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Zurroball Guide Written and edited by lcarlyle

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Hi, my name is lcarlyle and I have previously been crowned Zurroball champion. You would already know this if you viewed my lookup before you started to read this.

Zurroball is a very easy game to earn the maximum of 3000 neopoints a day. All you need to do is score 200 in one game and you will earn 1000np. Do this three times and you've reached that maximum. You are probably thinking "How the heck can I get that score?". This aim of this guide is to assist you in reaching that score and help you to perform to the best of your ability in this game so that you have a chance to obtain a trophy.

The scoring in Zurroball is quite complex. I will try my best to explain it.
*Every time you click the ball you receive one point. This is known as " Freestyle "
*Every time the ball hits either the left side or the right side you will receive one point. This is know as " Left Zurro" or "Right Zurro" depending on what side it hits
*Every time the ball comes into the last section of the game zone (just before it hits the bottom ground) you will receive 10 points. This is known as "grounder".
*Every time the ball hits the left wall and the right wall with no clicks of the ball in between you receive 10 points. This is known as " Around the World".
To receive the points you need to get the ball over the red line. If you don't get the ball over the red line you will lose all of your points that you have scored after you last went over the red line. You will hear various sounds through out the game. When you hear continuous short sounds it signals that you've scored a Grounder. A normal click indicates you have scored Freestyle. A loud bell sound means you have scored an Around the World.

To start with the basics there are 5 basic balls that you can use including the standard Zurroball, Snot ball, Metal ball, Energy ball and the Eye ball. There is one special type of ball that I have not mentioned here but I will mention so if you want to find out what this secret ball is you will have to continue reading this article. I will go through each ball and explain it

The first balls that ill go in depth about is the standard Zurroball. This use to be the ball I always played with to get my 3000 a day. I stopped playing with this ball until I discovered the Secret ball that you will have to keep reading to find out about it and how to get it. Back to the subject. The standard ball is good for most of the tricks, especially the Left and Right Zurros and the free style. Around the world is achievable when using this ball. You have to get the ball down quite low to get "Grounder" points so you risk loosing a life if you try to do this. Like with most of the balls you need complete concentration because if you miss one click it may result in losing a life. Overall Zurroball is a good ball and is my seconnd favourite.

The next ball that I will be analysing is the "Snot ball". I personally don't like this ball what so ever. Number one , I find it quite small and hard to click when it comes towards the mouse so its easy to miss. Secondly its hard to control because it goes quite high so its easy to loose control of it. I also find that is goes quite fast. Due to the fact that clicking it makes it go high, it is quite difficult to score any grounders with out losing a life. Hitting it of the wall can also be quite difficult due to the reasons mentioned at the beginning of this paragraph. Overall one of the worst balls in this game

The third ball that will be mentioned is the metal ball. Obviously it's going to be hard to pick up because it's metal and because of that it is quite difficult to score points. If you insist in using this ball I recommend that you just try to keep it up. Doing any of these fancy tricks will most probably result in losing a life because it goes down and is difficult to get up .Try to keep it up . If you think you are good enough try and get it down to the bottom about where the grounder zone is and keep it around there with out putting it in the lose a life zone. This way you will get plenty of points but you need to be quite skilled at using this ball to do that as its easy to drop. If you can get the Metal ball to the sides it is quite easy to keep it in that place and earn a reasonable amount of points. A tricky part is when you need to get the ball up to the red line. Just keep clicking strongly and you will get it up. The metal ball isn't that bad and can earn a reasonable amount of points

The energy ball is an interesting ball to use. Its good because the ball is good is size and if you click on the electric field its still part of the ball. Its reasonably difficult to move the ball left or right and will take a couple of standard clicks. I don't think it would be possible to score an "Around the world" using this ball" as the ball doesn't move much to the left or right when you click on it. Grounder points are achievable using this ball. Freestyle points are easy due to the fact that the ball is reasonably big but you may get sick of clicking 364 times to get 1000 neopoints.

The second to last ball (remember the secret ball is coming) that I'll talk about is the Eye ball. I find that the Eye ball is good when trying to get Around the world points but you need a quick hand as it goes extremely fast when you try to obtain these points. It goes to the side a lot so it is quite hard to get the Freestyle points. The left and right Zurros are also quite difficult. The ball generally goes fast. I do not like the Eye ball at all as I find it hard to get points.

