Opening and advance
Cut one useful connection from the lower field and keep track of it. Recheck the map after sustained fire because each removed segment changes a lane.
Solo defence and local co-op
Defend beside, not directly behind, the base approach. Two players should stagger their firing positions so a new tunnel does not point through their partner toward home.
Common mistake
Clearing the whole lattice removes the protection you relied on. Ten fast enemies make late lane checks especially costly.
Fixed enemy configuration
| Fixed enemy configuration | Count |
|---|---|
| Basic | 0 |
| Fast | 10 |
| Power | 4 |
| Armour | 6 |
Type order in the first 35-stage cycle
4 × Power → 10 × Fast → 6 × Armour
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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