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Neopia's Fill in the Blank News Source | 25th day of Eating, Yr 26
The Neopian Times Week 25 > Articles > Can You Be a Grand Master?

Can You Be a Grand Master?

by docktor

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This week: Korbat's Lab
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Well, Sloth just won't be happy until we have some more Grand Master rankings under our belts, so here we are again.

This is a very easy Grand Master ranking to get if you can get past the first few boards (GM at 1200 is possible on the 4th board). Here's the rundown on the ranking break points:

- Amateur 100
- Novice 200
- Expert 500
- Master 800
- Grand Master 1200

The game itself is similar to an early video arcade game called Breakout, which was a one-player game of Pong against a wall of bricks. It has been copied many times in many countries, but the basis is similar--break the bricks.

In Korbat's Lab, unlike the original game, the ball doesn't speed up as you get into higher levels, and there is a complex list of potions that you can catch for a variety of effects. The difficulty of each level is more in the design of the level, and unfortunately, in a randomness of which potions will appear.

And they're boxes, not bricks. Let's see if I can say that right as I write this article.

I won't give you a long list of potions and what they do; I'm sure there will be Web sites with that sort of information before long if there aren't already. I'm more interested in what you have to learn to get good at the game when the random number generator isn't doing much for you. I'll just list a few kinds of things that can happen with a potion; there are more:

- Slow down or speed up your paddle
- Make your paddle bigger or smaller
- Turn the ball red until you hit it again, during which time it will go through anything
- Give you a guided missile to direct (briefly)
- Make your arrow keys go reverse of normal (eek!)
- Kill off all the Spyders and Korbats for that level

So, let's get into what you're trying to do. The primary goal of each level is to clear all the bricks, um... boxes. Some take more than one hit to clear, some explode when you hit them, and some take out everything below them when hit. Like with the original Breakout, one thing you'd like to do is to keep the ball above the field (the bunch of boxes) so it'll keep bouncing without you having to bring your paddle into play.

Most boards have a space up the right and left sides, and with a bit of practice you can send your first ball up there. Learn where to put the paddle relative to the lines on the wall behind it, to make the side shots. You'll have a different position depending on what the lowest level of the field is, too. A row across the shelf is different from one hanging in mid-air above it (I don't know how they do that, either...) One in particular works well with the paddle just a tiny bit out from the left wall. Wait a second after positioning your ball before shooting to ensure the same shot each time.

(I have noticed a variation in starting positions as new versions of the game have been released, so be prepared to have to retest that)

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On to how to handle the paddle, and then we'll talk a bit about strategies for different situations.

You move the paddle left and right with the arrow keys, but it's not normally very fast, so you need to be able to estimate where the ball will go. If you play billiards, this might be easier for you, but with a bit of practice you'll be able to predict. Stay under the ball, because the one thing you do not (I repeat, not) want to do is let the ball go by your paddle. There's no time limit other than bedtime, so just be patient and keep the ball moving.

If you're moving your paddle the same direction as the ball, you'll hit it in such a way that it sends it back the way it came. Move your paddle in the opposite direction and the ball will continue, though perhaps at an angle closer to 45 degrees. If you stay still, it pretty much bounces like you'd expect off the wall. A teeny bump of the paddle in one direction or another will sometimes make the ball go more vertically, though that's harder to do consistently.

Note that I talk about you moving the paddle at the time of impact, but in this game there's about a one-second period after you stop that your previous motion will still affect the ball. Use that to your advantage if the ball is up against the wall--you can move up to the wall a half second before hitting the ball and it'll still bounce it off at the sharp angle it would if you were out in the open.

When a Korbat gets involved, the ball will head off in some direction, usually not where it was going originally, and rarely where you were thinking it would. This is why it's especially important to keep the paddle under a Korbat that's about to hit your ball. You have to be ready for anything. And because of that one-second latent effect I just mentioned above, you'll send the ball back to the Korbat if you run after it. It's best if you can anticipate (good luck) and get there and be stopped for a second when the ball arrives.

