All 1(Famicom Disk System) FAQ/Walkthrough version 1.0.1 by schultw.andrez@sbcglobal.net(anti-spam spoonerism) Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. Also a small note: I think I've minimized the moves for many levels, but if you find any improvements, let me know. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. STRATEGIES AND GROUP THEORY 4. WALKTHROUGH 5. CODES AND CHEATS 5-1. LEVEL PASSWORDS 5-2. HEX LOCATIONS 6. VERSIONS 7. CREDITS ================================ 1. INTRODUCTION All 1 is a 50-level game where you maneuver dice around a field so that they all turn up and have the number 1. It looks tougher than it really is-- basically, you have a HUGE hint because you can see the sides of the blocks, which takes up a part of the screen otherwise dedicated to an actual puzzle. This interface is clever but takes challenge surprise out of the game. Trial and error would be okay here because you have an undo feature. While the dice rolling looks confusing, there's not that much to do, because you can turn anything into a 1 in 2 or fewer tips--often 1. A lot of the puzzles are telegraphed, where they look messy until you start trying stuff, and the easiest way often works, but the ones where you have to work out of very little space are entertaining. Often a board will look disjointed at first, but the pieces fall into place nicely. The puzzle difficulties yo-yo wildly with even some obvious repetitions of big themes, but it's a good game with cute graphics and well worth the few hours it takes to solve. It's not the first Famicom game I've enjoyed for its uniqueness and relative simplicity, but for those who want more of a challenge there is a tougher game called Devil Dice for the PlayStation. Terminology in this faq and distinctions to make: Down side vs bottom: down side is the side you see if you are 1 down of the cube. Bottom is the side on the ground. Upper side vs top is a similar distinction. I'll also refer to moves like U L R etc. That is shorthand. Parentheses, or a direction before a number, refer to the location of a die to move if more than two with the same top value are available. I also assume that if you have 2 dice with the same top face and you can't move one, you'll know which to move. 2. CONTROLS Relatively easy to master. Push A and you will push a die over--the subscreen shows what will be on top. Pushing while holding tips a die over and moves you. You can only push a die onto the ground. Pushing B allows you to back up. You even get your messed up move back. But you can only back up one move. Only die and barrier pushes count as moves. Moving your guy does not. [start] leads to a menu: Retry, menu, round. UD switches option and LR changes level. Push B to return to your game. Menu lets you access your score, but there is no way back to the game without resetting the level. Score = dice push moves taken to win all levels(999 if you haven't solved it) 3. STRATEGIES AND GROUP THEORY Cubes have 24 orientations uniquely defined by the top face and the face looking up. They have 2 basic ways to be rotated, not counting their inverses or combinations. Flip LR or UD. These operations are not commutative, ie L then U is not U then L. The die in the game looks as follows: y-axis(up/down) 2 | 6 z-axis (bottom) |/ 3-- --4 x-axis(left/right) /| (top) 1 | 5 You don't need to remember the orientation, only that opposite faces sum to 7. You can usually check what 2 adjacent sides are if you really need to find what the game die's orientation means--though there are only 2 possible