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Libbet and the Magic Floor

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    Overview

    Libbet and the Magic Floor is Damian Yerrick's Game Boy port of Martin Korth's puzzle game Magic Floor, and it introduces Libbet the boulder girl. One day, Libbet was rearranging her basement when she discovered a passage to an empty hall whose floor had a peculiar pattern. She rolled in to investigate.

    The floor tiles have four shades. Libbet can roll or jump between tiles of the same shade. She can also roll or jump onto the next brighter shade or from white to black, which leaves a track. Tiles with no exits contain a trap door that leads to the entrance. Leave 90 percent of possible tracks and roll to the exit to win.

    Performing feats in the game earns achievements, and some are harder to earn than others. After the last floor, a results screen lists the score for every floor along with the achievements earned.

    Libbet is an adolescent boulder person, a kind whose body curls into a ball to roll. The author says armadillos, pangolins, de Blob and nevalyashka dolls were on his mind when designing her, and that she is female partly because of a forum post lamenting the lack of original solo woman characters in 8-bit games.

    Made by
    Damian Yerrick

    Controls guide

    Title screen

    Button and keyAction
    StartEnter/AXPlay a new game
    SelectShiftWatch the demo, which teaches the rules
    StartEnterLeave the demo and return to the title screen

    On the floor

    Button and keyAction
    D-padArrowsRoll one cell in that direction
    AX+D-padArrowsJump two cells, over the cell in between
    UpFrom the top row, roll out through the open exit door
    AX+BZ+SelectShift+StartEnterReset to the intro

    Intro and results

    Button and keyAction
    StartEnter/AXSkip the intro, or leave the results screen

    Cheatsheet

    Shade rules

    Same shade to same shade
    Allowed, no track
    One shade brighter
    Allowed, leaves a track
    White to black
    Allowed, leaves a track
    Darker, or two shades brighter
    Not allowed (buzz)
    Cell with no way out
    Trap door back to the entrance
    90 percent of possible tracks
    Exit door opens

    Floors

    Closet
    2 by 2 tutorial, no achievements
    Corridor
    2 by 7
    Anteroom
    4 by 4
    Abcde6x4
    6 by 4
    Fghij6x6
    6 by 6
    Klmno8x6
    8 by 6

    Achievements

    Completionist
    Finish every floor with a 100% score
    Sink it
    Reach 100% with the last track leading into a dead end
    Dash for the door
    Reach 100%, then get to the exit without retreating or resting
    No peeking
    Finish a floor without resting over a second or making an invalid move
    Restless
    Finish a floor rolling nonstop, never resting a frame or making an invalid move
    No scope
    Rotate the Control Pad a full 360 degrees during one jump

    Tips

    1. Moving between cells of the same shade costs nothing and leaves no track, so use those cells to get into position before stepping up to the next brighter shade.
    2. The shades wrap around: from white you can only move onto white or black, so a white cell is the way to get back down to the darkest shade.
    3. A jump only checks the cell you land on, so A + a direction lets you skip over a cell whose shade would block a roll.
    4. Dead ends stay hidden until you fall into one and send you back to the entrance, but the track you laid on the way in still counts. If that track is the one that brings you to 100%, the floor ends right there and earns Sink it.
    5. The exit opens at 90%, but the floor score records how many tracks you left, so keep going to 100% before leaving if you want Completionist.
    6. The combo counter on the status bar counts tracks laid without hesitating; any frame without a valid move breaks it, so plan the next few moves before you start rolling.