Sometimes Korbats will send the ball off on a very slow side to side trip--stay with it (it moves a bit faster than your paddle) so it will spin back vertically when you hit it. If you just barely tap the ball, it will go back up as slowly as it came down. You might want to have lunch handy--that's a really slow trip.

Spyders aren't as violent with the ball, and have to hit it just right to alter its course, but they've got a knack for being in the wrong place just when you've got a bead on that last box. I don't like them either.

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Now, a philosophical bit: Not all Good Things are good.

It would seem that getting a red ball that would go through everything whether steel blocks, boxes, bombs, etc. would be a Good Thing. And it is, sometimes. But sometimes it will mess up a perfectly good area that would allow the ball to bounce around a lot unattended. Then you end up trying to carefully position several single shots to take out the stragglers.

You'd also think that killing off all the Spyders and Korbats would be a Good Thing, but remember that they add variety to the bounce of the ball when they touch it. There are some levels where despite a bit of randomness built into the bounce, a ball can end up stuck in a sequence of bounces. With a handy beastie to knock it off course, you're back in business. Otherwise you could possibly end up having to shut down that game and lose the fabulous score you were about to send in. Okay, that only happened to me once, but I had a really good score going and it wouldn't have happened if the creatures were still skulking about.

How about a big paddle? Sounds good because you wouldn't miss the ball so much, but remember that you sometimes want to avoid a potion that might be a Bad Thing potion. Now you're carting around a paddle the size of a Dung Catapult and can't pick off just the ball alone.

Fast paddle? It's better than a slow one, but once you get your rhythm down at normal speeds, you can overshoot the ball pretty easily. It doesn't matter why you miss when you miss the ball, so think about it before you increase the odds of missing.

---

Okay, and finally... How to work the boxes to best advantage.

Let's say you can get to a bomb. That will clear an area 2 in each direction, or at least do that much damage (if boxes around it are 2-3 hit boxes, they may not be destroyed.) So, don't spend a lot of time knocking out the other boxes that will go away anyway when you hit the bomb--just concentrate on getting to it.

Fire at the top is great, because it clears everything below it in that column (especially cool if there's a bomb below). Do it if you can. There's one level with fire all across the bottom row. Must just have looked pretty, because with nothing below, those might as well be regular 1-hit boxes.

If you have a place you can whack at for a bit and send the ball up above the field, do that early on. You don't want to spend a bunch of time beating on the field from the bottom when it would do it all for you.

Of course, if you have a shot you've practised, don't do it when there's a Korbat over there. They have a pretty large effect area (the area around them where they affect your ball) and if you recall, there's no time limit. Just wait for them to go get a sandwich or whatever it is they do.

If you do get the ball bouncing nearly straight up and down, take advantage of its ability to gradually eat away at columns of boxes. The other advantage of the ball not going at sharp angles left and right is that you are more likely to be able to catch a potion without missing the ball. I repeat from above... don't miss the ball.

---

I guess that's about it, short of listing the potions. The only thing I will mention about the potions is that there's more to it than just what colour it is. You also have to notice what colour the bottle is, and whether or not it's flashing. There's even more to it than that, but you'll learn it for yourself if you play enough to get high scores.

Getting a Grand Master's a piece of cake. Well, at least now it is...

Next: Code Breakers

Articles so far in the series: Nimmo's Pond, Pyramids, Swarm!, Scarab 21, Pterattack!, Sakhmet Solitaire, Chute, Destruct-O-Match, Neggsweeper, Techo Says and Deckswabber.

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Docktor is Grand Master of Korbat's Lab and several other games. He holds the Grand Master position in the "Game Strategies Guild" where strategies such as presented in this article are discussed among the members. Comments and assistance from other guild members may in part be reflected in this article, for which Docktor is most appreciative.

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