Rock Hard Fluffy Thing: the guide

How the game works, what every tile does, how the monsters think, and how to build and share your own levels.

Play the gameOpen the map editor

The story

Squidgy was just an ordinary Fluffy Thing, until one day all the Nasty Things and their robot drones stole all of the Fluffy Things' diamonds! Not only was this devastating to their economy, but diamonds are the only things Fluffy Things can eat. Squidgy decided to go out, as all good heroes do, and collect all the diamonds back from the Nasty Things deep down in their caves, thus saving his race from certain DOOM.

That is the 1996 manual, and it still covers the rules: get every diamond on the level, then get to the exit before the clock runs out. Every 500 points earns an extra life.

Playing

Each level opens with its title and, if it has one, a password that takes you straight back to that level from the main menu. Press a key to start; the "Ready!" screen can be skipped with another key press. The play area is the big window; score, time left and lives are down the side.

Keys
Z Xleft and right
; /up and down
↑ ↓ ← →the arrow keys do the same thing on this version
Enter Spacechoose a menu item, start a level
Escjumps the menu pointer to "Return to desktop"; "Define keys" in the menu lets you pick your own

On a phone, tapping "Insert coin" switches to a handheld layout with a thumb-pad; slide your thumb across it rather than tapping, and use the ⌨ button when a level asks for a password.

Once you have started in a direction you are committed to it until you reach the next tile, so press the next direction early. Squidgy keeps walking into whatever is in front of him, including holes.

The tiles

Levels are a 15 by 18 grid. Every cell is one of these tiles; the pictures are from the game itself. Numbers are the tile's type in the editor's palette.

In-game view of a level containing one of every tile type around Squidgy
A test level with one of every tile, as the game draws it. Tiles are read in the order shown below, left to right.
Normal tile
Normal #1Plain tile. Walk on this to your heart's content.
Hole tile
Hole #2Nothing there. Walk into it and Squidgy falls, which costs a life. Most of a level is holes.
Fire tile
Fire #3Lava. Avoid this. Fluffy Things are famous for their ability to burst into flames instantly.
Water tile
Water #4Avoid this too. Fluffy Things are also famous for their inability to swim.
Bomb tile
Bomb #5Bomb + Squidgy = dead Squidgy. Jump over it, or blow it up with a monster.
Force right tile
Force right #6Force arrow. Once stepped on, Squidgy can only move in the pointed direction. Works on monsters too.
Force down tile
Force down #7Force arrow, pointing down.
Force left tile
Force left #8Force arrow, pointing left.
Force up tile
Force up #9Force arrow, pointing up.
Jump tile
Jump #10Makes Squidgy jump over the tile in front of him. The way to cross a bomb, lava, water or a high tile.
Slippy tile
Slippy #11Ice. Unless Squidgy turns, he slides straight off this tile in the direction he's facing.
Cracked (1) tile
Cracked (1) #12Cracking tile. Each time it is stepped on it cracks a bit more, until there is nothing left. Stage 1 takes three crossings.
Cracked (2) tile
Cracked (2) #13The same tile after one crossing: two more before it drops.
Cracked (3) tile
Cracked (3) #14Nearly gone. One more step and it is a hole.
High tile
High #15Can't be walked through, but can be jumped. A wall that stops monsters as well.
Reduce time tile
Reduce time #16Time tile. Reduces the time Squidgy has left at an alarming rate while trodden on.
Button tile
Button #17Switch tile. Changes a tile elsewhere on the map; see below for how the four states work.
Electricity off tile
Electricity off #18Electric tile, starting off. Harmless when off, but electrocutes Squidgy when it's on. Flips at the timing you set.
Electricity on tile
Electricity on #19The same tile, starting on. Also kills monsters while live.
Exit tile
Exit #20Get here when Squidgy has all the diamonds. It opens only when the last one is collected.
Teleport tile
Teleport #21Teleports Squidgy to somewhere else on the map; you pick where.
Push right tile
Push right #22Push arrow. Automatically pushes Squidgy in the pointed direction.
Push down tile
Push down #23Push arrow, pointing down.
Push left tile
Push left #24Push arrow, pointing left.
Push up tile
Push up #25Push arrow, pointing up.
Rotating push right tile
Rotating push right #26Same as a push arrow, except it turns a quarter turn every timing interval. Shown pointing right to start.
Rotating push down tile
Rotating push down #27Rotating push arrow, starting downwards.
Rotating push left tile
Rotating push left #28Rotating push arrow, starting left.
Rotating push up tile
Rotating push up #29Rotating push arrow, starting up.
Disappearing tile
Disappearing #30Vanishing tile. Starts to fade away when trodden on; the timing is how long each stage lasts.

Gems, the exit, and monsters

Squidgy
SquidgyStarts on the tile you choose, facing the direction you choose. Up to 64 gems and 16 monsters can share a level with him.
A diamond
Diamond10 points each. The exit stays shut until every diamond on the level has been collected.
Robot drone
Robot drone (helmet)Walks straight ahead one tile at a time. When something blocks it, it always turns the same way: anticlockwise, so on an open floor it circles the room. Completely predictable, which is what makes a good puzzle.
Nasty Thing
Nasty Thing (green)Walks the same way, but when it has to turn it turns 90° towards wherever Squidgy is, judged along whichever axis you are further away on. It cannot reverse on the spot, so it tends to patrol the wall nearest you, shuttling back and forth.