For the Ball you have all been waiting for... The Secret Grundo ball. To get the privilege to use this ball you need to click on the spinning Grundo's blue N label on his shirt. The spinning Grundo is spinning on the very first screen. As you might have guessed it is my favourite ball to use. It is very easy to get grounder points by using this ball as you don't have to go to far down to activate these points. The Grundo ball is also good for just about all of the other points as well. As you can see each ball has different characteristics. Below is my preference. The balls listed at the top of the list are my favourites and as the list goes down they are the ones that I believe are hard to use and don't help you to get many points. Secret Grundo ball, Zurroball Energy Ball Metal Ball Snot Ball Eye Ball Now I have gone through the points and balls I will list a few tips that I find helpful: (1) Experiment with balls and use the one that you believe will earn you the most points.
(2) Try to score as many "Grounders" as possible.
(3) Be as concentrated as possible.
(4) Remember to get points you need to get the ball above the red line.
(5) Turn your speakers on so you can hear the sounds.
(6) Sit in a comfortable seat. If you want to get a trophy you're going to need to sit for a while.
(7) If you are going for a trophy believe in your self. There is nothing better than positive thinking. I hope that you have found this guide helpful. I would like to thank black_wolve0 for editing this guide and correcting any grammar error Please feel free to Neomail me with your comments.



Dubloon Disaster Guide Written and edited by lcarlyle

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Click Here to see my Dubloon Disaster Original NOW RETIRED guide as published in the neopian times. To see my guide for version two of the game scroll down

So what's so different about the new dubloon disaster? Good question, this guide will analyse the new version of dubloon disaster a suggest a strategy to assist you when playing this new and improved game.

Like the original you get to play Dorak who just happens to be one of the rarest species of Neopets in Neopia, the Krawk. As in the original version your aim is to try and collect as much treasure as much as you possible can however there's a twist. You have to dodge the mines in order to get the treasure because if you hit a mine it's game over. As well as dodging mines you also need to be aware of the occasional whirl pool that can drag you in causing the end of the game. In this version of the game there are a few minor changes. These changes as well as a stratagey will be discussed later in this guide

Before we get to the game play I thought it would be appropriate to discuss one of the major changes in this game. The graphics of the game has received a complete overhaul. The original Dubloon Disaster was one of the first games to be released on Neopets therefore the graphics were lacking in complexity however this time the graphics look much more real. What does this really do to the game? Instead of having a playing on a plain screen in the original version this time the screen is much more detailed and the wave effect is absolutely amazing, therefore playing is more enjoyable to play. It almost gives you the impression that you are driving the boat.

Now we've discussed changes to the graphics lets discuss changes to the game play. The points that each dubloon is worth has changed. Below is a list of the old values of each coin and the new value.

2 Dubloon Coin (Brown) was worth 2 points now worth 10 points
5 Dubloon Coin (Silver Skull) was worth 5 points now worth 25 points
10 Dubloon Coin ( Silver Cross) was worth 10 points now worth 50 points.
20 Dubloon Coin ( Silver Moon) was worth 20 points now worth 100 points.
50 Dubloon Coin ( Silver with Skull and Lightning) was worth 50 points now worth 250 points
100 Dubloon Coin ( Gold ) was worth 100 points now worth 500 points
200 Dubloon Coin (Gold and silver) was worth 200 points now worth 1000 points

So as you can see in the old version the point values were very low compared to what they are now. As a matter of fact if you sit down and do the maths you will work out that each dubloon is worth 5 times more points in the second version of the game compared to the first version of the game. So theoretically you should score 5 times more opposed to the first version of the game.

One other change to the game also involves game play. In the original version of the game you could be about a half a centimetre away from the dubloon and you would still pick It up. In this new version at least some part of your boat must touch the coin. It shouldn't make to much of a difference to the game but it does make it a little bit harder.

It's now time to discuss one of two strategies' that can work for this game. As there are no dramatic changes between the first and second versions of the game the exact same strategies are used.

Smash the mines In this first strategy, you destroy all of the mines so that you aren't threatened. This way, you don't have so many mines to dodge, and it's easier to get those Dubloons. This strategy can be very useful, but also very dangerous. To destroy a mine, you really have to destroy two. The first step is that you need at least two mines on your game screen. Take your boat and go in-between them. They will slowly get closer together. Keep moving between them until they are about 5 centimetres apart. Then, move so you are in line with them, but you are about 5 centimetres ahead of them. When you are in this position, go around the mines in circles, but remember to keep your distance. Eventually the two mines will hit each other, and that will destroy them. You can do this whenever two mines appear, or you can wait until there are 9, then make the mines smash into one another, the way you just read about, and do this until there are none left; then get 9 mines on the screen again and repeat the same process.

