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Ze_ro

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  • Birthday 08/03/1980

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  1. I've been checking this thread every day to make sure I don't miss out on this... you guys have a Twitter or something that would make this easier? I'm a big fan of Xenon II... curious to see how this will compare to the CDTV version. --Zero
  2. Well, here are the final rankings for Season 9: JacobZu7zu7 [427] toymailman [395] oyamafamily [342] Gorfy [313] DT Kofoed [251] Frostbite76 [247] Vocelli [235] Stan [234] Deteacher [186] Jifremok [181] Miss 2600 [164] Scrabbler15 [151] Amstari [122] classicgamer_27330 [118] LarcenTyler [106] theKLT [99] roadrunner [97] cparsley [73] pokeplayer984 [65] pis [60] SpiceWare [48] Mister VCS [46] zylon [46] keilbaca [37] ed1475 [36] centiqueen81 [33] DJT [31] Wickeycolumbus [29] Krytol [28] Chuck D. Head [27] Cynicaster [20] SeaGtGruff [20] Darth Kinzer [18] HatefulGravey [17] Curious Sofa [16] disjaukifa [14] Torr [13] littleman jack [7] Tony The 2600 [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] retrorussell [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Congratulations to everyone on their scores, and I hope you had a lot of fun over these last six and a half months! As I mentioned before, I'm going to be taking a break for a few weeks. Work has been very stressful with the run up to NHL season... there's a lot of stuff in our building that is nowhere near ready, and it's been a very frustrating time trying to work around it for concerts and such (It doesn't help that we've had a heavy load of events too, with Keith Urban and Pearl Jam still to come before the first Jets game). Keep your eyes open in the regular Atari 2600 forum for something different that I've been wanting to do for a while... it's not quite High Score Club, but I think you'll all enjoy it just the same. I'm not sure when it'll happen, but I'm hoping for October 1st if things have calmed down by then. Season 10 will start after that is finished. --Zero
  3. This is the last game of Season 9, so do your best! After this week, I'm going to take a break for a while, as work is going to be total chaos as NHL season starts. I have something big I want to start up before Season 10 as well, so keep your eyes open! --Zero
  4. Important Note: This weeks competition is over and no further scores will be accepted. You're strapped in your laser ship, battling fierce Deltoids and Shields. They approach in waves, at faster and faster speeds. Each raider can shoot a single flash of proton energy that comes at you like a lightning bolt. There's no time to waste. And no place to hide. Then, as you carry on the defense, things get much worse. A far-off sun explodes! Fragments from the cataclysm come raining down. Keep moving! Blast almost everything you see! If you don't, heat from the solar debris can destroy your planet. If you prevail, you can move out to the edge of space and attack your foes. Sweet revenge! Game Information Game Name: Solar Storm Released By: Imagic, 1983 Left Difficulty: N / A Right Difficulty: N / A Game Mode: Game 1 - 1 Player Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday September 14th at 1:00 AM (Central Time, UTC-6). Challenges Deltoid Destroyer - Score 3000 points or higher and you get 2 bonus points! Survivor - Score 5000 points or higher and you get an additional 3 points! Current High Scores 10,000 (Gorfy) [+11][+5] 6490 (JacobZu7zu7) [+10][+5] 5430 (pis) [+9][+5] 5340 (Stan) [+8][+5] 5040 (toymailman) [+7][+5] 3605 (Vocelli) [+6][+2] 2815 (Tony The 2600) [+5] 2605 (disjaukifa) [+4] 2565 (roadrunner) [+3] 1675 (DJT) [+2] 1420 (oyamafamily) [+1] 1220 (Amstari) [+1] 755 (LarcenTyler) [+1] 365 (DT Kofoed) [+1] 110 (classicgamer_27330) [+1] Best Tips Stan [+2] TwinGalaxies Top 3 (Game 1, Difficulty B)12,620 (Douglas C Korekach) 2210 (Robert T Mruczek) Current Standings JacobZu7zu7 [412] toymailman [383] oyamafamily [341] Gorfy [297] DT Kofoed [250] Frostbite76 [247] Vocelli [227] Stan [219] Deteacher [186] Jifremok [181] Miss 2600 [164] Scrabbler15 [151] Amstari [121] classicgamer_27330 [117] LarcenTyler [105] theKLT [99] roadrunner [94] cparsley [73] pokeplayer984 [65] SpiceWare [48] Mister VCS [46] pis [46] zylon [46] keilbaca [37] ed1475 [36] centiqueen81 [33] Wickeycolumbus [29] DJT [29] Krytol [28] Chuck D. Head [27] Cynicaster [20] SeaGtGruff [20] Darth Kinzer [18] HatefulGravey [17] Curious Sofa [16] Torr [13] disjaukifa [10] littleman jack [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] retrorussell [3] SpaceDice2010 [2] MIKE5200 [2] Tony The 2600 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Scoring Points in Solar Storm Each Sun Spot hit - 5 points Each Deltoid or Shield Blaster or Lander hit - 10 points Each Solar Flare hit - 20 points Each Sizzloid hit - 50 points Each Fleet Ship hit (from orbital platform) - 10 points Hints and Tips The Manual As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy available online. Here are the hints it provides: Remember, Deltoid and Shield Blasters can each fire at you only once. Try to wait until they take their shots before moving your laser into firing position. When you hit a Sizzloid the whole screen is cleared. In later stages of the game you can avoid the