Super Glove Ball
You had just started repair work on the Allied Space Agency satellite when you were caught in a dimensional rip in space (according to your shuttle commander's log). Your only hope is to use your jet-powered robo-repair glove to try to find a way out of the drifting maze.
Super Glove Ball is probably best described as a 3D Arkanoid with a maze layout. The game is one of two games specifically designed for the Power Glove (the other being NES Bad Street Brawler), though you can play with the controller instead (and it is much easier to do so).
Emulator Used
Bizhawk 1.12.1
Game Objectives
Mechanics
- Left/Right Move left and right.
- Up/Down Move up and down.
- "A" Hold to move in (Z direction) release to move out.
- "B" Grab the ball (if near the ball), or make a fist. Note that the hit detection is different while making a fist.
- "B" Hold to hold on to the ball, release to release the ball. Note that when you release there is a cool down on the next grab. Also there is a time out on holding the ball, it will release automatically if you try to hold it too long.
- Select Fire robo-bullets. Move to the next room.
- Start Pause the game.
- You lose a ball if you let it come out the front of the screen or it goes into a hole.
- You lose a life if you run out of balls or take too much damage.
- Normally once you break all the blocks on the back wall or one of the four sides you can travel to another room in that direction.
- Some rooms have warps triggered by breaking a specific block
- Puzzle rooms have solid walls and each panel on the back wall will flip between square, circle, and triangle. You must make a row or column all one shape to move through. Note that grab is disabled in puzzle rooms.
Power-Ups
- Row - Break a full row or column at a time
- Robo-bullets - Ammunition
- Bomb - Gives your ball explosive properties
- Life - Extra life
- Extra - Extra Ball
- Super - The ball(s) fly around the screen quickly, but they bounce when they hit the front of the screen (you don't lose balls).
- Triple - Three balls at once
- Pinball - The tiles along the back wall flash one at a time (left to right, top to bottom). If you hit one as it flashes it will open a path to the next room.
- Ice - Slows enemies down
- Power - Refills your energy
- Bonus - Bonus points
Route
- Area 1 rooms: 1 right, 2 down, 43 warp, 24 in, 28 in, puzzle room
- Area 2 rooms: 30 left, 29 left, 28 warp, 55 right, 56 up, 60 up, puzzle room
- Area 3 rooms: 6 up, 11 up, 14 warp, 7 down, 3 left, puzzle room, 21 right, 22, right, 23, up, 27 warp, 31 down, 26 puzzle, 43 down, 38 down, 35 left, 34 left, 33 puzzle
Area 1
01: right
- Destroy the wall with bullets
02: down
- Destroy the floor with bullets, pick up ammunition
43: warp (left top)
24: in
- Get the row power-up and destroy the back wall one column at a time
28: in
- Get the pinball power-up (only avaliable in this room or the previous one) and shoot the lit up tile
- First boss Wizard. Ignore.
Puzzle Room 01: in
Area 2
B30: left
- I hit one block with the ball, but the rest was destroyed with bullets, but taking a break to get more ammunition
B29: left
- Same strategy as the previous room
B28: warp (left middle)
B55: right
- Destroy most of the wall with bullets, but finish off the last few columns with a row power-up
B56: up
- Started by breaking columns with the row power-up, but did grab some more ammunition to help finish up
B60: up
- Use the row power-up
- Second boss Stone Shark. Ignore
Puzzle Room 02: in
- Make a column of triangles
Area 3
06: up
11: up
14: warp (top right corner)
07: down
03: left
- Destroy most of the wall with bullets, but finish off the last few columns with a row power-up
Puzzle Room 02: in
- Make a column of triangles
21: right
22: right
23: up
27: warp (bottom right)
31: down
26: in
43: down
38: down
35: left
34: left
33: in
- Make a column of squares
- Final boss Iron Lion. Ignore
Improvements
- The power-ups are random and seem to be event based. The RNG is not reset on each screen so changes early in the run would desync later portions of the run. I imagine a more complete planning of power-up would yield some small improvements probably.
- My strategy in later puzzle rooms was an improvement over my strategy in the first one. Based on the luck getting power-ups later in the run a few frames of improvement early may or may not be an overall benefit, but you'd have to redo most of the run to find out.
- I doubt there are improvements in the route, I mapped all of the rooms and created a route a little better than the one in Adam's faq.
Thanks to:
- Adam Lamontagne for his faq
- My Twitch chat for the ideas and encouragement
- The TASMania team
Screenshots:
300, 447, 3554, 7657, 8625
Masterjun: Great run! The game is fast-paced and short, making this run entertaining to watch. The viewer feedback is great as well.
Accepting to Moons.