Minna no Tabou no Nakayoshi Daisakusen(NES) FAQ/Walkthrough aka Tabo's Tactics Version 1.0.0 by Andrew Schultz schultz.andrew@sbcglobal.net Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. Thanks to the romhacking.net folks and the original translators of this nice game. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. CARD GAME 3-1. STRATEGIES 3-2. WALKTHROUGH 4. CUBE GAME 4-1. STRATEGIES 4-2. WALKTHROUGH 5. CHEATS 6. VERSIONS 7. CREDITS ================================ 1. INTRODUCTION Tabo's Tactics is two games in one: the relatively simple card game, which is concentration with enemies chasing you around, and a more esoteric one where you kick squares around. Being a Sanrio(think: Hello Kitty) game, you'd expect it to appeal to kids, and the first of two definitely does. Each one has 25 levels and passwords for each level. So you don't have to solve a bunch at once. Concentration is on a 5x4 board with four tunnels that flip around randomly. There may be posts to block intersections between the cards, and this may trap enemies for the moment. When you match two cards, they disappear, and there is one wild card that matches another card with no apparent twin. You have power-ups as well: 1ups, revealers, invincibility, and slowing and freezing enemies. The cube game has a 5x5 grid of squares with possible obstacles between or around them. You can kick a square in any direction. If you do, it moves a square ahead and pushes the next square 1 forward. The one on the edge comes back to you. x x x x x x x x x x a b c 14, 2<>3 1 pink guy 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Level 2: squid chick chick fish 1<>3, 2<>4 2 pink guys 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx * * xx xx xx xx xx xx xx xx * xx xx xx xx xx xx xx xx 3 4 Level 3: bird, chick, frog, squid 1<>2, 3<>4 1 pink, 1 blue 1 2 xx xx xx xx xx xx xx xx xx xx * * xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx * * xx xx xx xx xx xx xx xx xx xx 3 4 Level 4: bird, chick, frog, squid 1>2>3>4 2 pink 1 2 xx xx xx xx xx xx xx xx xx xx * * xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx * * xx xx xx xx xx xx xx xx xx xx 3 4 You need to use the doors here to get through. Level 5: bird, frog, bird, bird 1<>4, 2<>3 2 pink 1 2 xx xx xx xx xx xx xx xx xx xx * xx xx*xx*xx xx xx xx*xx*xx xx ** ** xx xx*xx*xx xx xx xx*xx*xx xx * xx xx xx xx xx xx xx xx xx xx 3 4 Level 6: squid frog bird fish 2 pink, 2 blue trapped 1<>4, 2<>3 1 2 xx xx xx xx xx xx xx xx xx xx xx xx*xx*xx xx xx xx*xx*xx xx ** ** xx xx*xx*xx xx xx xx*xx*xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Match all you can that are not directly N/S of the ghosts. That goes for if you can match the flag, too. Note carefully what is where, and you can even, if you know 2 squares match, use one as cover to see where everything matches before releasing the enemies. But it should not be necessary. You can outrun the blues the length or height of the playfield. Level 7: bird frog hen squid 1 blue, 1 pink 1<>2, 3<>4 1 2 xx xx xx xx xx xx xx xx xx xx xx*xx=xx=xx=xx xx*xx=xx=xx=xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Level 8: squid frog fish frog 2 pink 1<>4, 2<>3 1 2 xx xx xx xx xx xx xx xx xx xx == xx xx=xx xx xx xx xx=xx xx xx == xx xx xx=xx xx xx xx xx=xx xx == xx xx xx xx xx xx xx xx xx xx 3 4 Level 9: hen chick star bird 1 pink 1 blue 1<>4 1 2 xx xx xx xx xx xx xx xx xx xx = = xx xx xx xx xx xx xx xx xx xx ==== xx xx xx xx xx xx xx xx xx xx = = xx xx xx xx xx xx xx xx xx xx 3 4 The game forces a quick way out here--with random draw you have a 14/19*13/18*12/17*11/16*10/15=.172 chance of being trapped. You can also wait to release the enemies from the bottom center by poking everywhere else first, but don't work too much. You can get half the squares before you have to move in, and they will still be immobilized. Level 10: turtle chick star fish 1<>3, 2<>4 2 pink 1 2 xx xx xx