orientations, because 1-2-3 share a corner, and flipping any 2 faces once leads to another orientation, and flipping twice is back to the original-- with some rotation. Watch getting to a place where you can't move a die, unless it is a 1. Fortunately the game has a lot of bailouts where you can just push something into the corner and presto, it's a 1. Try these first. Remember, the puzzles may be hard but it may be even harder to MAKE a challenging puzzle. #=die face, X= barrier ## ## and X# #X are impossible to get out of. In general watch for areas getting too cluttered and see if you can push something to the edge to make a 1--or even push a 1 to the side to make space to operate, before you push the 1 back later. 6's can be moved in 2 of any direction to make a 1. 1's can be moved in 4 of any direction if you need space. To flip to the opposite side and move 1 over, try U L U or something like that. If you need to push a 1 a square to the side, U R D or any permutation/rotation works. If you can't push something, say, left to put a 1 on top, see if you can move up/down a bit then push left. Note if you push something against an edge it can only go U/D. So if the 1/6 is on the side facing the edge, you are stuck. Determine the order you need to move pieces in, or at least what you can't. The rest may fall out through trial and error. 4. WALKTHROUGH Level 1: Level 1 can be done in 4 steps. You should remember that opposite faces of a die sum to 7, and pushing a die on its side two times in the same direction shows what was on the bottom, so there are lots of ways to do this. Easiest is to push the top die 2U and the bottom 2D. Level 2: Here you need to make use of the screen on the left. It shows what the side of the die you are facing has. In this case, the 1's are on the down side of the 2's, so push each 2 up 1, then push the 6's 2 down each. Level 3: DL 2 goes D R R, DR 2 goes D L D L. Top 2 goes U. Level 4: An introduction to flowers, which dice can't cross, but you can. 6 goes 2L, 2 goes 1L, 5 goes 1U, 4 goes 1D. Level 5: An introduction to hay bales, which you can push as long as there is nothing behind. X b X XXcXXX X X X 6 XX a X XXXXXX Push a 3R, b 1R, c 1U, and the 6 2U. Now in the DR, push the 1 1R, the 3 U, 4 D, and the 5-that-was-1 1L. Level 6: You don't have to move the hay. The 2 D L, the 5 1U, the 3 1U, the DR 4 2D R, and the other 4 1L. In the UR, 2 L, 3 D, 5 R, 4 U. In the DL, the right 1 2R, 6 2L, (3) 1L. Level 7: The DR 2's 1R each. The UL 2's 1U each. The 6's 2U, the 5 1D. Level 8: The 2's on the left 1L. The 2's on the right 1R. Push the center 1 1D, the 3 1R, and the 4 1U. Push the 6's 2R, 2D and 2L. Level 9: Coordinates are from the center mountain, but fortunately many moves are from 1 to 6, so you know you just have to move a piece 2 times. 6-2L goes 2U 6-1U-1L goes 1R 6-2U goes 2R 6-1U-1R goes 1D 6-2R goes 2D 2-1R-1D goes 1L 3-2D goes 1L 3-1R goes 1D 2-1U goes 1R Level 10: Here a lack of space can get you down again. You need to observe what is on the side of something, and don't mash things together in a square til you're ready. Left 3 1D Right 5 1U Right 6 1U Left 6 1D 5 1R Upper 3 1L Left 3 1D Upper 5 L D UR 4 1U Remaining 4 R U Level 11: Neat, a city with trash cans and buildings. Push the 6 2U. Push the trash can 2R. Push the 4 1L. Go through the bushes, push the can 1L1D of the 3 1D, then push the 3 1L1D. Go to the bottom, push the trash can all the way right, then the other trash can 2U so you can push the 2 1L. Push the left of the UR trash cans 2U, the 4 1L and the 5 1R. Level 12: