Opening and advance
Plan the next two dry gaps before committing to a lane. Work from the lower middle outward; do not follow a bullet’s line as if it were a driveable route.
Solo defence and local co-op
Stay close to a crossing that returns to the base. In co-op, cover separate sides of the water maze and agree which gap is the shared retreat.
Common mistake
A detour that looks small on the map can require several turns. Chasing a fast tank into the top half leaves little recovery time.
Fixed enemy configuration
| Fixed enemy configuration | Count |
|---|---|
| Basic | 0 |
| Fast | 8 |
| Power | 6 |
| Armour | 6 |
Type order in the first 35-stage cycle
3 × Power → 8 × Fast → 6 × Armour → 3 × Power
The roster is fixed; movement, firing, spawn timing and the visible battle develop during play. The sequence is not a scripted route or a promised pickup location.
Sources and verification
Decoded from the stage-numbered Battle City (J) disassembly (listed ROM CRC32 F599A07E). Compared against two other data representations; source differences are retained in the verification record. Advice is editorial map analysis, not an original-ROM play-through. Tank 1990 correspondence has not been established.
Diagrams are our own data rendering; game layouts remain third-party material. Attribution is not a commercial distribution licence.
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