This is the first area to be challenged.
It is only after clearing up to the “Final Castle” that one realizes this area functions as a tutorial.
Partway through, there is a location where an optical illusion video is shown without clear purpose, foreshadowing the underlying nature of the game.
Upon first completion, an additional reward equal to castle rank × 30 zitan is granted.
Beginner
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 1 |
4 |
0 |
0 |
Learn the controls |
A castle that can be cleared even with random play. Destroying the green block on Floor 4 increases the number of balls, which may cause slight panic on a first attempt. Compared to other castles, the normal ball speed is slower.
Splash
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 0 |
5 |
0 |
0 |
Aim for special blocks |
A satisfying castle where destroying special blocks clears large sections at once.
If not much is cleared on Floor 5, it may be better to reset. Compared to other castles, the normal ball speed is slower.
Fire
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 1 |
4 |
0 |
5 |
Beware of damage drops |
Touching a red number inflicts the corresponding amount of damage.
If the single “short” on Floor 1 is obtained, the edges become safe zones on Floor 4.
Break
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 1 |
4 |
0 |
5 |
Reset if you can no longer clear |
A stage where walls must be broken efficiently. Charge shots should be aimed as horizontally as possible while ignoring the upper block group.
If this cannot be cleared without hints, subsequent stages may prove somewhat challenging.
Press
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 2 |
4 |
0 |
10 |
Use smash effectively and act quickly |
- The time-reduction line gradually descends
Difficult without using smash.
If unfamiliar, refer to the control instructions.
There is a trapping layout on Floor 4.
Death
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 2 |
5 |
0 |
30 |
Beware of instant-death drops |
A difficult point in the early game.
There is no need to rush; clear it gradually.
Hard
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 2 |
4 |
0 |
20 |
Large blocks appear |
Large blocks become active when attacked or after a certain amount of time.
When many are present, it is advisable to avoid activating them unnecessarily.
Luck
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 3 |
5 |
0 |
5 |
Equipped with an ultimate time-saving gimmick |
- Includes a time-reduction roulette
At the start, a roulette spins and stops on one of the following:
Damage 20, Damage 40, Out, Win, Clear.
Completely luck-based.
Eternal
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 2 |
4 |
0 |
40 |
Line-restoration blocks appear |
Line-restoration blocks can be distinguished vertically or horizontally by color.
On Floor 4, they are permanently placed, so play in a way that allows only one restoration block to remain at the end.
Gravity
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 3 |
4 |
0 |
60 |
What happens when a ball touches a gravity block…?? |
When a gravity block activates, the ball falls at extreme speed.
It even passes through walls.
A moment of carelessness can be fatal.
Final
| ★ |
Floors |
Cost |
Reward |
Castle Comment |
| 3 |
1 |
0 |
50 |
Boss block appears |
A castle where the boss’s HP is gradually reduced. Landing 100 hits clears it.
At around half HP, the boss begins scattering damage drops.
The background uses function-based art, and depending on the environment, a lag warning may appear.
If a warning appears, stop the effects using the button in the upper right.
Clearing this stage triggers something resembling an ending… however…
最終更新:2026年03月18日 07:24