Push the 3 5L. Push the 5's in the DL 1D each and the 6 2D. Push the 6's on the bottom 2R and the 5 just above 1L 1D. Push the remaining 5 3R. Push the bottom 4 3R D 4L. 2 2D L, 4 5D L. Level 13: Push the non-1's to the right 2D. Push the 2 in the UL 1U. Push the 4 1L, the 5 2L D, the 3 1R. Level 14: In the DL, push the 4 2U L, the 6 L, 2 L, 5 L. In the right, push the 2 6's you can push 2U. Push the DL of the remaining 6's R D R. Push the other one 1L, the 2 6's 2U, and leave the 4 since you need to use the square 1L. The 4 on the left can go 4D 3L. 5 U L 3U, 4 4D L U L D. 2 3D L, 2 9D R, 5 U, 4 L. Level 15: 1 8R, then the 1 above it 1U 1D, 6(DL) 2D, 6(UL) 2R. All other 6's can go 2D. Bottom ones first. Level 16: Start with an X, end with a windmill. 4 1D. 2(DL) 2R. 2(1R1D of center) 1U. 2(1R1U of center) 1L. 2(1L1D) 1U 1R. The 2 UL 2's both 1D. UR 2 goes 1L, DR one goes 1U, 5 goes 1L. Level 17: 1 2U. 6(D) 2R, 6 2D. 2 1R, 3 1D. Level 18: Take one letter of "TIM" at a time. M first. 3(UR) 2R D, 2 U R, 3 R D. 3(UL) 2R D, 4 U L, 5 R U, 3 R D. I: push the 6's 2D, the top 5 2R U, the left 4 D L. Next 5 1R, detour the UR 4 D L, bring the other 4 1U, and 5 1U. T: 5(middle) 2R, 4(L) 1U1L, 4 1U1L. 5(U) 1R 1U. 5 1U, 2(R) 1U. 2(R) 1D 1R, 2(L) 1D 1R. Level 19: Here you form "TIM", the opposite of the last level. Go to the UR. 2 1R, 5's 1U, 4 1L, 5 1U. Push the first 2 3's 1D. Push the 3 5's in a row below 1U, pushing the column of 4's 1L after the L and center 5's. Push the bottom 5's 1U, the 4 1L and the 3 1D. Left 2 1R, left 5 1U, all other 5's 1U. Top 2 2L, 3R. Bottom 2 1R. I can't help thinking with a bit better ordering I could win without pushing the 2 back and forth. Oh well. Level 20: The UL 6's 2L each. 2 1L, 3 3R in the DL. In the center left, 1 4D and 6 R U R. Bottom center 6 2R, 1 4R. In the DR, 6 L D L. 1 3U L U, 3 3D. Level 21: Back on the farm. Well, sort of. In a few levels you'll find it's really desert. Push the bottom bumpers R(right one) and 2R. 6 2U. 2 1D, 4 1D, 3 1L, 5 1U, 3 1R. Level 22: UR 5 and 2 go 1L and 1R respectively. Top 4 and 3 1L, 5 1R, 6 2L. Turn the center post 1U and the UR 2 1U 1L. 5 and 2 go 1D 1R. Push the posts above/below the 4 1L and the 4 1D. Level 23: The cacti pretty much fix which way things can go. But you need to be careful about the order to minimize your moves. 5 R D, 4 D L, 3 L U, 2 U R, 6(L) U L U, 6 D R D. Level 24: Basically, turn all 6's to 1's with 2-pushes here. Push L D L L to get out of there, push the tuft down, and then push the 6's at the top 2U. Push the left 6 2D and the next-left 2U. Push the UL remaining 6 2L to the edge and the top 6 2L. The remaining 6 not in the rectangle can go 2U. efghi b d a c jklmn a 2R, b 2L, c and d 2R. e-i 2U. jkmn 2U, l 2L. Level 25: 6(L) D R D 6 L D L 3 R U, 5 D, 2 D R. Level 26: 2 U R into the corner. 4 1U 1L. 2 3L. 4 2D L. Line the dice on the left side up in a 5-column. Push the top and center, then the 6 to the top. Push the 4 4U R, the 3 on the left D, and the bottom 1 L and 3 1U. 4 5U D R into a niche. 3 1R, 6 D L D. 4 L U. Left side done. 4 2U 3R 4L 2D, 4 4U 3R 4L U. 4 6U 3R, 2 D, 6 2D. Level 27: 2 1D, 6 2R, 1 L, push bush 1U, 6 2R, bush between 2/3 1L, 2 U R, 6 2U, 3 1R Level 28: 2 3L, and in the UR, top 6 2R, left 6 2U, other 6 L U L. In the DL, 6 2L, 1 U R D, 6 2R 2D. 1 4R, 1 2L 6R. 6 R U R. Level 29: Push R D R 3D, go L, push 3D. Push the 5 1R. Push the right bush 4U after pushing the 5 by it 1R. Push the bushes to the left 2L and 1L. 3 R 3U. 1(top) 2R, then push bushes U and R. Push the lower 5 down. Push the bush right of the 2 cacti down so you can push the busn 2U of the bottom 6 1R, then the 6 D R D. The bush goes back 1L so the 6 can go 2L and the 5 D L. Level 30: Push the 4's each 1R. 6 3L, 3 D 2R. 4 1R. Now for the UL. 5 1L. 3 2D L. 2 R 2D. 6 D R D. Level 31: 3 1U, 4 1L, 5 1U, 5 1L. Center 6 1R, DR 6 2R, UR 6 2D, right 4 1R. Bottom: 4 1R, 6 2R. Top: 6 2D, 3 R D 2R. Level 32: 4 R 2L. Now reset a 1 so nothing jells together. 