That is the first strategy, but it is important that you read the 2nd strategy before you choose one, as after that you will learn a big risk you take when performing the 1st strategy compared to the 2nd.

Avoid the mines This strategy is as simple as the title suggests. All you have to do is avoid the mines. Get 9 mines on the screen, and then group them all together by going in-between them and then circling them to make them come in closer together. By doing this, you get all the mines in one part of the game screen, leaving the way clear for you to zoom from one side of the screen to the other with ease, unless the mines are too close to the Dubloons. If this is the case, go and park your boat near where you want the mines to go – away from where the Dubloon is. With any luck, the mines will come towards you and go away from the Dubloon you wanted. When they get far enough away from the Dubloon, you can zoom around them and pick up the Dubloon. If the mines spread away from each other, you can just re-group them the way I explained before. This strategy is safer than the first, because if you are destroying the mines, there is a chance that a mine could appear right where you are. If this happens, you are destroyed, and it's game over. There is no pausing the game in Dubloon Disaster, so if you have been playing for hours and you want a break, destroy all the mines and sit in one of the corners while you go and do what you need to do. If a whirlpool comes while you're away, you might be toast, but there's a chance that you might survive, and if you hurry back, the chances of a whirlpool appearing are quite remote.

I hope this guide has helped your Dubloon Disaster skills and that you are much more knowledgeable about the game after reading.




Bumper Car Guide Written and edited by lcarlyle NOW RETIRED

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On the 2nd of November 2005 my Bumper Car guide was selected to appear in the next edition of the Neopian Times. As a result of this good news i have taken my Crashing Guide to Bumper Cars off this site and will link to the Neopian Times Article. It is my policy that my articles only appear on one page but you can fell free to link to the page with my premision. If you would like to read lcarlyle's Crashing Guide to Bumper Cars click Here PLEASE NOTE THIS GAME IS NOW RETIRED



Deckball Guide Written and edited by lcarlyle

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Do you love playing soccer or football as they say in some countries? Do you dream of being the next star of your local football team? If you answered yes chances are that you're going to like the game Deckball. This guide is designed to aid you when playing the game and give you some tips to getting your very own deckball trophy.

To start any game you need to load it up. Deckball is located in the Action section of the games room or you can just go to: http://www.neopets.com/games/deckball.phtml. In order to score any points you need to play in 1 player mode therefore you must play as the Pawkeet and you verse the Mirgle

In Deckball there are 3 different difficulty levels and 3 different modes. Only the hardest difficulty level will get you points. The first difficulty is called "Swabby" This is the easiest of the 3 difficulties. You the Pawkeet seem to go faster and the Mirgle seems to go a bit slower. This mode DOES not earn you points so there is really no reason to play it unless you just want to have fun or practice. Neopets is not all about making neopoints you need to have fun as well. The second difficulty is " First mate" as you probably expected it's harder than Swabby . You seem to go about the same speed as the Mirgle but I do find that the Mirgle does have the ability to speed up and become faster than you. The third difficulty is "Captian" in this difficulty the Mirgle is smarter but you just need to outsmart him and he seems to be a bit faster.

Now you've been taught all there is to know about the difficulty levels it's time to educate you about the 3 different modes in Deckball. The third mode is point's mode. In points mode you are rewarded points depending on how fast you win, that is if you win. If you win in under 360 seconds you are rewarded 50 points and that is equivalent to 150 neopoints. If you win in over 360 seconds you get nothing. If you lose in less than 360 seconds you get nothing. If you lose in over 360 seconds you get nothing. Secondly there is a mode called "Survival" In this mode you try and score as many goals as you can without the Mirgle scoring. For every goal you score you get 20 points for it. When the Mirgle scores its game over. You can only get a maximum of 200 points in survival mode so once you have score 10 goals there is really no point in playing anymore unless you just want to have fun because you won't get anymore points for it. The second mode is timed mode. In timed mode you have 3 minutes to score as many goals as possible. For every goal you score you get 20 points and you can earn a maximum of 1000 points therefore you can score 50 goals before there is no point in playing any more however you need to have scored more goals than the Mirgle to get your points. For example if the Mirgle wins 3-2 you will get 0 points but if you win 3-2 you will get 60 points. Now you know how each mode works its time to teach you some strategies to assist you in getting maximum points in each mode.