dangers of many falling targets by waiting until the last possible second to hit a Sizzloid. We played this game once before in the High Score Club, you might want to check out that thread for more hints. Stan Random shooting will get you NOWHERE. If you miss too many objects, the planet will explode and the game ends. This happens REGARDLESS IF YOU HAVE LIVES LEFT!!!! Thus, you need to play accurately and calmly. Randomly moving back and forth won't work. Takes practice, especially when they speed up. However, there is one thing you absolutely NEED to do to get far in this game. You need to pound that fire button like there's no tomorrow. I mean that, like you need to basically make it go rapid using only your left thumb. This enables you to avoid getting shot and takes out the satellite things fast as well as covers your ass. Get ready for an aching forearm. The ships (various forms, but all rainbow in color) SUCK. They shoot faster than you can move, so the only way to avoid it is to shoot faster. It seems they cause the planet to increase in heat much slower than other objects, so if you let anything go, make it be them. Watch the satellite things that come bleeping down. They're worth 50 points and kill everything on the screen, which is nice, but they cause the planet to heat up severely if you let them go by. The bonus round gives you an extra ship if you take out five ships. Pay attention to the little white dot, that's your firing direction. Move it down to the LEFT first. Take out the lower ship. Then move it to the upper right, do the same thing and move back down because it just repeats. It's easier to kill them as they're passing and ten times harder when they approach, so get them in the back. It's pretty easy. However, keep in mind it speeds up each time you get a free life. By the fourth time you can't simply wait and kill one at a time, you need to move faster and kill two within the same second essentially. --Zero
  5. Important Note: This weeks competition is over and no further scores will be accepted. Mr. Do!, that king of arcade clowns, is in a bit of a bind - again! This time, a pack of pesky unicorns is trampling the bricked hallways of his castle. Help Mr. Do! rid his dwelling of these crafy, quick-changing (and deadly!) creatures with the skullful swing of a hammer. Sometimes a quick clobber to the head will do it. Or maybe a well-chosen brick knocked out from above. If you can't stop these critters, then break a hole in the floor to slow 'em down. It's up to you to know when to fight - or when to flee! Tension mounts as you hurry Mr. Do! through the castle's maze, grabbing keys along the way. Only when Mr. Do! has collected all the keys can he unlock the castle door, and open up an extra chance to beat these nasty critters! Game Information Game Name: Mr. Do!'s Castle Released By: Parker Bros, 1984 Left Difficulty: N / A Right Difficulty: N / A Game Mode: Default Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday September 7th at 1:00 AM (Central Time, UTC-6). Challenges Arcade Challenge - This game was also released in the arcades. Play that version via MAME (or the actual arcade machine if you have access to one). Highest score will get 5 points, 2nd 5 points, etc. All scores will get at least 1 point.58,800 (Deteacher) [+5] 21,760 (roadrunner) [+4] 17,620 (DT Kofoed) [+3] Current High Scores 617,980 (oyamafamily) [+11] 144,940 (disjaukifa) [+10] 107,580 (Stan) [+9] 40,100 (Deteacher) [+8] 33,280 (toymailman) [+7] 32,360 (JacobZu7zu7) [+6] 21,780 (classicgamer_27330) [+5] 20,580 (Jifremok) [+4] 9300 (roadrunner) [+3] 8660 (Tony The 2600) [+2] 5660 (DT Kofoed) [+1] 5220 (Miss 2600) [+1] 5160 (Gorfy) [+1] 4860 (Vocelli) [+1] 1720 (Amstari) [+1] 1600 (LarcenTyler) [+1] Best Tips oyamafamily [+2] TwinGalaxies Top 3 (Game 1, Difficulty B)1180 (David B Yancey) Current Standings JacobZu7zu7 [412] toymailman [383] oyamafamily [341] Gorfy [297] DT Kofoed [250] Frostbite76 [247] Vocelli [227] Stan [219] Deteacher [186] Jifremok [181] Miss 2600 [164] Scrabbler15 [151] Amstari [121] classicgamer_27330 [117] LarcenTyler [105] theKLT [99] roadrunner [94] cparsley [73] pokeplayer984 [65] SpiceWare [48] Mister VCS [46] pis [46] zylon [46] keilbaca [37] ed1475 [36] centiqueen81 [33] Wickeycolumbus [29] DJT [29] Krytol [28] Chuck D. Head [27] Cynicaster [20] SeaGtGruff [20] Darth Kinzer [18] HatefulGravey [17] Curious Sofa [16] Torr [13] littleman jack [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] retrorussell [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Scoring Points in Mr. Do!'s Castle Red Unicorns - 500 points each Yellow Unicorns - 1000 points each Green Unicorns - 1500 points each Bonus Letter Unicorns - 500 points each Knocking out floor blocks - 20 points each Opening the castle door - 1500, 2000, 2500, or 3000 points Hints and Tips The Manual As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy and a scanned copy available online. Unfortunately, the manual doesn't provide any specific hints, though it's worth reading for a description of the nuances of the gameplay. Stan Mr. Do's Castle looks like shit, it sounds like shit (because there are no effects), and it pretty much plays like shit. Get that out of your head before you begin because really, the horrible graphics and odd collision detection is the only thing that makes