1 D. 4 2D L. 3 L. Wait to fill 2. In the right, 1 R, 5 D, (1) 3L 2R, 2(below) U, 1 L R to get out, and now the upper part. 5 3U 3R. 5 1L, 2 1R, 1 4R, 6 2R. Level 33: Push 1R, push the right can 2U, the 3's 1U each. Push each 2 1D, each 4 1L, each 3 1R--except the UR, which goes up. 5 1L. 6's 2R each, right to left. Level 34: 5 U 5R L. 3 3U 4L. 2 5U 3L. 5 7U 2L. 2 3R 2U. 3 4R 7U. 1 6R 6U. 5 8R U. 5 12R U. 2 1R. 5 1R. 6 6L. 4 L. 6 2D 4L. 5 R D 2L. Level 35: Right 6 2U, can 1R, other 6's 2D. 4's 1L. 5 2L. 4(top) 5L, 4(bottom) 1L, 2 U 3L, and RL 6's below 2D, can 1L, 6 2D. Level 36: Push 2 U, 5 D. UL 6 2R, DL 6 2U, 3 L. DR 6 2L, UR 6 3L, 6 2U, 4 R, 3 R. Level 37: Get to the DL and you are done--just push 2 left, 33 left, 6 left to 1's. abcdef ghijkl a 1D, c 1D, b 1R, c 2R. Repeat, shifted one over, for the next cans, but the third time push c right 1 square and the can below 2D. Level 38: 2nd-right 3 D 4R. 5 2U in its place. 2nd-right 5 D 2R. Next 2 5's D 2R too. 2 left 3's D 4R. Last 3 1D. 2 Left 5 1U, next-left 2U. 5(DR) 4L D 2R, 5 D 2R. 2's D. 2 rows of 6's down 2 starting with the bottom. Level 39: Once you find a way into the square, it's not too bad. Garbage 5D. 4 5R. 2 1U. 5 U L. 5 2R D. 6 2U and 4 1R to form a square. At the bottom, 3 1D, garbage can 2L to above it, 5 1D, can 1L, 3 1L. Both 6's at the top 2D, 4 1R and 6 2R into the square. Push the bottom 3 1R, the can above it 2L and the 5 above D L. 3 above it goes U 3L, and now in the UL, 4 3L, 1 1L. Level 40: Push the 6-3-3-3 into the wall. Push the 1 2L, 6 2R, 6 2D, taking care of the UR. The 6-that-was-a-1 can go 3L. Push the 6 below it 2L, the upper 6 2L, and the side 6 2U. Push the 6 on the right D 3R D. Push the 3 1R. That takes care of the top. Now to the bottom. ab cd ef gh i g 1U, i 2U, h 2R, d 2D, c 2R. a 1D, b 2R, f 2U, e 2R, a 1D. Remaining 5 4L U. Level 41: 2 D R. 3(DL) L, 2 D R, 5 D, 3(left) L D,6 (left) L D. In the center, all but 2nd-bottom 3 L and D. Remaining D, then 6(U) 2D. 4 4U L, 4 L, 3 L D, 3 D, 6 2D. Level 42: Push all the 6's in the UR that can go up, 2U. Then push everything else 2L, left to right. Push the right of the 3 6's 2 apart R 3U R. Push the other two 2R. Push the all but the left 6 2D--kick the left 2U. In the DL, push the 5's up, the UR 6 1L, and the DR 6 2U, DL 2R, UL 2D. 4 1L. Back in the DR, push everything 2L, left to right. Level 43: 6 2D, 4 1R, 5 1D, 4 1R, 4 1R, 2 1L, 3 1L, 3 4R, 6 2D, 3(D) 1R, 3 1D, 4 1U 1R, 6 2U. Level 44: 4 1L, 2 1R, 2 1R. 3 3U(edge,) 6 3D(edge,) 6(R) 1D, 3 3U, 6(L) 1D, 6 2L, 3 3U. Now UR 3 1R 1D, UL 3 1R 1D, the others 3U. Then the 5's go up. Level 45: 2 1U 1R, 6 2L, 6 2D, 5 1R. 2 1R, 6(rightmost) R U R, DR 6 goes 2R. 5 1U, 6's 2R. 3 1D, 4 1D 1L. Level 46: 4 D, 2 R , 6 D, 3 U, 4(was 6) D. 5(top) L, 5(new top) L, 6(top) 2N. 4 D, 6 2N. 4 1D. 6(center of diagonal) 2D, 6(D) 2L, 2 1R. 5 U L, 6(UL) 2D. 1(1U1L of 6) U, 6 2D, 4 1D. Level 47: 3 U R, 4 L U, 5 R D, 2 D L in the DL. 6 2R, the 1's L and R of 6 1D, 6 2R, the 4's back 1U. Now push the 4 D 3L 4R *U and the 3 U 3L. Push the 1 you made from the 4 U L D. Push the 1's above/below the 6 4L. Push the 6 2D. In the UR, 3 R U. 2 2R 5D. 4 R U. 2 L U. 5 L 3D. 5 4R D. Level 48: 2 at bottom 5R. 2(UR) 1L. 3(DL of the 6) 1L. 5(UL) L U. 5(UL) L U. 2 (UL) U L to be a 6. Now you have 4 6's. a cd b c 1D, d 2L, c 1D, b 2R, 3(UR) 1R 6 6D, 2 (DL) 1R, 2(R) 3U R, 2(UR) 5D, 3(U) 3R D. There's a 1 in the center you can move 2R 2U. The one above it 2U 2R, then the 1 below them 4U R to be a 5. 