xx xx xx xx xx xx xx == == == == xx xx xx xx xx xx xx xx xx xx == == == == == xx xx xx xx xx xx xx xx xx xx == == == xx xx xx xx xx xx xx xx xx xx 3 4 Level 11: hen chick fish squid 1<>3, 2<>4 1 blue, 1 pink 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Level 12: hen chick turtle frog 2 blues 1<>4, 2<>3 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Level 13: hen frog squid bird 3 pink, 3 blue 1<>4, 2<>3 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 A great level to start at with all the 1UPs. Grab them right away and, for a perfect round, use the doors. Staying near them throws the blues off your track, but if you're caught, no big deal--only 8 or 9 guys instead of 10. Level 14: turtle frog squid fish 1>4>2>3 2 pink 1 2 xx xx=xx xx xx xx xx=xx xx xx = xx xx xx=xx xx xx xx xx=xx xx === === xx xx=xx xx xx xx xx=xx xx xx = xx xx xx=xx xx xx xx xx=xx xx 3 4 You actually can reach all squares initially with the exits, but see about the 14 on the edge before working in. At least 8 will match. Level 15: hen frog turtle squid 2 pink 1<>3, 2<>4 1 2 xx=xx xx xx xx xx=xx xx xx xx = xx=xx xx xx xx xx=xx xx xx xx = xx=xx xx xx xx xx=xx xx xx xx xx=xx xx xx xx xx=xx xx xx xx 3 4 Level 16: hen hen frog frog 1<>4, 2<>3 2 blue, 1 pink 1 2 xx xx xx xx xx xx xx xx xx xx xx=xx=xx=xx=xx xx=xx=xx=xx=xx = = = = xx=xx=xx=xx=xx xx=xx=xx=xx=xx xx xx xx xx xx xx xx xx xx xx 3 4 Several maps here. The few times I played, the inner 6 squares were all linked, so check if that is the case. At the very least, see which squares you should NOT open. Leave the blues til last. Level 17: chick bird chick bird 2 pink, 1 blue 1<>4, 2<>3 1 2 xx xx xx xx xx xx xx xx xx xx == == xx xx=xx=xx xx xx xx=xx=xx xx == ======== == xx xx=xx=xx xx xx xx=xx=xx xx == == xx xx xx xx xx xx xx xx xx xx 3 4 Quick start is important here--use tunnels to fend off blue guy til you get some space. Level 18: star bird chick fish 6 blues 1>4>2>3 1 2 xx xx xx xx xx xx xx xx xx xx = = = = xx xx xx xx xx xx xx xx xx xx = = = = xx xx xx xx xx xx xx xx xx xx = = = = xx xx xx xx xx xx xx xx xx xx 3 4 See about matching everything except the UL here. Keep working until you have to release an enemy. Take good notes. You need to use the tunnels to escape, until the board is free enough. I got a 1up and invincibility here, and I imagine they expect you to make mistakes. Level 19: chick bird frog squid 1>4>2>3 2 pink, 2 blue 1 2 xx xx=xx=xx xx xx xx=xx=xx xx = = xx xx=xx=xx xx xx xx=xx=xx xx = = xx xx=xx=xx xx xx xx=xx=xx xx = = xx xx xx xx xx xx xx xx xx xx 3 4 Use the tunnels to fake out the first guy near you. Match what you can on the sides. Then go in. You will need to wait at the bottom and use the tunnels to sucker the top blue guy up at the end. The tough part is going up the center. Wait to use invincibility etc. if it appears. It's most valuable near the end. I was able to pick off pairs on opposite edged(4R/L from each other) so it is worth it to try to map everything out before getting past the final blue. Level 20: chick bird hen frog 1 blue, 1 pink 1>1, 2>2, 3<>4 1 2 xx xx xx xx xx xx xx xx xx xx == == == xx=xx xx xx xx xx=xx xx xx xx == == xx=xx=xx xx xx xx=xx=xx xx xx == xx xx=xx=xx xx xx xx=xx=xx xx 3 4 Again have faith matches will be there. Level 21: chick hen bird bird 2 blue 1>2>4>3 1 2 xx xx xx xx xx xx xx xx xx xx == == == == xx xx xx xx xx xx xx xx xx xx == == == == xx xx xx xx xx xx xx xx xx xx == == == == xx xx xx xx xx xx xx xx xx xx 3 4 The exits allow you to fake enemies out as needed. You should need one or two matches to get to the center. Once you do you can duck from the enemies a lot more easily. I got invincibility to help me along. Level 22: star hen bird fish 2 blue, 1 pink 1>4, 2>3, 3<>4 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx=xx=xx=xx=xx xx=xx=xx=xx=xx == xx xx xx xx xx xx xx xx xx xx 3 4 Use invincibility to run right through the enemy. Flip