Which map collection are you looking at?

Original Battle City (J), 1985: the atlas uses stage-numbered disassembly data, checked against two other representations. Every page shows its sources and distinguishes fixed enemy types from dynamic battle behaviour. The maps are data-rendered references; the tactics are our analysis of their geometry, not claims of a cartridge play-through.

Currently playable: Tank 1990 modification. Use the lettered menu option and stage number together when identifying its layout. We have not established a mode-by-mode correspondence with the original atlas. Starting our player does not start the original level you are reading. The captured H opening below is not original level 1.

See the version history and current playable version before transferring a route plan between versions.

Three places to inspect on any new layout

  1. The last approach to the base. Follow every open corridor upward from headquarters. A long clear line can become dangerous before an enemy reaches the bottom.
  2. The turn behind cover. A wall may protect you while facing one direction and trap you when a fast tank appears around the corner. Keep a retreat lane.
  3. The route to a pickup. Ask what happens at home while you travel. A valuable item at the far edge can cost more than it gives.

The tactical diagram below is an original explanation of these responsibilities, not a tile-accurate reconstruction of a numbered level.

TANK H · Stage 1: protect the lower approaches

This atlas describes original Battle City (1985), available on the 1985 page. Home, Online and NES run Tank 1990: its lettered modes and maps are different. Opening a player starts its normal menu, not the selected atlas stage. The H-mode screenshot below is not original stage 1.

The headquarters sits in the bottom centre with brick around its approaches. Before removing cover, decide whether the opening helps you intercept a tank or extends an enemy's line toward home. Keep a return route through the lower field; pushing too far upwards can leave you too far away to respond.

With two players, leave one defender close enough to cover the base while the other changes lanes. The pictured enemy positions are a moment during the run, not fixed spawn points or a guaranteed enemy route.