1(DL) L to be a 2, then 3 3U, 2's 1R each, 5 1L, and 4 1L. 1 (1U3R of DL) 2U, 1(2U2R of DL) L, 3 3U, 2's 1R. 6(L) 6D, 1 2U, 3 3U, 6 2R, 4 1L, 2's 1R. 1(bottom) 2U, 3 3U, 6 2R, 2 1R, 2 1R. 4 1L, 6 2D, 3 D, 3 3R D. UR 1 goes 4L, 2 goes U R to replace it. 3(UR) 1R, 3(left of it) 1R. Now you have 3 6's. Center one down, right one 2R, center down, left 2R. Level 49: UR. Top 6 2R, left one 2U, remaining L U L. 2 3L, 6 2L, 1 U R 3U, 1 2R 2D. 4 5R U R U. 2 5R, 4 U 3R, 4 2L 4R D R, 5 3D, 6 R U R. Level 50: 5's up, lone 6's up, 6's 2L, left to right. Top row, anyway. The rightmost 6 can go L D 5L. Now push the right of the 3 6's below R 3U R. Push the other 6's 2R and you have the top done. Go to the bottom and push the 6's above the flowers 2R. 2nd-left 6 2D, then go DL. 5's 1U, then UR 6 1R, DR 6 2U. DL 6 2R, UL 6 2D, 4 1L. All 6's you can 2D, then left to right, 6's 2L. You win! "Congratulation!" Your ladybug can fly. My score was 1467. Can you do better? 5. CODES AND CHEATS 5-1. LEVEL PASSWORDS I have no idea where to type in the passwords, but here is what they are, if you find that screen. 1. ZZKKUCZ 2. TCSKUCZ 3. AANKUEZ 5. UNCKUNZ 6. CKUKUSZ 7. EEUZUZZ 8. NKRZUTZ 9. SRAZURZ 10. KETZUUZ 11. ZKZZUCT 12. TZKZRST 13. AESTRTT 14. RKNTRAT 15. UTETRST 16. CUCARZT 17. ENUARTT 18. NERARNT 19. STAARNT 20. KTTRRZT 21. ZUZRRRA 22. TCKRAUA 23. ARSRAEA 24. RSNRANA 25. UAEUARA 26. CUCUAUA 27. ECUCATA 28. NKRCAAA 29. SUACAEA 30. KATEAZA 31. ZRZEAAR 32. TRKETUR 33. AESETNR 34. RSNETKR 35. URESTZR 36. CACSTRR 37. ENUSTUR 38. NZRSTNR 39. SKAKTAR 40. KNTKTNR 41. ZETZTAU 42. TNZZTCU 43. ATKTZAU 44. RASTZUU 45. USNTZNU 46. CZEAZZU 47. ENCAZAU 48. NNURZZU 49. SNRRZUU 50. KZAUZZU 5-2. HEX CHEATS 4fd = # of steps 400 = where map starts Values for dice are 80 to 97. Faces are top and up. 80=1 2 81=1 3 82=1 5 83=1 4 84=2 1 85=2 4 86=2 6 87=2 3 88=3 1 89=3 2 8a=3 6 8b=3 5 8c=4 1 8d=4 5 8e=4 6 8f=4 2 90=5 1 91=5 3 92=5 6 93=5 4 94=6 2 95=6 4 96=6 5 97=6 3 4da/4db = round (1st = selected round in menu, 1st=where you restart) 5-3. FUN STUFF TO TRY Thanks to Rob Browning(Pluvius) on GameFAQs for this neat cheat. He points out as well that level 1 is the easiest to try everything on, as it has two dice. You can just mimic the move you make with the top, on bottom. Turn each die 1D and then push L, 2L, R or 2R as desired. That gets everything except the 1. If you turn all dice to a number other than 1, something special can happen. 2: ok, nothing, but look below... 3: "congratulation" game ending screen 4: your bug turns into an asterisk. 5: screen turns a bit dark. 6: gives a sound test(choose 0-11)--this is the starting configuration for level 1, so you need to flip one die back and forth to get this. End of FAQ Proper ================================ 6. VERSIONS 1.0.0: sent to GameFAQs 12/14/2007, complete 1.0.1: sent to GameFAQs 12/15/2007, 1 move off L50, cheat polishing and overall detail 7. CREDITS Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to the NES Completion Project folks for keeping it going. Yes, this is a Famicom game, but it's a side branch of all the NES stuff. Special thanks to pluvius for notifying me about this game and, later, for notifying me about the cheat of turning all dice to one number.