pattern for generators seems to be +/@/@/5 and there's a sun in the DR
but the sun is disruptive as it creates a lot of generators. So just head for
the corner and hope you get a good fake in.

   5-90.

 Keep running into corners to avoid this guy. Eventually he will jump so
that he will land on the inner edge of a perimeter square. When he does, he's
yours. He may throw a chunk of ice at you, and when he starts, even if the
ice won't hit him, move to another corner. 15000. The main problem here is
the annoying timing to kill him.

   5-91.

##.#.## ##@#@## ##@#@## ##@#@##
####### ####### ####### #######
#####. @#####@ @#####@ ?#####D
####### ####### ####### #######
##.#.## ##@#@## ##@#@## ##@#@##

6 aliens (0/3/6, 0/4)

 Whew--this level is a doozy, for a first of ten. Your task is to sneak onto
one of the non-nailed squares, turn around, and slam several guys into the
wall at once. It's not easy and I recommend right turns as you run past.
There's also the possibility you may be able to open a sun here but I always
just cut my losses and get out as quick as I can. Turning around is important
here; you'll want to be on the inside of the square you want to push.
Otherwise the enemies will have time to leave that square. Also, you want to
kill at least 2 for every square you slide. Otherwise you won't gain much; a
replacement will fall from above.

 5-92.

++@@@++
@@+@+@@
@@@.@@@
@@+@+@@
++@@@++

6 bouncing babies

 This level is a bit of a break from the previous. It's possible to bull
through but I feel that it is not so bad to find the hidden suns which will
blow the level open. You can probably get the stars, too, but you'll have to
deal with some very fast enemies later on. The suns are at (1,1) and (5,3)
and require some digging to get to. Once they're done, there will be just
three generators left, assuming you haven't done any sliding. You'll also see
5-second markers in the corner. Get all the 5-second markers and the game
will go back to normal long enough for you to line enemies up against the
wall, sucker them in and slide them.

   5-93.

@@@@@@@ ....... ....... ....... ....... ....... #######
@@@@@@@ .+++++. 5.....5 .SSSSS. 5.....* ....... #######
@@@@@@@ .+++++. 5.....5 .SSSSS. 5.....5 ...!... #######
@@@@@@@ .+++++. 5.....5 .SSSSS. *.....5 ....... #######
@@@@@@@ ....... ....... ....... ....... ....... #######

(0/3/6, 0/4) blue doodlers

(0,1) (6,3) 5 on 2nd slide, * on 4th

 Above you see where to go to get a sun. If you get to it right away and
start running, you can pick up all the stars before the level ends. But of
course you can also clear a few beforehand. You shouldn't have to run around
and come back to the sun square, either. The only problem with the sun
squares on this board is that if you use one, the level's over and you have
to step quickly for a bonus. It's possible you can, say, make a corner opaque
and then step on a sun once you've goaded one enemy in, but that is getting
very tricky.

   5-94.

eXXXXXe @XXXXX@ .XXXXX. .XXXXX. .XXXXX. .XXXXX. .X+++X?
X+++X. @X...X@ @X...X@ @X...X@ @X...X@ @X...X@ @X...X@
X+e+X. @X.+.X@ @X...X@ @X...X@ @X...X@ @X...X@ @X...X@
X+++X. @X...X@ @X...X@ @X...X@ @X...X@ @X...X@ @X...X@
eXXXXXe @XXXXX@ .XXXXX. .XXXXX. .XXXXX. .XXXXX. ?X+++X.

5 white fatties, generators give purple fatties

 First you need to move off the square you're on, because an enemy will
appear there. It's not too bad to collect all the stars and slide the center
square to reveal another. The fatties on the side can't get to you so you can
get the three stars in the bottom and top rows, too. Now there's a choice
here of whether or not to pick up the sun in the center. It causes a lot of
generators to arrive but I think it's best not to. I generally wait at (2,0)
at the bottom until a fatty busts through the wall and then I slide left.
This often kicks me back right into a corner, where I can slide (6,0) down
until it runs out of generators. The rest is a bit of a chase and although
the fatties are sped up, they're not as fast as similar other enemies.

 The one big annoyance about this level is that you must get ALL the timing
right and if you slide a corner square from above there's a real possibility
that you may not get the timing right. OFten enemies flash when there are six
on the screen, and they are close together, and here you may just want to
make sure when you're sliding a corner square--get the rhythm down. You also
may need to run left and right to re-lump the enemies together.

   5-95.

e..e..e @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X#*+@
...... @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X#*+@
...... @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5D#*+@
...... @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X#*+@
e..e..e @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X.S+@ @5X#*+@

 This is a pretty easy level if you remember where to slide enemies into the
walls--never go to the left or right edges. You can go down, slide, go up and
slide to knock off two bad guys and then your best bet is probably to slide
the second-left column a bit. This will help prevent enemies from going
faster for a bit. There's no other real quick opportunity for treasure as you
will have to keep one enemy around while you slide the sixth column. If it's
points you're after, it's more lucrative to slide the second column for a bit
before bailing out. Grabbing any of the suns is big danger because that opens
generators on the side it will take a while to slide out. You'd have to slide
each square twice more to get things back to normal and that is after getting
ALL the suns. It's possible to use the sonic booms to speed things up, but
unless you have some lives to sacrifice this approach isn't really
recommended.

 With just one guy left you may want to slide (2,2) to turn up a darkening
sun.

   5-96.

