9. Carrying objects
You can carry up to two objects at once. For example, you can carry the zapper and the shield, or an egg and the blue balloon. To drop both objects you’re carrying, press the fire button. If one of the objects is the zapper, you’ll need to press the fire button twice: once to throw the zapper and once to release the other object.
If you’re already carrying two objects, you don’t need to drop them before picking up another object; just collide with the object you want, and the first object you picked up will automatically be dropped, leaving you with the second and third objects.
There is an exception to this rule: if you are carrying the blue balloon and a second object, and collide with a third object, you will keep the blue balloon, drop the second object, and pick up the third object. This helps prevents you from accidentally releasing the blue balloon and getting stuck in a river or wall.
10. The magnet
The magnet first appears in Level 2 (Level 1 if Random Mode is turned on.) You can use the magnet to reach objects that are otherwise inaccessible — for example, items “trapped” on the opposite side of a barrier that cannot be crossed with the balloon. To use the magnet, bring it into the room with the desired object, and that object will float towards it.
11. The shield
The shield first appears in Level 3. It protects you against all deadly objects except the snake, the ducks, and the rivers. And although a duck can still eat you if you’re carrying the shield, its fireballs will pass over you harmlessly. To pick up the shield, collide with it.
Although the other objects you can carry (such as the zapper and the eggs) appear above the robot’s head when you’re carrying them, the visual indicator that you’re carrying the shield is more subtle: the center of the robot will change colors from blue to yellow. As with the other objects, pressing the fire button will drop the shield.
12. The flashlight
The flashlight also first appears in Level 5. As the levels progress, more and more rooms turn “dark,” and the walls become indistinguishable from the floor. This can make it difficult to navigate if you’re not already familiar with the layout. But if you’re carrying the flashlight, the walls reappear!
13. The warp of death
Starting on Level 4, there is a special “hyperspace” warp you can use to immediately finish the level and begin the next one, but beware: using the warp will cost you a life. And if you run into a warp on your last life, the game will be over.
Normally you would avoid the warp, since it takes one of your lives, but in certain cases where you simply cannot find one of the eggs you need to complete the level, or the eggs and/or other objects you need are inaccessible (for example, an egg, the blue balloon and the magnet are all stuck someplace where there’s no way to get to them), you can sacrifice a life to try your luck on the next level rather than simply losing the game.
When you use a warp to complete a level, you will not earn the normal 1,000-point bonus for completing a level. However, you will retain super-speed if you had it when using the warp.
14. Super-speed and shield colors
The color of the robot’s CPU (center area) can be used to tell whether the robot is super-charged and/or is carrying the shield.
The CPU color is normally dark (dark yellow if you’re carrying the shield, dark blue if you’re not), but the color turns bright if you’re super-charged: bright yellow if you’re carrying the shield, bright blue if you’re not.
Beware, though: if the robot is next to a duck or another object, its CPU receives “interference” from that object and will display the color(s) of that object instead of the blue or yellow described above. For example, if the robot is standing next to a red door, the robot’s center will be red. If the robot is standing next to a bonus object, the center will be the color of that object.