this game difficult. Consider it's horrible qualities as leading to the rest of the tips presented here. Once you figure it out, it's really not that bad. Okay, so the deformed looking hunchbank things are unicorns apparently in the world of Mr. Do's Castle. Kill them for the most points. To do so, you have to get them UNDER you and hit the blocks at the right time to land it on them. You can also just knock out all the cherry blocks to advance, but the points are minor. It's good if you have that one pesky one left that you can't seem to convince to get in a good spot, but don't try to do this from the outset if you do. At least take out half of the unicorns before trying to get all the cherries. Earlier unicorns are stupid and you can trick them into going to the lower levels (best bet is usually there for unicorn slaying), let them walk towards you, go up above them, and then hit a block when they're under it. You can also drop blocks from several levels, but that takes a lot more timing. If you have unicorns trapped in a previously hit block, you can also drop blocks on them while they're in there, so baiting, leaving traps, and hitting blocks above can work in that case too. Hitting a block isn't easy because the collision detection and graphics are so bad. Make sure Mr. Do's foot is basically in the little gap between the blocks and face the one you want to hit. There are some marked with a little golf club looking symbol. That, in the world of Mr. Do's Castle, is a cherry. You get bonus points for them, a whole 20! It's in your best interest to get rid of the unicorns as soon as possible. If you wait, they turn into smarter, faster, and more annoying versions of their deformed selves. Try to eliminate unicorns as soon as you can, there's really no way to corral easier or harder ones, just take what comes at you, lead it, and then drop a block on it. If you leave a hole, unicorns will fall in them and sit there for a moment, and then the hole fills. DO NOT STEP ON THEM, you'll lose a life. This, however, can be used if you've made several holes on the lower floor. Do that, let a unicorn go towards the hole, move up a level, and be prepared to drop a block after they come out of the hole. Or drop one on them while they're in the hole. You'll also see these messes of lines that move. Those are, apparently, ladders. To move them, you have to be facing the side they're closest too ABOVE them. Edge forward a bit and you'll move it over to the left or right, depending on where the ladder originally was. You can use this to kind of bait the smarter unicorns or keep them away. You will also see what are called skulls. Let's make that "skulls" because they actually look like the letter X. If you have unicorns between two of these, and have one already hit, hit the other and you'll kill them. It's not as hard as I previously thought and can be useful in later levels when it starts out with a lot of unicorns. Hit one that you pass, wait for a unicorn or two (you can also empty some slots before the next X), and when they're close hit the other X and you'll take out a bunch. Pretty slick if you can get it to work, but it can be difficult. You can also try to collect all the key icons. Keys in the world of Mr. Do's Castle look like the reverse of the "cherries". If you get all three, you can go up to the castle, touch the middle, and then the unicorns will change into bonus unicorns, which are apparently some sort of walking mitres or something. You do NOT have to hit them with bricks as I thought, you just have to hit them with your hammer to get points and a letter towards a life (spell EXTRA). This is the only time you can hit an enemy with a hammer. oyamafamily oyamafamily has written a pretty long bit of strategy over here and here. --Zero
  6. Important Note: This weeks competition is over and no further scores will be accepted. Civilization is doomed... unless you can save the Cosmic Kids. You must get your Orbinaut from the planet up to the space station. Then rescue the kids before the planet's orbit decays completely. But watch out! Villainous Space Skeeters and Cosmic Creeps are constantly on the attack. To succeed, you'll need every ounce of skill and stamina you possess. And succeed you must. The fate of all Kid kind is in your hands. Game Information Game Name: Cosmic Creeps Released By: Telesys, 1982 Left Difficulty: N/A Right Difficulty: N/A Game Mode: Default Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday August 31st at 1:00 AM (Central Time, UTC-6). Challenges Double Score Dungeon - This week, scoring is extended... First place will get 22 points, second place 21 points, ..., 20th place gets 3 points, and everyone else gets 2 points. Current High Scores 185,300 (Jifremok) [+22] 155,500 (toymailman) [+21] 147,200 (Deteacher) [+20] 117,300 (DT Kofoed) [+19] 94,900 (JacobZu7zu7) [+18] 79,500 (Stan) [+17] 55,600 (Gorfy) [+16] 45,000 (Scrabbler15) [+15] 41,200 (oyamafamily) [+14] 22,300 (Vocelli) [+13] 18,300 (Miss 2600) [+12] 16,700 (roadrunner) [+11] 14,600 (Amstari) [+10] 12,100 (LarcenTyler) [+9] Best Tips Stan [+2] TwinGalaxies Top 3 (Game 1, Difficulty B)19,100 (James Carter) 18,900 (Greg Troutman) 16,200 (Robert T Mruczek) Current Standings JacobZu7zu7 [394] toymailman [362] oyamafamily [327] Gorfy [281] Frostbite76 [247] DT Kofoed [231] Vocelli [214] Stan [200] Deteacher [166] Jifremok [159] Miss 2600 [152] Scrabbler15 [136] classicgamer_27330 [117] Amstari [111] theKLT [99] LarcenTyler [96] roadrunner [83] cparsley [73] pokeplayer984 [65] SpiceWare [48] Mister VCS [46] pis [46] zylon [46] keilbaca [37] ed1475 [36] centiqueen81 [33] Wickeycolumbus [29] DJT [29] Krytol [28] Chuck D. Head [27] Cynicaster [20] SeaGtGruff [20] Darth Kinzer [18] HatefulGravey [17] Curious Sofa [16] Torr [13] littleman jack [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] retrorussell [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Scoring Points in Cosmic Creeps You earn 1,500 points for each Kid who escapes safely. You earn 100 points for every Creep you bop. Hints and Tips The Manual As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy available online. Unfortunately, it doesn't provide any specific hints. DT Kofoed On the rocket stage, take your time to dodge and weave your man up. You lose a notch of time for every astronaut you have to launch, but the in-play timer is very slow here. More time on this screen now is more time to score on the next. Also, just make sure the red bar things are out of the way when you launch. The comet-things can fly out so fast there's no point waiting for them to clear before launching, and you can only really keep an eye out as they come. Remember that the new red bar things roll onto the screen as the old ones roll off, and be prepared for lots of cheap spawning directly below the spaceship as you approach! The red bars get really fast around level 6, but the meteors stay about the same. The second screen is all about timing, and not wasting kids. Again, each kid you let loose costs a notch of time, time which could be spent shooting 10+ baddies. They come in discrete grades of speed, so pay attention to your timing to lead them as they move up a level and recross the middle. Also, the game tends to release the same speed creeps sequentially, and you can usually just shoot as fast as it'll shoot from the same spot, kitting each creep in exactly the same spot (assuming you got the first one in the series). Don't bother launching a new kid if you're only got 3 notches of time left: unless it's a caffeine-addict-runner the dude won't make it, and your last time is always best spent picking off creeps at 100 a pop. Don't be afraid to let the two creeps (the most you'll ever have on screen) get towards the top before releasing the next kid, so you can get some space around him. Also, past the first couple levels, NEVER release a new kid when there's a slow creep on the first 2 rows; chances are he'll run into the creep from behind and self destruct before you have a clear shot. That's about as specific as I can get now, but if I come up with a better description I'll post it later in the contest. Stan Main thing is to make sure you get at least 5,000 points on every level to make it to the next, otherwise the game ends. Doesn't matter if you lose kids, provided you get that score. Obviously, the creeps end the game too if one gets to the upper right before you shoot it. As the manual indicates and you'll find out, you can only have one kid and two creeps on any given screen. Pay attention to their location. Kid doesn't matter, you want him to get in there, but a creep that slips by ends the game and this is what killed me. Pay attention to them! I tend to save them for the upper part of the screen when they're moving fast. Next one explains why. Kids come out at varying speeds. In later rounds they usually come out fast. That being said, you have to observe the speed of the creeps too. Once the kid gets into the ship, let out another one, PROVIDED the creeps are a little further up. The reason for this is sometimes a fast kid will come out, and if you do this when the creeps are both on the bottom level, you have pretty much 0% chance of getting the kid by before he hits a creep. This is important because each kid released causes the moon to go down one notch. If you lose the kid, where the bulk of your points come from, you can easily lose the round if it happens too often. So, keep the creeps at at least level two on the screen before releasing a kid. However, if both on-screen creeps are flying at break-neck speed, let loose a kid, it won't matter. Still, creeps have varying speeds too. This game at advanced levels requires a mastery of timing and precision with your shots. Often, I'd have to deal a shot right in front of a kid at the right time so a speeding creep wouldn't catch up to him. Try to avoid that by doing what I say above, and in most cases you'll have good space between your kids and the creeps. The astronaut part before the creep part gets a lot harder later. Pay attention to the moon, because that's where he comes out. If you release him too quickly when an obstacle is in the way, you've wasted value point-collecting time. But you still need to get him out soon, so look for your first opening, pay attention to the flying things whatever they are, and let him loose. Following behind slower moving asteroids (I think that's what they are) will allow you to ease up the screen without hitting any. Deteacher When you're reaching the end of the 2nd half of the level, make sure your ship is positioned to the left or right of center. Do not have your ship positioned in the center. I've found that if the ship is off to the left or right of center, I can get the guy up to the ship relatively easy. When the game gets to full speed, you have to keep two things in mind: As the level is coming to an end, make sure your ship is positioned to the left or right of center, or else you're screwed when the new level begins. See pic above...that's where I like to have my ship at the start of a new wave. Stay focused on the creeps. Let one slip by and you're screwed. If you have to kill one of your own to clear a path to zap a creep, then do it. Lots of concentration and focus is needed. --Zero