squares as you go. You need a bit of luck to get out of the original mess, and the one way exits may be a nasty trap, but staying in the DR early on is safe, and there is usually a way out. If not, note what's where and clear the way when you die and regenerate. Level 23: chick hen hen squid 2 blue, 2 pink 1>3>4>2 1 2 xx xx xx xx xx xx xx xx xx xx xx=xx=xx=xx=xx xx=xx=xx=xx=xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Level 24: star hen fish frog 4 blue, 2 pink 1>2>4>3 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 Lots of timers here, few real blocks. Pay special attention to where the "real" blocks are, but start opening cards everywhere. You want to get rid of the real blocks before the timers. Try to open a big square area if possible. I counted 6 timer pairs and 4 non-timers. Beware of enemies blocking passage and, if you want, delay opening a card until a where you need to get is unblocked. Level 25: frog bird star bird 1>3>2>4 5 pink, 1 blue 1 2 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 3 4 This is not a tough level; once you find one power-up, you can work that into finding others. Use your invincibility at the start to flesh things out. I wound up with just under 150000 points for this. 4. CUBE GAME 4-1. STRATEGIES This is a considerably tougher game, At first I just dealt with the ghosts, but that is less precise and it is harder to describe. So I will assume that, when you run a combination, ghosts will appear under the tulips, except in levels that are tailored for another approach or where you can't win all at once. Then I will show you how to make combos. First you need to know some basic moves. The most basic is narrowing the rectangles. Let's say you have a 5x5. And you have 5 of 1 animal. Lining them against the top is not bad. Kick what you can to the top and the rest R/L and U. Now you have a 5x4 area left. You can make a 4-wall against the left, rotating the previous solution. Just don't push any of the tulip blocks or into them. That may produce a ghost. Keep cutting down the rectangles. It gets easier as they get smaller. There is always a way out except in extraordinary circumstances. But in later levels you can't just walk anywhere. You need to set up a combination. For that, you ALMOST get things working and act like you already matched the stuff above. To start, almost make a row on top. 21111 < you have 5 of #1, 4 of #2 1 < push the remaining 1 here. Push down from below the 1's and left. Now push the other 2's to the left. Then you can push up on the left 1 to start a reaction. There are some twists to this--if you have 4 of an item you can keep going with rows but 3 needs a diagonal, and here is where not making the tulips is good. They are wild cards but the squares under them, while they can be recycled early on, may also be ghosts. But you can still work 21111 14434 253 23 25 You may ask, how can I place the 4s behind the 3s without disturbing things? Well in this case 1) push the top 3 right 2) push the 4 to 1L of the 3 3) push down on the 4 from below the 1's 4) push 3 back, or push 1R1D of UL 1R to fit another 4 in. This sort of shoehorning(move a piece on the right square to the side, slip something next to it, move it back--or extend) is a common maneuver it's worthwhile to get comfortable with on early levels. With mobility restricted it gets tougher. You also shouldn't be too disappointed if enemies are out of order. Look at the example below. u1 2 3 Kick right for 2-3-1 and 3-1-2. Or go 1R and kick right for 1-3-2 and then back left for 2-1-3 and 3-2-1. If a block is shielded you need to take that into account and try to maneuver around it or place the right block there early on. You may have to circle around to flip two nearby blocks. x x1x2 3 x 4 3 4 The 2 would need to go S E N here. One other thing to note is that you cannot expect to place a piece in the right position and