These strategies are based on the fact that you decided to play in the hardest difficulty because that is the only difficulty that will earn you points. Points Mode: This mode is so easy that you don't really need a strategy. It's not the end of the world if the Mirgle manages to score a goal as long as he doesn't score 5 goals so you don't really need to defend your goal. 6 minutes to score 5 goals is easy so I recommend you just attack and try to get that ball in the goal. Survival mode: The best thing to do is to defend as much as possible because as soon as the Mirgle scores its game over. If you can defend eventually you will hit the ball and somehow it will go into the goal and you will get points. Timed Mode: You are against time in this mode. I recommend that as soon as the ball is released you sprint up aim for the goal and shoot. At first it may be difficult to get your aim perfect but practice makes perfect. If the Mirgle gets the ball just let the Mirgle shoot so you can start again so you don't waste time.

On the first of the month when the scores are reset it's possible to get silver or bronze with 200 points so if you can get 200 points on survival you have a chance to get a trophy on the first 1 or 2 days of the new month but every other day you will need over 200 points so you will need to be able to get over 200 points and to do that you will need to play timed mode.

In Deckball there are some bonus items that appear. They are not all good The anchor- When you collect this it makes you slow down you don't really want this because you need to be fast to move from one place to another. The Cream: When you collect this it makes you go fast. Its good to go fast so you can get from one place to another but it's not good when you can't keep control of you're self The Blocker: This is a piece of wood that will appear at one of the goals. It might be your goal but it might be the Mirgle's goal. This can be good if its facing down the right end so it can re-bound and it might go into your goal The Mover: This looks like the blocker but it's black. If it appears down the end your defending and the goal that the Mirgle is aiming for try to get the ball go down because then it will be transported into the middle and it will head towards the goal you're aiming for. If it goes down the goal your aiming for it will come up and head towards the Mirgles goal. If you use this power up well it can be a big help.

I hope that this guide has helped you and you now understand more about the game. If you have anymore questions please feel free to NeoMail me




World Challange Guide Written and edited by. lcarlyle

Return to the Top On the 22nd of March 2007 my World Challange guide was selected to appear in the next edition of the Neopian Times. As a result of this good news i have taken my Question and answer guide to World Challanges off this site and will link to the Neopian Times Article. It is my policy that my articles only appear on one page but you can fell free to link to the page with my premision. If you would like to read lcarlyle's Crashing Guide to Bumper Cars click Here

O

Rink Runner Guide Written and edited by lcarlyle

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Do you love ice skating? Do you like creating music? If the answer to either of these questions is yes then Rink Runner is a game for you. This guide is designed to improve your understanding of the game, improve your score and improve your skills so that maybe one day you can earn yourself the Rink Runner trophy.

In Rink Runner you play an adorable Bruce. The aim of Rink Runner is to score as many points as you can but at the same time you need to avoid the cracks in the ice. A panel of three judges score you. These judges can award you up to 10 points each so you can earn a total maximum of 30 points a round these judges score you in two areas. The areas are: Number of moves (Jumps) and Number of Notes. More detail will be included about the scoring later on in this guide.

To progress to the next round you need a certain amount of points. The amount of points you need to get increases as the rounds go on but more about that will also be covered later on in this guide Before you can start playing well there is a few things you need to know.

Each round 30 notes will appear on the game screen each round. These notes start black turn to green, then to blue then to orange then to red. After they turn red the will disappear. As the rounds get harder the notes will start on different colours so each round you have a shorter amount of time before they disappear. For example, in round 1 the notes start on black but in round 2 they start on green. You basically get points for every note you earn but the scoring is not as simple as that and you have to read further down this guide to know more about the scoring but it is important that you get these notes or your score will be really low.

With notes come sharps and flats. Any one who has musical talent would probably know what they look like but in case you don't a flat looks something like a "b" and a sharp looks like "# ". Like notes these change colours from black to red. These take the number of notes you caught down but don't actually affect your score. Your probably thinking how does that work? Well to find out your going to have to keep reading as it has something to do with the scoring.

The third and final thing I need to touch on before we can start the fun stuff is the number of jumps or what I like to call the number of moves. Every time you go from one place to another it is counted as a move so basically every time you click your mouse it is counted as a move or a jump. You are allowed up to thirty moves or jumps in each round (except the first where is doesn't matter) and if you make more than thirty moves it stats counting against your score. You guessed it, to find out more about how it counts against your score you are going to have to keep reading. As the rounds go on, the ice will split and move around. This can make the game quite difficult.