  7. Important Note: This weeks competition is over and no further scores will be accepted. Just another day zipping around the desert, pecking at seeds and dodging the occasional truck. Suddenly, who should appear on the horizon but your old adversary Wile E. Coyote™! He may not be the shrewdest predator you've ever dealt with, but he is certainly the most persistent. Wile E. will try just about anything to catch you. Despite your speed, you're not completely impervious to his devious tricks, nor to the hazards of the desert highway. You'll need to watch out for oncoming trucks, dodge cannonballs and falling rocks, and leap over lethal land mines and cliffs. So rev up your engine, and get on your mark. The race is about to begin! Game Information Game Name: Road Runner Released By: Atari, 1989 Left Difficulty: N/A Right Difficulty: N/A Game Mode: Game 1 Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday August 24th at 1:00 AM (Central Time, UTC-6). Challenges Acme Attack - Devise a plot to catch that road runner once and for all (ie, draw a picture and provide an explanation), and you get 4 bonus points! DT Kofoed Miss 2600 JacobZu7zu7 toymailman Current High Scores 216,600 (Deteacher) [+11] 137,900 (toymailman) [+10] 116,100 (JacobZu7zu7) [+9] 114,400 (pis) [+8] 106,100 (Gorfy) [+7] 92,900 (DT Kofoed) [+6] 86,300 (Miss 2600) [+5] 82,100 (roadrunner) [+4] 64,900 (LarcenTyler) [+3] 61,500 (Jifremok) [+2] 48,700 (classicgamer_27330) [+1] 42,200 (oyamafamily) [+1] 23,500 (Amstari) [+1] Best Tips Deteacher [+2] TwinGalaxies Top 3 (Game 1, Difficulty B)2,038,100 (Scott Stilphen) 105,300 (Jeffrey D. Lowe, Jr.) (Emulator) 72,200 (Robert Macauley) (Emulator) Current Standings JacobZu7zu7 [381] toymailman [348] oyamafamily [326] Gorfy [274] Frostbite76 [247] DT Kofoed [221] Vocelli [214] Stan [200] Jifremok [157] Deteacher [153] Miss 2600 [143] Scrabbler15 [136] classicgamer_27330 [116] Amstari [110] theKLT [99] LarcenTyler [93] roadrunner [79] cparsley [73] pokeplayer984 [65] SpiceWare [48] Mister VCS [46] zylon [46] pis [38] keilbaca [37] ed1475 [36] centiqueen81 [33] Wickeycolumbus [29] DJT [29] Krytol [28] Chuck D. Head [27] Cynicaster [20] SeaGtGruff [20] Darth Kinzer [18] HatefulGravey [17] Curious Sofa [16] Torr [13] littleman jack [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] retrorussell [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Scoring Points in Road Runner Eating a pile of birdseed - 100 points Eating steel shot - 100 points Getting Wile E. hit bby a mine (cannonball, rock, etc.) - 200 points Getting Wile E. hit by a truck - 1000 points Note: The first pile of birdseed the Road Runner eats is worth 100 points. The point value of each successive pile of birdseed eaten thereafter increases by 100 points, up to a maximum of 1000 points per pile of birdseed. But if you miss eating a pile of birdseed, the point value of the next pile of birdseed the Road Runner does eat is 100 points. Hints and Tips The Manual As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy and a scanned copy available online. Here are the hints it provides: You must keep running to the left to avoid the coyote, while watching out for the other hazards along the desert highway. If you double back, you can catch Wile E. off guard. Time your jumps carefully, and use them strategically to avoid Wile E. and the other dangers of the road. Use the mines and trucks to your advantage. We played this game once before in the High Score Club, you might want to check out that thread for more hints. Miss 2600 On the first screen, try not to miss any birdseed or go as long as possible without missing birdseed. The first birdseed you eat is worth 100 points, and it goes up 100 points for each consecutive birdseed eaten up to 1,000. So, if you eat 10 birdseed piles in a row without missing, each birdseed pile you eat thereafter is worth 1,000 points each! That is where you can rack up the points! Slow down if you have to to avoiding skipping birdseed. Jumping will speed the Road Runner up to widen the gap between him and the coyote. Luring the coyote to get hit by a truck is also worth 1,000 points, but that is hard to do. I was able to do it on accident once. On the second screen, the coyote is much faster. The trick seems to be to lure him to hit a landmine. I haven't been able to master this yet, but I try to get inline with the landmine just before avoiding it or right after avoiding it to see if the coyote will follow inline and hit it. Levels 1-3: The key to me is to slow down and keep in control. My instinct is to run as fast as possible away from the coyote, but if I slow down and keep him at just the right distance away, it is pretty easy to move him into trucks on