keep it there if you need other pieces around it. Let's say you need, on the right, xxxxx xxxx1 xxxx2 xxxx3 xxxx4 Kick the 4 to where the 1 is. Move 3 U R to above the 4, kick it down, then repeat for 2 and 1. You can do this for the 4 rows and then use the top one to shuffle the order of the last--a bit harder but the same principle. It's all like that stupid motivational book arrow-outside-the-box with the juggling around but it's more sensible and deeper. Enemies are generally a nuisance and not worth bothering with. They'll get you when you're concentrating. No big deal. A worse fate is running out of time(rare, but game over) or getting the blocks in an impossible situation. If enemies' random bouncing gets you impatient, resurrection makes you invisible, which is nice. You have one powerup specific to this game--a regenerator which changes all ghosts to their original squares. It's useful if you forgot what went under a tulip, in the cases where a combo clears about half of the board and you need that last guy. At the very end any single squares under a tulip turn to ghosts, combo or no, so you have to be very careful there. Oh and whenever setting up a combo be sure to leave a stable switch to flip to get a combo started. Accidentally starting part of a combo can muck everything up. Ideas for formation with few similar blocks: 1 2 31323 1 2 1 2 1 In some rare cases the right set of blocks made may protect you from touching ghosts when you cannot make the full combo. A good example is making two edges--though it is more convenient to almost make them and not have tulips or an accidental diagonal to deal with. I piled up ~500000 points for this game running through in one try--with save states of course. 4-2. WALKTHROUGH Levels keep the number of piece types constant but shuffle them randomly each game. Level 1: squid star chick bird 2 squirrel,4 frog,3 fly,1 chick,2 cat,2 bird,1 sheep,1 bear First let's see how to go by brute force, matching a row of 4 and column of 3, then a diagonal as so: 1111 2 3 23 2 For 3 you can fire down above 1 and right from left of 2 to match enemies and avoid ghosts as needed. But it relies a bit on luck, and teasing out the non- ghost squares uses about as much time with practice. Now let's look at the way to complete this level without having to make more than one chain reaction. The points for planning dwarf the time bonus--time bonus is <5000 and a good combo will get 10000+. Getting the maximum of 8 requires a setup as follows, where 6-8 are the animals there is one of: 1115 2341 < last 1 after 5 24.. 26.6 Then flip the 1 and 7. First, set up the 3 left 1's and 2's, then the 3 next. You should be able to push the right from 1R and down from 1D of the 1's to drop this piece in. Similarly you can push a 4 right til it is 1R of the 2, then push D from 2D of the 1's if you need to pull it up 1. Then push 2R of the 2 to bring the 4 back, then push D when 1D of the 4. Similarly you can kick the 5 into place and then the last 1 and then the 6's can be pushed to the bottom row then R from 1R of the 2 as needed. That leaves the 7's. If they are: .77 x80 or the game will see it as negative. 0x3b0=start of grid of cards/cubes. If it is 4x4 then you have a new row every 4 squares, but otherwise it's every 5. It tells you what is hidden under which square. This is a meal ticket to the next round. Of particular interest: 06-07=timers(1 freeze, 1 add) 08=invincibility 09-0a=regen 0b=slow monster 0c=1up 0e=ghost End of FAQ Proper ================================ 6. VERSIONS 1.0.0: sent to GameFAQs 10/24/2007, complete 7. CREDITS Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to the NES Completion Project folks for keeping it going. Thanks to RomHacking.net for the translation. You don't need Japanese for many of the translated puzzle games, but it makes them easier to get into. Their RPG translations are also very cool.