Cryptonoid — A guide to the Rollercoin game

Conrad Turner
BLOCK6
Published in
6 min readMay 31, 2022

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If you’ve read any of my other articles about it, you’ll know what Rollercoin is, but for those who haven’t it’s a website that lets you earn cryptocurrency by playing video games.

One of those games is named Cryptonoid, and is a simple clone of the retro games Breakout and Arkanoid. Essentially, it’s a ‘bat & ball’ game where you need to smash blocks with the ball before either losing all you lives (you lose one each time the ball goes off the bottom of the screen) or running out of time (you have 60 seconds).

As with all the games, there are ten difficulty levels to the game, and you need to complete it three times to increase the difficulty. After completing a game there’s a cooldown before you can play it again, with the timer on that being based on how many games (total, not just this one) you’ve completed in the past 24 hours. I’m not going to put the power rewards for the various levels here, because those get re-balanced from time to time, however at the time of writing the rewards are much better than most games.

Power-ups

There are four types of power-up that can be dropped when you hit a block, here’s what they look like, and what they do. Each one is equally likely to drop.

Heart

Heart — okay, but not that helpful

The heart gives you an extra life, but will only drop if you are currently have less than the full three lives. Once you’ve got the hang of the game you’re a lot more likely to fail due to running out of time than running out of lives. Because of this, don’t mess up a shot to get this power-up. Having said that, if you’re on two lives and can can easily grab it then that’ll put you on full lives, stopping it from dropping and giving you a higher chance of getting a laser or fireball from any remaining power-ups.

Magnet

Magnet — I’ll stay over the right and avoid this.

The Magnet isn’t good. It makes the ball stick to your bat until you release it. This power lasts a few seconds, during which your bat will turn green (once the colour goes back to normal, the ball will bounce off as normal).

In most Breakout-style games this can be good, because a) you’re not as worried about time as you are here and b) the ball sticks to the bat where it hit, so the angle it’ll be released is predictable. Not so here - time is tight so a delay in returning the ball can be bad, also the angle the ball comes off is unpredictable so you can’t line up your next shot very well. I’d say don’t miss the ball to avoid it (that’ll set you back more than getting this) but otherwise I’d avoid picking this up as it falls.

Fireball

Fireball — about to take out several blocks

This is the best power-up early on in the level. It lasts a few seconds, during which your bat will turn orange and your ball will be on fire. For the duration, the ball will pass through blocks as if they weren’t there, destroying any blocks it passes through. Yes, that’s right, it’ll destroy any block, no matter how many hits it would normally take to destroy.

Great when there are a lot of blocks left, especially ones that take multiple hits to destroy. Definitely try to aim it to hit as many tough blocks as possible. Less useful when there’s just a few one-hit blocks left, but even then sometimes the ‘pass through’ effect can lead to a single shot taking out more of them than you could normally get.

Laser

Laser- a bit too late to be any use

The laser power-up lasts for a few seconds, during which the ends of your bat will grow laser cannons, which will keep shooting. Any block hit by a laser will be damaged as if it was hit by the ball.

This is the best power-up in the late game, as you can aim the laser blasts at blocks quite easily, so it’s great for mopping up the last few. The lasers are spaced such that you can possibly hit a block with each of them, but it’s also possible for one to hit a block and the other to pass through the narrow gap between blocks, so aim carefully.

Differences between difficulties

The only difference between the different difficulty levels is the block that need to be destroyed. As the difficulty increases, the number of hits needed to destroy everything does too.

Difficulty 1

Three rows of green blocks.

Green blocks need one hit to destroy.

Difficulty 2

One row of blue blocks and two rows of green.

Blue blocks need two hits to destroy. They turn into yellow blocks after the first hit, to show the damage.

Difficulty 3

Two rows of blue blocks and one row of green.

Difficulty 4

Three rows of blue blocks.

Difficulty 5

One row of purple blocks, two rows of blue.

Purple blocks take three hits to destroy, turning pink after one hit and red after a second hit.

Difficulty 6

Two rows of purple blocks and one row of blue.

Difficulty 7

One row of purple blocks, two rows of blue, and one of green.

Now with a fourth row (actually, I find this makes difficulty 7 a little easier than difficulty 6, since you have more blocks to bounce off).

Difficulty 8

Two rows of purple blocks and two rows of blue.

Difficulty 9

Three rows of purple blocks and one row of blue.

Difficulty 10

Three rows of purple blocks and two rows of blue.

Exactly the same as difficulty 9.

Cryptonoid is currently one of the best ways (if not the best) to gain power from games on Rollercoin, so should definitely be among the games you play regularly.

I’ll cover more tips, plus the other games in the future, so please subscribe if you want to make sure you don’t miss those. Also, if you’re not already signed up for Rollercoin you can click here to sign up.

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