the 1st level. I actually stop the RR in his tracks a lot of the time after I pass a truck or landmine and just watch the coyote get smashed or fried. I can't stay alive long enough to get the hang of level 4. I spent a little more time on the 4th level when I got the score below. I know to avoid the cannon by taking the detour above, but haven't mastered getting back on the main road and avoiding the cannon although I managed to avoid it once. I guess the timing of the cannon blasts is key. I did lure the coyote into the cannon once Level 2: When encountering a landmine, avoid it when you jump and then, after jumping, positioning the RR inline with the landmine you just passed and the coyote should follow right into it. JacobZu7zu7 Level 3: Getting the blue seed, is good... but blue rockets are a double-edged sword, it counts to your score, but it also gives coyote added speed, and hes very tough to get passed... You also might not want to run coyote completely off the screen on level 3, he takes the rocket to catch up to you, so just stop moving for a second, to keep him on the screen... then it's an easy run to exit. Level 4: On level 4 you can jump over the firing rocket... if the coyote is flying at you on his own rocket, just move into the other lane/side of road. Gorfy Level 4: As on level 3, you want to keep the coyote on the screen. If you go too fast and the coyote goes off the screen to the right, then he comes back on that super fast rocket. Deteacher I "mastered" the cannon level. Here's my tip for the cannons: As you approach the first cannon (the one that shoots from right to left) get Wile E. Coyote as close to you as possible. That way, the cannon will shoot him (sometimes several times, earning lots of points.) If he gets shot, try to keep the cannon on screen so it will shoot him multiple times. Each time he's hit, you score 200 extra points. Once he gets out of the way of the cannon, take the top road (don't worry about missing bird seed. Staying alive is more important.) Use the timing tip from the earlier post for your best chance of getting past the cannon, but while you're on the top road, keep pressing left. You won't go anywhere, but When you press left, Wile E. moves away from you. When you see your opening, slip by the cannon, but try to keep it on screen, so it shoots Wile E. (hopefully multiple times again.) I racked up close to 2000 points one time, letting the cannon blast away at the coyote. Wash, rinse, repeat through the level. I think the sequence plays through 4 times before the end of the level. It'll take some practice and some luck. Level 5 is more steel shot and land mines. Just keep running circles around Wile E. and you'll be fine. Level 6 is the boulders. Patience is the key to this level. Go around Wile E. and press on the right side until you have a clear path past the boulders. This level takes the longest because you have to be patient for the openings, sometimes. Level 7 is more steel shot and land mines. Level 8 is more cannons. --Zero
  8. Wow, nice catch, you're right! How on earth did you notice that? --Zero
  9. Sorry about the late post... I actually had it all ready to go last night, but somehow forgot to post it before going to sleep... then forgot to post it again before going to work in the morning! --Zero
  10. Important Note: This weeks competition is over and no further scores will be accepted. You and your team of archeologists have fallen into the "catacombs of the zombies." There's no time to look around; these guys are after you, and they mean business! Your only salvation is that you have discovered the secret to the "make-break." Grab them, and you can break through walls when you get stuck, or create a wall behind you -- if you are being chased. The longer you survive, the faster you have to move. Game Information Game Name: Entombed Released By: US Games, 1982 Left Difficulty: B / Novice - 3 Make/Break's per blinking block Right Difficulty: N/A Game Mode: Game 1 - 1 Player Post your scores right here in this thread, and I will add them to the list. Remember to play the game with the recommended game mode and difficulty settings as shown above so that your scores will be consistent with everyone elses. The deadline for posting scores is Wednesday August 17th at 1:00 AM (Central Time, UTC-6). Challenges Cooperative Chaos! - Explore the maze with a 2nd explorer! In this game mode, you don't score points. Instead, try to cooperate with each other to get as far as you can. Post how many sections you get through. Top score will get 5 points, 2nd highest will get 4 etc... (all scores will get at least 1 point). If you team up with another HSC player, then you both get the points.3 (Darth Kinzer & DT Kofoed) [+5] 0 (Amstari & his daughter) [+4] Current High Scores 100 (JacobZu7zu7) [+11] 100 (Jifremok) [+11] 76 (Stan) [+10] 75 (oyamafamily) [+9] 56 (toymailman) [+8] 54 (DT Kofoed) [+7] 41 (Deteacher) [+6] 41 (Gorfy) [+6] 38 (Vocelli) [+5] 35 (Scrabbler15) [+4] 27 (DJT) [+3] 27 (Amstari) [+3] 27 (retrorussell) [+3] 25 (LarcenTyler) [+2] 25 (Miss 2600) [+2] 23 (roadrunner) [+1] 17 (Darth Kinzer) [+1] Best Tips JacubZu7zu7 [+2] TwinGalaxies Top 3 (Game 1, Difficulty B)163 (Alan W Hewston) 109 (Robert T Mruczek) 27 (James Carter) Current Standings JacobZu7zu7 [368] toymailman [340] oyamafamily [317] Gorfy [268] Frostbite76 [247] Vocelli [209] DT Kofoed [209] Stan [190] Deteacher [147] Jifremok [146] Miss 2600 [141] Scrabbler15 [132] classicgamer_27330 [116] Amstari [103] theKLT [99] LarcenTyler [91] roadrunner [78] cparsley [73] pokeplayer984 [65] SpiceWare [48] Mister VCS [46] zylon [46] pis [38] keilbaca [37] ed1475 [36] centiqueen81 [33] Wickeycolumbus [29] Krytol [28] Chuck D. Head [27] DJT [26] Cynicaster [20] SeaGtGruff [20] HatefulGravey [17] Curious Sofa [16] Torr [13] Darth Kinzer [12] littleman jack [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Scoring Points in Entombed Your score is based on how many sections of maze you have successfully traveled through. This is the number showing at the lower right of screen. There are five sections to each maze, after which you float into the next one. Hints and Tips The Manual As always, you really should read the manual. In case you don't have the manual, AtariAge has a typed copy available online. Here are the hints it provides: You only have one make-break to start out. Use it wisely! Since the early mazes scroll slowly, you don't have to rush to the bottom of the screen; it is better to hold back near the top of the screen so you can determine the positions of both make-break and zombie. When the make-break appears, be sure you can get to it by using only one (or, hopefully, none) make-break. If you are low on make-breaks, keep aware of how close you are to a maze change (right-hand number indicates maze increment -- five in each colored maze), you may be able to get to the next maze without using a make-break. When the zombie warning sound starts, quickly check the screen for his position and color. The color indicates his method of moving through the maze. If he is blue and remains so, he can only move through the channels of the maze. If he appears blue and then suddenly changes to orange, he can move through the walls to get you! The secret to avoiding his clammy, deadly grip is to move below him as soon as possible. Better to be a surviving coward than a brave idiot! When you have advanced to the faster scrolling mazes, you must be ready between maze changes, or after losing a player. Hold the joystick down, or back, to get a jump on the quickly moving maze; otherwise, before you know it, you'll be entombed! Stan If you start out and press the button, but it's one of the mazes with the blocks near the top, start over. You've already lost your ability to pass through one wall. If you start out with a maze lacking an entrance, start over, need all the wall passes you can store for later levels. The first 3-4 levels are cake, but to keep things safe, try to generally stay close to the middle. You'll have the most luck there and will require the smallest amount of wall passes. Collect wall passes early on. In the slower levels, you can wait till the last moment to move over to get them. You can waste up to 2 wall passes to collect one you see and still end up on top. Each moving block you collect nabs you 3 more passes, so using 2 will keep you in the lead. More than that, obviously pointless. Even better, collect without needing to use one. This will happen a lot early on, but make sure you wait to see how the maze is panning out. The ghosts are frustrating later on. Often, you're going to need to use a pass to avoid them. Generally, though, they're pretty easy to avoid. The ones that can go through walls generally won't pass by the same position they did, they'll keep moving up and back/forth. JacobZu7zu7 When breaking through the walls, don't keep pushing down, it doesn't register well. Once you run into the wall. Instantly let go of joystick press button, and then push down once the walls gone. Try to stay in the middle-left and right corridors... they have the least amount of wall blocking (normally). To avoid sudden collision with the zombie, stay in the middle or middle lower section of the maze... never go all the way down, sometimes you can't get away from the zombie! Count the bricks 1/2/3/4... there's 4 total floating around in each maze, once you reach the 4th, the maze starts over quickly, be ready to move!! Don't worry about collecting all bricks after maze 3, if you have collected 20-30 by fastest "4th maze" and on... THAT'S PLENTY ENOUGH! The bricks will last you untill a very high score is given. It's more important to move on down and avoid the zombie. Watch the maze, and try to map out a location you want to take, and stick to that, (untill you need to break bricks)... if the path has too many turns in it, just go down and break the walls, don't try to move around and then down... IT TAKES TOO LONG! --Zero
  11. Happy Birthday!

  12. Since none of these games have been played before, I didn't have much to go on for what the scoring will be. On Twin Galaxies though, someone managed to score 400k+, while Crypts and Sub Com topped out around 3-4k and Night Driver maxed at 80 (though the settings for ND and SC were not the same). Going by the manual, the actual scoring for Spike's Peak seems to be more generous for individual things than any of the other games. Sorry... I never really think to check if a game is available in PAL regions or not --Zero
  13. Take note of the difficulty settings for each game! I usually try to keep everything to B/B/Game 1 for these Variety Packs just to keep everything simple... but I think Submarine Commander and Night Driver will be a little bland on default settings. --Zero