Now it is time to go into the specifics of the game. You should have now learnt the basics and its time to go into more detail such as specific scoring. The first round is easy as you can not fall into any cracks, you are not being judged on the number of moves you make and there are no minimum notes you need to get to progress so basically it is guaranteed to proceed into the 2nd round. In this round the notes start black and turn red. The notes change colour around every three seconds so you have around 15 seconds to get each note. It's simple.

Now we are past the basic first level it is finally time to go into scoring. For ever time you get a note you get 1 base point. For every jump you make over 30 you lose 1 base point. Every time you get a flat or a sharp it takes your notes caught total down by 2 but this DOES NOT have any impact on your score. So for example if you caught 30 notes, 1 flat, 1 sharp and made 30 jumps it would say that you caught 26 notes and your score is 30. If you caught 30 notes and made 32 jumps it would say that you caught 30 notes and your score is 28. If you just counted the notes you would have 30 points but as you made 2 moves over 30 they take that 2 away from your score and that makes it 28. The game divides your score by 3 and gives the judges these numbers and they hold these numbers up but really the judges have no effect on the score, it's the scoring method above that holds your score Now you know about the scoring the only thing that will stop you from success is the amount of moves that you make and the amount of time the notes stay for, which could possibly be faster than your hand can move.

I will now go through a few tips that should help in overcoming this barrier. First of all there are 30 notes so you can afford to make 1 move for every note so if you do this you should have no problem with the number of moves you make but the problem is that it is easy to misplace where a note is so it's not dumb to try and get more than 1 note at a time early in the round. In case this does happen , you may need to try and get more than 1 note later in the round because you know you've taken more then 1 move to get a note. To try and get more than 1 note at a time I suggest you try to wait till two notes are real close to each other and go for both of them at the same time and then chances are likely that you will get both of them but when you do this make sure you just keep looking a pair of notes, make sure you are watching the other notes because they are still changing colours and will disappear soon and then you will lose points. If a pair is not close together but on the same angel and you think you can get them both go for it but as I said before make sure you watch the other notes and if another note turns red make sure you get it.

The 2nd round is quite a bit more difficult than the first as it applies the scoring method and you need at least 21 points to qualify for round 3 unlike the 1st round where there was no scoring method and you could get 0 points and still qualify. Even though the 2nd round is more difficult than the 1st round, it is still quite simple. The colour starts on green instead of black and each colour lasts for about 3 seconds so you have approximately 12 seconds to get each note. It's not that difficult

In the 3rd round you need 22 points to proceed to round 4, the notes start on Blue then go orange then red then disappear and like the other rounds last for 3 seconds each colour so you have around 9 seconds for each not before it goes.

In the 4th round a total of 23 points to qualify for round 5 . The notes begin at Blue like they did in the 3rd round. In this round you can really tell the ice is moving so make sure that when you aim to move from one sheet of ice to the other you are clicking so that you land a reasonable distance away from the water so that the risk of you landing on the water is not that high. You need to remember this for the rest of the levels.

In the 5th round you need 24 points to move on. Once again they start on blue and last the same amount of time. The difficulty will start to get more difficult from here on and you cannot really afford to miss note.

The 6th round you need 25 points to go onto the 7th. In the 7th round you need 26 points and it keeps going up 1 point until you get to 30 then it will stay at 30. Around the 28th round the notes will start orange so you need to be real quick. If you see a note and you think you can get it and survive do it because chances are that the opportunity that you'll get a chance at it again is low.

To be successful at Rink Runner you need to remember something .The notes will disappear so get them as quick as you can or your score will suffer, You can only move 30 times until your score will suffer You want to try and move onto the next round to have a chance of getting more points therefore getting a higher score. Try and get 2 notes in 1 move as much as possible. Apart from that if you do everything suggested in this guide you have a reasonable chance at getting a high score but just remember practice makes perfect. I would like to thank black_wolve0 who edited this guide and corrected all grammar errors there were. If you have any questions or comments please neomail me

Extreme Herede Guide Written and edited by lcarlyle

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Do you think it would be fun living on a farm and herding animals or perhaps you do live on a farm and herd animals if any 1 of these two statements apply to you or you just like playing a fun action game then Extreme Herder is a game for you.

In this fun and exciting game you play the character of Samrin the Kacheek who obviously lives on a farm some where in neopia. Sarmin's job is to save his petpet's form Balthazar who chases these petpet's in an attempt to catch them and eat them for dinner. In order for Sarmin to save the petpets from Bathazar you need to pick them up and put them into the cage, every time you rescue a petpet and put it safely back into the cage you will earn a point. You have a total of 3 lives. Every time Balthazar eats you or one of your petpet's you will loose a life.

