Fault Line

 is a puzzle-platform game released June 16, 2010. It is considered by some to be one of Nitrome's most ingenious games. The player controls a purple robot named Zapo who has to complete levels using his ability of merging and unmerging walls together with the two nodes on his hands.

Controls
left right Left and right arrow keys - Move

up Up arrow key - Jump

Mouse - Click and drag nodes to fold them together

Level 1
Run forward until you find a wall. Join the nodes, run past the fault line, and join the new pair of nodes next to you. Jump up and disjoin the node. Run forward to find the teleporter.

Levels 2
Go up the ramp. At the top, join the nodes and jump down. Disjoin the nodes to get to a new ramp. Climb this one, too. Join the nodes, jump down, disjoin the nodes and run up top, You appear in a new section. In here, join the node on the left with the top node and jump on the ledge. Dis-join the nodes to get Zapo caught in a trapezoid. But you can free him by joining the node on the right with the top one. Then jump onto the teleporter.

Level 3
Jump off of the two platforms to the checkpoint. There, you jump down where the platform is going. Join the nodes under the pillar to make a platform. Hop on the ledge to the left, then get on the giant platform. The teleporter is above you.

Level 4
Jump down in the first opening, and you will see a node separator. When you step on them you get your nodes disjoined. So, on with the level, join the nodes on the left wall. The laser should go away, so you can go in there now. Don't step on the node separators. Jump over to the right and this time, step on the node separators. It gives you a ledge so you can climb up to the checkpoint. Once you're at the checkpoint, join the nodes on the ceiling. Jump down on the super-small platform, and, while avoiding separators, jump down. The exit of this section is along the left wall. Down here you are blocked by a horizontal laser. Step on the separators, join the nodes, and the laser dissapears. Activate the checkpoint. Keep jumping over separators, all of them. And then you come to the last set of separators, and you can step on these. A ledge (and some lasers) appear, allowing you to jump up to the teleporter.

Level 5
Ride on a platform across the mines, then jump down to the checkpoint. Join the nodes, then ride across these mines. You have to jump when you come to the fault line. Jump down to another checkpoint and join the nodes. When the platforms aren't there, jump across the fault line. The teleporter is on the other side.

Level 6
This level is covered in mines, so you can not jump. Get on the platform, get off at the square, and get on a new platform that takes you to the checkpoint. Get on a new platform and join the nodes. The platform blurs with another when it goes to the fault line. Get on the platform to the right of the line and ride it over to the teleporter.

Level 7
Join the nodes and run left. Jump down to the checkpoint and separator; step on them both. Run left, join the nodes, and jump atop them. Avoid the laser. Disjoin them to deplete the laser, then jump down. Join the nodes and run to the teleporter.

Level 8
Get on the left platform, join the top nodes, get off the platform. Disjoin the nodes after the purple blocks break. Join the bottom nodes, disjoin the nodes after the blocks break. Ride the platform to the teleporter.

Level 9
Use the platforms to jump to the eastern ledge. Join the nodes and get on a new platform. Disjoin and jump to the checkpoint. Join the nodes above, get on the ledge, then get on the platform. At the end of the ride, jump over the mines to the teleporter.

Level 10
There are four nodes in this level, number 1 to 4, left to right. So the node on the left is 1, right is 4, with 2 and 3 in between. So, join 1 and 2, disjoin them after you here a clank, do the same with 3 and 4. Join 2 and 3, jump down, and run right to find the teleporter.

Level 11
Join the nodes left of Zapo, then jump over the ledge and disjoin the node. Join the nodes directly under the vertical lasers, then join the other two. Run over to the teleporter.

Level 12
Jump down and join the nodes, run past the fault line, and disjoin. Climb up the 'stairs', and the join the highest node with the lowest one. Run past the line, jump down, and step on the checkpoint. Join the nodes farthest away from you; they are in a vertical line. Connect the leftover nodes and run left to the teleporter.

Level 13
The nodes: 1= top, 2= middle-left, 3= middle-right, 4= middle, 5=bottom-left, 6= bottom-right. Just number the nodes left to right, top to bottom. So, Join 5 and 6, run past the fault line, disjoin them, then join 1 and 4. Jump up to the ledge, disjoin these ones, join 2 and 3, run past. Jump atop the block. You can go down AFTER you join 2 and 5. Disjoin, join 5 and 6, and run over to the teleporter.

Level 14
Blades! Blade 1 is a blade coming out of the bottom of the fault line and moving left. Run past it and jump to the highest ledge. Blade 2 is an L shape, you have to jump over them and onto the square. Blade 3 are a small blades going up and down each side of the fault line, jump over them when both are in the middle. Blade 4 is the same a 3, just it has ceiling right above it, so you run past instead of jumping. After blade 4 there is a checkpoint, so if you die on 5 or 6 you're covered, but if you die on 1, 2, 3, or 4 you go all the way back to the beginning. Blade 5 is just like 1, except if comes out the top and goes right. Jump down as it passes. Blade 6 is pretty much like 2, just move through the sections. Run right to find the teleporter. Sorry about all the numbers in the last two levels, just it's easier than trying to locate them.

Level 15
Jump on the first spinner and continue to use the nodes to get to the teleporter.

