What to Expect:

 

This game is a typical arcade game where you run back and forth ducking or jumping in order to retrieve tokens.

 

While trying to collect tokens to advance to the next level, you will also encounter 'power ups' in the form of extra lives, extra points, and speed.

 

Like any good strategy game, this one also has some baddies that you have to avoid in order to advance.

 

There are 8 rounds and each round has a different token and the required amount increases by one and every two rounds a new mini [baddies] is introduced for you to avoid.

 

The required tokens and extra tokens that you pick up, go into your bag. Early on you have plenty of room for some extra tokens, but pick up too many in addition to the required ones and your bag breaks :(

 

The power-ups are as follows and DO NOT COUNT towards your bag breaking

 

Hourglass - speed

KBs - bomb points (50 points) (5pts)

Nova Head - life

 

Power-ups typically appear in the first 2-3 minutes of game play at the level. There are a sprinkling of kbs afterwards, most of your hourglass power-ups appear at the first 3 levels. And lifes only appear after the first 3 levels if you lose a life. The 'happy' maximum is 5 lives, but if you can get one of the extras you can get 6 or 7 lives. But don't expect another head to fall out of the sky until you are down to 4.

 

 

Strategies:

 

Round 1-2

There are only komors on the ground and these are the two easiest rounds. I prefer to collect hour glasses to boost up my speed, and kbs which give me points to use towards the space bar - aka bombing the baddies when I'm overwhelmed in later levels.

 

Next I collect the actual token I'm working towards. Keep in mind that in later levels the increment of tokens you are working towards increases. I jump over the komors as I gain speed and I aim for my required tokens but don't mind picking up a few extras on my way to speed, life, or kbs.

 

Round 3-4

Bats appear. In level 4 there are actually tons of bats and they go really fast, so I do a lot of hiding in this round trying to avoid any interaction outside of my required tokens. Try to run across the screen and time your jumps and ducks in time with the passing of komors and bats. Have no fear using the space bar judiciously at this point.

 

Round 5-6

Now spiders appear, but fortunately the bats and komors seem to be fewer and the spiders are really easy to avoid. I believe you can jump over the spiders when they come lower and enter their line without losing a life. Know that even if a spider blocks you in with bats, as long as you duck you can avoid both baddies so it's not really that hard.

 

Round 7-8

 

Now bouncing thigleas appear. Sometimes they double up, but if given free room you can simply walk under them during their high bounce, or you can simply duck under their high bounce. As always, use your space bar if bats, spiders, thigleas and komors are between you and your required token.

 

There is little room for error now. In level 8 you are able to collect only two 'extra' tokens in addition to your required tokens, before your bag breaks. So these final rounds it is extra important to not waste your trips across the screen. If baddies have you cornered, use your space bar. If baddies are in your way to a token, use your space bar. If baddies existence will force you into a bad token on your way to a good one, use your space bar. Sometimes I just stand in one spot and when a few baddies appear I use my space bar just to give myself some breathing room. I try to collect about 1000 'bomb' points for the final rounds.