As well as earning points for every petpet you save you will also earn bonus points, every round there will be one petpet that will have a star on it's back if you rescue this petpet you will earn bonus points depending on what level you are on. This bonus is known as bonus catch. In the earlier levels of the game you will also earn bonus points for rescuing all petpet's, this bonus is known as the saved all bonus. Again the amount of bonus points you will receive will depend on what level you are. For more information on how many points you can get for each level see below. I could go on all night as there are many levels but I will only go up to the 1st 20 levels. If you are good enough to go beyond the first 20 levels you can work out for yourself how many points you can get. The bonus points are labelled as there names and the points you score by saving petpet's are labelled normal points, PLEASE NOTE that you do not get the point for saving the petpet who have the bonus star on them you only get the bonus points that they are worth.

Level 1: Bonus catch=2 Saved all=3 Normal Points=2 Total points=7
Level 2: Bonus catch=2 Saved all=4 Normal Points=3 Total points=9
Level 3: Bonus catch=2 Saved all=5 Normal Points=4 Total points=11
Level 4: Bonus catch=3 Saved all=6 Normal Points=5 Total points=14
Level 5: Bonus catch=3 Saved all=7 Normal Points=6 Total points=16

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Level 6: Bonus catch=3 Normal Points=6 Total points=9
Level 7: Bonus catch=4 Normal Points=6 Total points=10
Level 8: Bonus catch=4 Normal Points=6 Total points=10
Level 9: Bonus catch=4 Normal Points=6 Total points=10
Level 10: Bonus catch=5 Normal Points=6 Total points=11
Level 11: Bonus catch=5 Normal Points=6 Total points=11
Level 12: Bonus catch=5 Normal Points=6 Total points=11
Level 13: Bonus catch=6 Normal Points=6 Total points=12
Level 14: Bonus catch=6 Normal Points=6 Total points=12
Level 15: Bonus catch=6 Normal Points=6 Total points=12
Level 16: Bonus catch=7 Normal Points=6 Total points=13
Level 17: Bonus catch=7 Normal Points=6 Total points=13
Level 18: Bonus catch=7 Normal Points=6 Total points=13
Level 19: Bonus catch=8 Normal Points=6 Total points=14
Level 20: Bonus catch=8 Normal Points=6 Total points=14
TOTAL MAXIMUM POINTS FOR 20 ROUNDS=232 Points

So as you can see the bonus catch will increase by 1 point every 3 rounds. The number of petpet's you can save increases 1 every round until round 5 when it stays at six petpets for the entire game no matter how good you are and the Saved All bonus goes up 1 point every round and this stops happening at the beginning of round six. As you can see if you add up all the points for the 20 rounds it works out to be 232 this figure is only accurate if you get every single point possible. The score of 232 would normally be good enough for a trophy when the high score tables are reset on the 1st of the month and is quite a score to be proud of. This guide hopes to educate you with a strategy and tips that you can use when playing the game and will give you a chance of making those 20 rounds and even getting a score better than 232.

Now you know everything there is to know about the scoring of the game it's time to go through the setup of the game. In the earlier rounds the game layout will change slightly to make the game a little bit harder each round but to be honest it doesn't have that much of an impact. So between rounds 1 and 5 nothing changes but between rounds 6 and 11 the game layout slowly gets more difficult and you have less options. After round 11 nothing changes again. The controls are easy, the normal up down and across are controlled by the arrow keys and to drop or pickup a petpet you press space

When you are playing the game the cage is a square and has 4 sides the design of the cage is a big advantage for playing this game. Balthazar will always head to the direction of the closest petpet the trick to this game is to use this to our advantage. How you can do this is very, very difficult to explain and the best way to learn is just practice, practice and practice some more. Eventually you will figure out what you need to do to make Balthazar go in a direction you want it to. The main key is moving petpets. If Balthazar is too close to a huge group of petpet's it is not a bad idea to let Balthazar eat you so then the petpets are re-arranged and Balthazar comes in from it's starting point so then you have more chance to rescue the petpets and this way you only loose 1 life and if you didn't do this it is possible you may have lost all your life.

As well as bonus points there are bonus items. There is a snowflake that you can collect; this stops Balthazar from moving for about 3 seconds. The second bonus item that you can get is the yellow speed boost; this will make you go faster for a small period of time.

If you take into consideration the points I have made about the strategy and you have read about the points and how the game can change you should now have enough understanding to play the game properly and score a high score. I wish you luck in your quest to become an Extreme Hearder Champion






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