Level 16
There are nodes to the right of Zapo in the beginning, also to the left. Join the ones on the right, then the left. Notice the you can not disjoin the ones on the right, that is why you join them first. Jump on the ledge on the left, Disjoin the nodes on the left, jump past the fault line. Do nothing with the nodes left of you. There is a mine directly above the ledge to get to the teleporter. Don't stand so the wall is smack dab in front of you, stand on the top-left corner of the ledge. Jump, then swerve past the mine. If this doesn't work, just join the rightmost node in sight with the the on the corner joint, and / or leftmost. Use the same method to get to the ledge. Jump in the teleporter.

Level 17
Ride the platforms to the right without jumping, then jump down to the checkpoint. Ride left to the teleporter.

Level 18
Join the two rightmost nodes, the one on the the wall and the one in the mines. Step on the separator and then the checkpoint. Join the high node on the ceiling to the left with the one left of the mines but right of the sphere shooters. Run past the fault line, disjoin the nodes and jump down to the teleporter.

Level 19
Ride the platform right. Stand on the left side if it because of the mines. Join the nodes and get on the next platform. Disjoin the nodes, join the new ones you find, then jump up to the checkpoint and disjoin them. Get on the last platform, join the nodes on the ceiling, then jump over to the teleporter.

Level 20
This level is full of platforms, avoid being squished. Squisher 1 goes through a horizontal fault, merely jump on it and go through. Squisher 2 goes back and forth, run through when it's not in your path. Squisher 3 is just like 1, except you're trying to go up, so jump to the ledge when it is further up than you. Activate the checkpoint, then on to squisher 4 .Go past easily, run right, jump atop it, and when squisher 5 isn't there so jump. Time your jump perfectly, off the end of 4 to go past and on top of 5. Run past when 6 isn't there, then stand on it as a boost up to the teleporter.

Level 21
Keep joining the nodes up the checkpoint. Step on the checkpoint and separators, then jump on the ledge to the left. Join the nodes and, while avoiding the mine, jump up to the separators. Activate the checkpoint, then go beneath the platform and press on the pillar to the left. Join the nodes and jump on the leftmost platform, then ride up and step on the steparator. Jump to the top of the ledges on the right. Keep joining the nodes until you see a platform moving back and forth. Jump on the separator set to the right. This is the best part, jump down and enjoy your long ride down to the teleporter.

Level 22
Go right to where the gap in the mines are, then join the nodes to go down to the checkpoint. Do the same method to get to the next checkpoint. Jump on the rectangle to the right, then join the nodes when the farthest platform down is directly under you. If all goes well, you should land on the platform, get pushed off by a wall, and end up by the teleporter.

Level 23
Join the nodes, then jump over to the right of the laser but left of the wall. You should be right next to the laser. Disjoin the nodes, activate the checkpoint, the join the nodes again. Join the nodes in the lasers, then jump to the far ledge and disjoin them. Get on the tiny block that the laser is shooting at, then jump up to the checkpoint. Here, you should go left and should see 90, no 90 degrees of this angle that the nodes make. Join the nodes in a horizontal. Jump over the mines, disjoin, jump back over the mines, then join the vertical nodes and jump down to the teleporter.

Level 24
Run right, avoiding the platforms then jump down to the checkpoint. Run left to the teleporter.

Level 25
Join the two highest nodes that can be sees, and go to the room at the right. Disjoin the nodes and join the two nodes that are in the same wall. Jump to the cut platform and disjoin the nodes, then jump to the checkpoint located at Zapo's right.

Go back and join the two highest nodes that can be sees now, then go to the room above and disjoin the nodes. Join the nodes at the roof and be hamed by mine to reach the last restart pad. Go down and proceed to the finish.

Hazards

 * Mines - They take up one square each. They are also stationary and scattered throughout the level. When Zapo touches them, he gets killed.
 * Lasers - They emit a constant hot laser beam and kill Zapo on contact. They can be used to destroy liquid-holding blocks, though.
 * Sphere-Shooters - Those blocks shoot a constant stream of spheres which kills Zapo on contact. They must be folded using nodes for getting past.
 * Rotating Spike Platforms - These platforms have arms with spikes on them which kill Zapo on contact. Zapo must go underneath or over (depends on how it's put in) the arms to get across.

Interactive Objects

 * Holographic Screens - They are only seen on Level 1. They show the player the basics of the game.
 * Restart Pads - They serve as checkpoints. In the event that Zapo gets killed, he goes back to those pads instead of going back to the beginning of the level.
 * Teleporter Pads - Are the pads that Zapo as to get to to complete the level and move on to the next one.
 * White Nodes - Zapo can connect two nodes to merge and fold a section of the level. However, he also gets folded, the lines automatically unfold. Some levels require folding the walls with nodes, while other levels the nodes have been automatically folded.
 * Line Deactivation Switches - When the player stands on those swiches, all the lines folded become unfolded. They are never seen on levels in which the walls have been automatically folded.
 * Moving Platforms - They move back and forth to transport Zapo from one location to another. On some levels, Zapo must be careful not to get squashed by them or instant death.
 * Rotating Platform - A platform with rotating arms used for Zapo to move across.
 * Liquid Holding Blocks - These blocks sometimes block the way and need to be destroyed with a hot laser beam. When the laser shines upon it, the liquid inside begins to boil and eventually the block bursts.
 * Ending Pads - The ending pad, when stepped on, finishes the level.

Trivia

 * The main character, Zapo, remained unnamed until he was named in a Fan Post in the Nitrome Blog.
 * The colour scheme of this game is a bit similar to Canary's colour scheme.
 * The colour scheme of this game is a bit similar to Canary's colour scheme.