PAINT TRAIL MAZE · TAPCAPER

How to play Paint Trail Maze

One direction. A rolling trail. Every floor tile counts.

Keep rolling until a wall

Choose up, right, down or left. The ball travels the complete clear corridor; you cannot stop midway. Every floor tile it touches is painted, including the start. Repainting is allowed. A blocked direction does not spend a move. Finish only after all target floors are painted and the ball has stopped.

Keyboard, swipe or direction pad

Focus the maze and use arrow keys or WASD. On a touchscreen, swipe at least 24 pixels on the board; the stronger axis chooses the direction. The board handles the gesture while the rest of the page scrolls normally. Direction buttons offer an alternative. During a slide or hint search, movement controls pause until the operation finishes.

Switches and gates: levels 21–120

Each diamond A toggles its matching gate on every entry. The change happens as soon as the ball reaches that cell; the next cell of the same slide uses the updated gate state. Closed bars stop movement before the gate. Dashed gates admit the ball. Switches and gates occupy different cells, so a gate never closes onto the ball. Re-entering a switch can close the gate and create a new stopping point. Levels 51–70 have two diamonds marked A: either one flips the same gate. In levels 71–80, either A diamond flips both A gates together. Levels 81–90 have independent A and B groups: each diamond toggles only gates with its own letter. Levels 91–100 explore a second A diamond alongside independent B; revised level 93 focuses on one A and one B diamond, each controlling its own gate; levels 101–110 connect two A gates alongside B; levels 111–120 have two A diamonds and two B diamonds, with each letter controlling its own gate. Plan the return crossings and the stopping points created by closed gates.

Undo, hints and stars

Undo restores the entire previous slide, including paint and gate states, and marks the attempt assisted. Restart begins a fresh attempt. Hint searches from your current ball, paint and gate state. If the budget is exhausted it reports uncertainty; a proven dead end suggests undo. Three stars allow the proven minimum plus the larger of one slide or 15% rounded down. Two stars allow the minimum plus the larger of three slides or 50% rounded up; other finishes earn one star. There is no failure for taking longer. Levels 51, 81 and 111 introduce matching diamonds and independent gate groups in the panel before your first slide. Levels 9, 21, 31, 71 and 101 explain dead ends: when a certified first slide leaves tiles unreachable, the panel warns you without requesting Hint or marking the trail assisted. Undo still records assistance; Restart begins a fresh attempt.

Local progress and skins

Your best moves, stars, assisted and unassisted records, unfinished trails, selected skin and sound preference save locally. Reopening a finished level starts a playable new trail; an unfinished replay continues where you left it. An unfinished trail from an earlier level 42, 47, 66 or 93 layout continues on that layout, clearly labeled in the panel. Finish it or choose Restart to play the updated puzzle; your best results and unlocked skins stay with you. Original Drop is available immediately; Sun, Kite and Bloom unlock after 10, 20 and 30 distinct clears. Skins change appearance only. Reduced-motion preferences remove travel and celebration motion. Sound uses TapCaper's shared mute preference; you can turn it off inside the panel.

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