What stops a monster

Monsters will not step onto a hole, lava, water or a high tile; they treat those like walls and turn instead (that is also how you fence them in). The edge of the map stops them too. They die if the tile under them becomes a hole, lava, water or live electricity, and a bomb under a monster blows up, killing it and leaving a plain tile. Arrow tiles work on monsters: a force or push arrow under a monster turns it to that direction, and if the arrow points it into a high tile it is crushed. Monsters ignore gems, teleports, slippy tiles and switches, and they do not crack cracked tiles. Touching one costs you a life.

In-game view showing Squidgy, a diamond, a drone and a Nasty Thing
Squidgy, a diamond, a Nasty Thing (top right) and a drone (below it) shortly after the start of a level.

Switches and teleports

Buttons (switches)

A button changes one other tile, anywhere on the map. Each button has a list of up to four tile types; the tile starts as whatever you drew on the map, and every press moves it on to the next type in the list, wrapping round after the last one that is filled in. The manual's example: a tile starts as a bomb and the button's list is Plain, Bomb, Fire, (empty). The first press shows nothing, because the second entry is still a bomb; the second press makes lava; the third press goes back to plain. In the author's words, "it is up to the designer of a level to make sure the switches do exactly what they are designed to do", and some of the original levels deliberately need two presses.

A button's target can be any tile, but the list can only contain ordinary tiles: not another button, a teleport, electricity, a rotating push arrow or a disappearing tile. A level can have 16 buttons.

Teleports

Stepping on a teleport puts Squidgy on the destination tile and he carries on in the direction you are pressing. Destinations are usually another teleport (so the pair works both ways) or a plain tile. Make sure the tile after the destination, in the direction he will be walking, is somewhere he can stand.

Timed tiles

Electricity, rotating push arrows and the disappearing tile each take a timing value in hundredths of a second (1 to 255). For electricity it is how long it stays on or off; for a rotating arrow it is the time between one quarter turn and the next; for a disappearing tile it is the time between each stage of fading. The original levels mostly use values between 30 and 80.

Building a level

The map editor with the level BeamMeUp loaded
The editor: your pack on the left, the map in the middle, tiles and things on the right. Blue lines show where teleports go; orange lines show which tile a button changes.
  1. Open the map editor. It starts with one empty map: everything is a hole except a small plain block with Squidgy on it. "Load the original 35" instead gives you Mike's levels to pull apart.
  2. Draw the floor. Pick Normal in the tile palette and click or drag across the map. Everything you leave as Hole is a drop into the dark, so a level is really a path through a void. Remember Squidgy cannot stop mid-tile, so every junction needs somewhere safe to go.
  3. Place the start. Choose the Squidgy tool, pick a facing direction, click a floor tile.
  4. Add diamonds and an exit. The diamond tool toggles a gem on a tile. Put down an Exit tile somewhere reachable. A level is only finished once all the diamonds are collected and Squidgy stands on the exit.
  5. Make it interesting. Lava and water to walk around, slippy ice that keeps him sliding, force arrows that lock his direction, cracked tiles that only take two or three crossings, a bomb he has to jump over with a jump tile, a button that bridges a gap.
  6. Set the clock and the name. On the left, give the map a title (shown at the start of the level) and a time limit in seconds. The file name is what the pack lists; keep it to ten letters.
  7. Test it. "Play this pack" opens the game with your pack as the level list. Come back with the browser's back button; the editor keeps your work in its link.
Inspecting a button tile in the editor
Inspect tool on a button: the panel shows which tile it changes and the four types it cycles through.

Placing a button or a teleport

Both take two clicks. Click once to put the tile down, then click the tile it affects (for a button) or where it leads (for a teleport). The Inspect tool shows the link afterwards and lets you change it; for a button it also lets you set the four types it cycles through. Timed tiles get a timing field in the same panel when you inspect them.

Monsters

Pick the monster tool, choose the kind and the direction it starts walking, and click a tile. Clicking a monster removes it. Because drones turn anticlockwise at every obstacle, a drone on a plain rectangle circles its edge forever; a Nasty Thing in the same room keeps turning towards you and ends up pacing the wall closest to you.

One quirk inherited from the original: the top row of the grid cannot hold gems, monsters, the start, or be the target of a button or teleport. The editor will tell you if you try.

Sharing a pack

A pack is an ordered list of maps, each with a name, an optional password and the level itself. The editor keeps the whole pack in the page's address, so there is nothing to save or upload: press "Copy link" and send that link. Anyone who opens it in the editor sees your maps and can change their own copy; anyone who opens the matching game link plays them in order. The game link is simply index.html#p=… with the same code, which is what "Play this pack" produces.

Passwords are optional and are typed at the game's "Password" menu item to jump straight to that map. They are stored in upper case, letters and digits only. Links are long but harmless: all 35 original levels fit in about 9,000 characters, and a hand-made pack of a few levels is far smaller. If a messaging app mangles a long link, paste it into a note first.

Tips from the manual

  1. Once you have started in a direction you are committed to moving that way, so plan ahead by pressing the key for the direction you want to go next before you need to.
  2. Ice is tricky. Try to remember where you need to go, or else you panic and die horribly. If you do panic, try to get to solid ground.
  3. Some exceptionally tricky switches need to be pressed twice (maybe more) before they have any effect, and even then you may not see the result.
  4. The robot drones have very predictable behaviour, as would be expected from drones, but the Nasty Things are less predictable: their movements when they come to turn depend on where you are on the map relative to them.
  5. Don't give up. Practice. Have fun. Don't cry. Don't pull your hair out. Enjoy.

Rock Hard Fluffy Thing © 1996 Mike Goatly, released as public domain. Tile descriptions are from the game's own StrongHelp manual; monster behaviour was read from the game code.