Timeline — page 2

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  1. Blog

    Gomoku Friend: five in a row on a 15×15 board, and the threats that win games

    Two players share one screen and X always starts. The exact rules this version uses, how Undo works, and the open threes and fours that decide most games.

  2. Blog

    Nugget Hook: level goals, critters that guard gold, and which upgrade to buy first

    A swinging hook, a ticking clock and a cash goal that grows every level. The real numbers behind each find, why moles and crabs block your gold, and how to spend in the Shop.

  3. Blog

    Dash Hop: when to jump, when to duck, and what changes at 200, 500 and 1000 m

    One touch ends a run, so the whole game is reading the next obstacle. Controls, the three obstacle types, the speed steps and how stars fit in.

  4. Blog

    Dead Pixel: checking a screen for bad pixels, touch dead zones and a weak vibration motor

    Thirteen tests in one menu: five colour patterns for the panel, seven touch and pen checks, and a vibration test. What each one shows and how to read the result.

  5. Blog

    Crystal Arkanoid: three stars come from the clock, not the score

    How the 64 campaign levels get tougher, what each hit is worth, where to spend the one hammer per level, and why finishing with 30 seconds left matters more than a big score.

  6. Blog

    Corner Match: plan your route, skip the decoys, keep your item

    Items are picked up the moment you step on them and delivered the moment you stand next to a corner. How that shapes your route, what blockers and power-ups do, and how Kids mode differs.