X#X#X#X X#X#X#X <3 slides, X -> #
@+@.@+@ @X@+@X@ <lots of generators
@+@.@+@ @X@+@X@
@+@.@+@ @X@+@X@
X#X#X#X X#X#X#X

 For this level I find it's worth it to sacrifice a man to make it through
relatively quickly. Trying to get all the stars may cost you another man so I
just recommend sliding (1,1) and camping out at (0,1). Then you can just
slide up as bad guys come by. However, this isn't a cure-all. Enemies don't
make it into (0,2) too often, so sometimes you have to step out and slide up,
but it isn't too bad to roll them up. The key to your strategy here is that
you aren't creating any new generators. If you die and there is a
reshuffling, you should just press enemies into the edge. It's possible to
knock off the stars after killing the bulk of the enemies; just slide one
generator square on the side, pick stuff up, and return there.

   5-97.

@@@@@@@ %%%%%%% @@@@@@@ %%%%%%% @@@@@@! %%%%%%% @@@@@@@
@@@@@@@ %%%%%%% @@@@@@@ %%%%%%% @@@@@@@ *%%%%%* @@@@@@@
@@@@@@@ %%%%%%% @@@@@@@ %%%%%%% @@@@@@@ *%%%?%* @@D@@@@
@@@@@@@ %%%%%%% @@@@@@@ %%%%%%% @@@@@@@ *%%%%%* @@@@@@@
@@@@@@@ %%%%%%% @@@@@@@ %%%%%%% !@@@@@@ %%%%%%% @@@@@@@

6 blue swimmers.

 This level looks like a mess but it has a glowing flipper that can get you
out of a mess. You can go directly to the DL corner and just get out, but
first you can pile up some extra points though with little risk. Go left and
slide at the edge 6 times to get a sun. Step on it and slide down 5 times.
Get that sun, go up and slide (0,3) 4 times from the right. Step on that sun
and slide the DL square twice. You can take the glowing flipper to a bonus
area with flippers on the side columns and a hidden star in the center. With
the swimmers after you I can't really see any easier way. In fact they may
make things tough if you go to slide a bunch of suns--they may appear in the
square you just slid when you're trying to make a sun. If that happens you
can usually use a flipper as refuge or attack and get back to business later.
I've also had success going to the right edge and revealing the suns, or
making sure I'm sliding a tile into an edge.

   5-98.

******* @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ D555555
******* @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ XXXXXXX
***.*** @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ XXXXXXX
******* @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ XXXXXXX
******* @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ 555555?

6 ninjas.

 Here it's not a bad idea to pause and keep track of which suns you've
stepped on. Basically the plan is to step on one sun, slide up another one,
and continue until you've wiped your enemies out. Usually you'll want to wait
for six enemies to pop up and then step on a sun. When a stream of 5-second
tiles appears, pick them up. Don't worry about the dark sun unless you have
one enemy left and know you can deal with him--this level is enough of a
points bonanza anyways. Always try to keep away from enemies being generated
when you slide, and remember that the ninjas can slide tiles, so this may
make a sun pop up a bit earlier than you think. If only two enemies are
around, you can just give them the run around until another pops up, and if
one slides the sun square you want to get on, lead the ninjas around on a
chase, as if you try to walk on the sun square you'll probably get slid a bit
too soon.

   5-99.

####### #######
####### #######
##?.+## ##XDX##
####### #######
####### #######

Red scouts (0/6, 0/2/4)

 You can't slide enemies into the side walls, so you have to use the center
bit. Leave one wall up and the other down. The main strategy is to go to the
center square and run away from the wall you slid, then turn around and catch
a bunch of reds. This may take a few lives, but sometimes you can get 5
enemies at once.

 You have some nice bonuses you can pick up immediately and you might as
well do so. You can even step on the sun to get the dark stars(there will be
at most 3.) The main nuisance with the dark is that you can't tell if a wall
is up on the inner part.

 5-100.

 This boss fight is a redux of the first one. Just go left and let the
princess hit you with her blue sparkles. That turns you into a swimmer. Then
go into the DR corner and move up when she starts to move down at you. If it
doesn't work go to the UR and repeat the process. Just make sure you two
don't collide. 70000. You grab the pearl in the center automatically to
reveal a mirror. Your real princess comes out and greets you. The credits
roll.

End of FAQ proper

================================

 6. VERSIONS

0.2.0: submitted to GameFAQs 6/24/2004. Finished the first two castles, i.e.
the easiest ones and started on the third. Basic outline/info too. ~23k
0.5.1: submitted to GameFAQs 7/13/2004. Finished the first five castles. More
basic outlining stuff and critical rules. ~54k
1.0.7: submitted to GameFAQs 7/14/2004. Finished the first game. Got the
first few levels done on the bonus game. Extra special super complete version
will be 2.0.0. ~96k
1.3.2: submitted to GameFAQs 7/28/2004. 25 bonus levels is not bad progress
for an evening's work. ~116k.
2.0.0: submitted to GameFAQs 8/1/2004. Finished it all but may have missed
some treasure on super hard levels. ~172K.

 7. CREDITS

The usual GameFAQs gang. They know who they are, and you should, too, because
they get some SERIOUS writing done. Good people too--bloomer, falsehead,
Masters, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
ZoopSoul especially here. His 'top 5 games' LiveJournal entry inspired me to
look at this one, though I disagree with him about Kickle Cubicle!
The folks who responded to my call in the NES project. It buoyed me to write
for tough obscure games like this--and for some other guides I never got
around to finishing!
CJayC for creating GameFAQs.com so that I could post cute little time wasting
guides like this. Also the person who submitted the continue code, which I
forgot.