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53C1 ARCADE · CABINET MANUAL

Neon Maze strategy: read the hunters, chain the pellets and survive the Flood

How the four hunters choose where to go, when to spend a power orb, how pellet chains pay, and how to handle the Hunter Flood every fifth level.

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Know who is chasing you

Blaze heads for the tile you are on. Vex aims four tiles ahead of you, so it often appears in front of you rather than behind. Flux flanks from the far side of Blaze, which is why the two of them so often close a corridor from both ends. Ember chases until it gets within eight tiles, then backs off to its corner. Every so often all four fall back to their corners for a few seconds: that is your window to clear a far side of the maze.

Turn early and use the reverse

Turns are buffered: press the next direction before the opening and the orb takes it the moment it can. Reversing is instant at any point in a corridor, so the safest escape from a hunter ahead is usually straight back the way you came. The wrap tunnel on the middle row carries you to the other side; hunters follow you through it.

Spend power orbs on purpose

A power orb turns every hunter blue for a few seconds (shorter each level), and the hunters you eat during one orb pay 200, 400, 800 and 1,600. Leave the orbs until several hunters are close, then eat one and turn on them. Eaten hunters race back to the pen as eyes and come out again.

Chain pellets for the multiplier

Pellets eaten less than about a second apart form a chain, and every ten in a chain raise the multiplier up to ×8. Clear long corridors in one pass and avoid doubling back over empty ones. Staying alive also pays a little every five seconds.

The Hunter Flood

Every fifth level has six hunters, and red gates in the walls open and shut every eight seconds; they blink just before they move. A gate that opens can cut off an escape route or create a shortcut. Clearing the Flood pays a big bonus and gives a life back, up to five.

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