  14. Important Note: This competition is over and no further scores will be accepted. Welcome to the sixth High Score Club Variety Pack! Rules for this competition are a little different, so please read: This competition combines four games over a two week period. The deadline for posting scores is Wednesday August 10th at 1:00 AM (Central Time, UTC-6). Scores for each game will be listed separately, with reduced scoring awarded for each game (5 points for first place, 4 for 2nd, 3 for 3rd, 2 for 4th, and 1 for all other scores). Scores are also combined for a final ranking, with Combined Score = (Crypts of Chaos x 100) + (Submarine Commander x 100) + (Spike's Peak) + (Night Driver x 2500). These scores will then be ranked and scored as per normal High Score Club rules (11 points for 1st place, etc). This means you could score up to 31 points if you post the #1 score for all four games. Alternatively, even if your scores are low, you can get 5 points just for participating. You do not have to play the games in any specific order, and you can submit updated scores for each game separately. You do not have to play all four games. If you leave out one game, you will still be counted in the final ranking as if you had scored 0 for that game. Scores for individual games will still be capped at the point where the score rolls over. No additional capping will occur for combined scores though. For this competition, there will be no bonus challenges, and no points awarded for best tips (don't worry, they'll come back next time!) If more than 20 people participate in this competition, I will extend the scoring (Similar to what was done with Stargate a few weeks back)... So bring your friends, and you might end up with twice as many points out of the deal! Game Information Game Name: Crypts of Chaos Submarine Commander Spike's Peak Night Driver Released: 1982, Fox 1982, Sears 1983, Xonox 1978, Atari Left Difficulty: B / Novice A / Expert B / Novice A / Expert Right Difficulty: B / Novice N/A B / Novice B / Novice Game Mode: Game 1 Game 5 Game 1 Game 2 Last Played: New to HSC New to HSC New to HSC New to HSC Current High Scores 10,000 (JacobZu7zu7) [+10] 9695 (DT Kofoed) [+9] 6096 (oyamafamily) [+8] 4978 (toymailman) [+7] 4246 (Vocelli) [+6] 3843 (Stan) [+5] 3573 (Miss 2600) [+4] 3313 (Gorfy) [+3] 2304 (Jifremok) [+2] 734 (Scrabbler15) [+1] 0 (classicgamer_27330) [+1] 2760 (Gorfy) [+10] 2760 (toymailman) [+10] 2565 (Miss 2600) [+9] 2525 (DJT) [+8] 2495 (JacobZu7zu7) [+7] 2375 (DT Kofoed) [+6] 2155 (Stan) [+5] 2095 (Scrabbler15) [+4] 1710 (oyamafamily) [+3] 1285 (Vocelli) [+2] 1100 (Deteacher) [+1] 820 (Wickeycolumbus) [+1] 755 (Jifremok) [+1] 475 (Amstari) [+1] 395 (Darth Kinzer) [+1] 180 (classicgamer_27330) [+1] 377,100 (Stan) [+10] 239,750 (JacobZu7zu7) [+9] 99,750 (toymailman) [+8] 86,600 (Gorfy) [+7] 80,250 (DT Kofoed) [+6] 60,900 (Deteacher) [+5] 58,750 (oyamafamily) [+4] 51,000 (Jifremok) [+3] 21,350 (Vocelli) [+2] 8500 (LarcenTyler) [+1] 8500 (Miss 2600) [+1] 6000 (Scrabbler15) [+1] 6000 (Amstari) [+1] 4000 (DJT) [+1] 2000 (classicgamer_27330) [+1] 82 (JacobZu7zu7) [+10] 81 (toymailman) [+9] 78 (Deteacher) [+8] 76 (Gorfy) [+7] 76 (Miss 2600) [+7] 75 (DT Kofoed) [+6] 73 (Stan) [+5] 73 (DJT) [+5] 72 (zylon) [+4] 71 (Mister VCS) [+3] 71 (Jifremok) [+3] 67 (oyamafamily) [+2] 61 (Scrabbler15) [+1] 59 (Frostbite76) [+1] 58 (Vocelli) [+1] 56 (Amstari) [+1] 45 (LarcenTyler) [+1] 42 (classicgamer_27330) [+1] 29 (Darth Kinzer) [+1] 24 (Wickeycolumbus) [+1] Combined Score 1,694,250 (JacobZu7zu7) [+22] 1,474,750 (DT Kofoed) [+21] 1,159,400 (Stan) [+20] 1,076,050 (toymailman) [+19] 1,006,850 (oyamafamily) [+18] 883,900 (Gorfy) [+17] 812,300 (Miss 2600) [+16] 719,450 (Vocelli) [+15] 534,400 (Jifremok) [+14] 441,400 (Scrabbler15) [+13] 439,000 (DJT) [+12] 365,900 (Deteacher) [+11] 193,500 (Amstari) [+10] 180,000 (zylon) [+9] 177,500 (Mister VCS) [+8] 147,500 (Frostbite76) [+7] 142,000 (Wickeycolumbus) [+6] 125,000 (classicgamer_27330) [+5] 121,000 (LarcenTyler) [+4] 112,000 (Darth Kinzer) [+3] Current Standings JacobZu7zu7 [310] toymailman [287] oyamafamily [282] Frostbite76 [237] Gorfy [224] Vocelli [183] DT Kofoed [161] Stan [143] Jifremok [123] Deteacher [122] Scrabbler15 [112] classicgamer_27330 [107] Miss 2600 [104] theKLT [99] Amstari [90] LarcenTyler [85] roadrunner [78] cparsley [73] pokeplayer984 [65] SpiceWare [48] pis [38] keilbaca [37] ed1475 [36] Mister VCS [35] centiqueen81 [33] zylon [33] Krytol [28] Chuck D. Head [27] Wickeycolumbus [21] Cynicaster [20] SeaGtGruff [20] HatefulGravey [17] Curious Sofa [16] Torr [13] littleman jack [7] Darth Kinzer [7] atarigal [5] Cortat G [5] bennybingo [5] rmaerz [3] Zach [3] atariUCLA24 [3] dwane413 [3] SpaceDice2010 [2] MIKE5200 [2] Mangia-Boy [1] Buck [1] 4Ks [1] Cream147 [1] chuckwalla [1] DickNixonArisen [1] leematari [1] Zoyx [1] Mingy Jongo [1] Hints and Tips As always, you really should read the manuals. In case you don't have the manuals, AtariAge has typed or scanned versions of all four manuals. Please see their individual pages linked above for hints and tips (They will not be reprinted here). --Zero
  15. That is already a general rule with all HSC games. --Zero
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