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DT Kofoed

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Posts posted by DT Kofoed


  1. Top this!

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    That's me holding a cold homebrew with my left, while my right holds five gallons of ale I'm dry hopping in my secondary fermenter.

     

    Also, I've played the game, though I've had to resort to emulation this time out, with a meager 48,725 to show for it this time.

    • Like 3

  2. Is the Tapper end label supposed to be upside down?

     

    Yeah, for some reason Sega did all their 2600 games like this.

     

    Nah, not all... I'm looking at Star Trek: Strategic Operations Simulator on my shelf just now, and I know I've seen Sub Scan and Tac-Scan games printed upright.


  3. Difficulty 8 - 18,700.

     

    Given what I said above, I don't think I'll be clearing that third stage. I can't hang safely on the left side vines, and can't get a fast enough joystick response to make a jump on that third platform. Think I'm going to play this on the 7800 and remember what it's supposed to look like.

    • Like 1

  4.  

    The zaps won't kill you (FROM BELOW) if you are hanging at the top most part of the poles! It will go under your feet... I don't think this works in earlier levels, so you just have to get passed the 45-46ks range and through to game 5. Then you won't have to jump right away, you can watch the zap go under your feet, just be careful for the ones above your head, those still can kill you. You might want to set difficulty game 5 just to practice the 3rd level.

     

    Coleco must have realized that Level 3 is impossible to finish by difficulty 5, without adding this trick. [/size]

     

    Good luck!

     

    That trick stops working at level 7, though. I can get past the second platform, but when you're on the left side waiting to jump onto the 3rd platform, the snapjaw will get you as it passes under your feet. Not sure folks will get past that point.

     

    Here's my latest score: 167,100!

     

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    Yes you're correct. The top left two bars go unsafe after "game 5" is cleared. (bottom bars stay safe) I found out last night, and will update my tips soon. Everyone passing game 5... on level 3/game 6. all will have to make a jump from the to left bar up/over the snapjaw teeth. Or do what they can do avoid hitting your feet on the bottom row of teeth.

     

    A good way to figure level 3, is select a different difficulty and practice it. game 8 is pretty good at doing that.. and is why I am even able to get passed the 90ks mark. :thumbsup:

     

    And here I thought I was hitting a glitch in my Red Label Atari cart. Glad to know it's not just me... on the other hand, I have no idea how to compensate on level 8.


  5. Probably won't be able to hold on to any top ten finishes this episode... also, my wife took my camera on her vacation, so I'm working on the honor system here.

     

    Current high scores:

    Joust - 115,000

    Stampede - 3,669

    Jungle Hunt - 23,030

     

    Also, I hate Megamania. Simple hate. Oh well, score to come before tomorrow's deadline.


  6. post-29468-0-38896500-1303678197_thumb.jpgpost-29468-0-02156900-1303678191_thumb.jpgpost-29468-0-28576100-1303678185_thumb.jpg

     

    Minor improvement to Stampede 2889, a jump above 100K in Joust 112760, and a baseline score for Jungle Hunt 20780 (which I've never been good at).

    I'll post a score for Megamania as soon as I have something less embarrassing to show, since I simply suck at that one, and can only hope for "participation" points.


  7. Once again, you make me feel like that medium fish from the small pond....

     

    Anyways, I started with the familiar Joust and Stampede, since I've had these cartridges since around 1983, and the others have been added to my collection only in the past year.

     

    I realize that my scores have already been knocked out of contention, but since few tips have been posted, I'd like to put in my thoughts on these games.

     

    Stampede: it's tempting for your twitch reflect to rope them doggies as soon as you see 'em, but patience rewards the experienced cowman. Wait until you see the bow in them legs; the longer you throw your rope, the longer you're immobile. Also don't shy from simply kicking them forward rather than roping them, and try to always snag a herd on the inbound - your swing is shorter and faster for that incoming second or third steer, while it simply lengthens when they scurry away from your hooves at top speed. Juggling is a necessity in this line of work. Be sure a black lazy longhorn (or two) will follow every skull in your path: if some yellows are at the far top or bottom, you can bet your picante sauce that black slow-poke will pop up on the opposite fence. Also, mind the bottom row, as a few cows' lengths will tuck below your rope and beneath your nose, so plan that throw a little early.

     

    Joust: juggle those early level eggs all you want 'til the 'Dactyl comes, but you know it's cheap and boring. Keep pressing onward! Generally speaking, the inertia of movement is hard to reverse, especially in mid-air, so you're best off working a strait vertical column in the middle of the screen with some frantic button-work. Death from Above ™! Only move laterally as necessary to catch a stray egg that's about to pop into a blue rider, and return to a rather more central position as you can. A little joystick action goes a loooong ways here. Avoid screen-wrapping as well, for there's a full sprite length of black hole on either side, in which you CAN be killed. Never start a new level touching a platform, for if it drops out you'll be temporarily stuck in free-fall; always start on the fly (flap). Blues are more trouble than they're worth, but the grey riders are hardly more trouble than the red, if you're inclined to let them hatch and kill them twice-over for bit of extra change. Killing 'dactyls is fun, and the ladies (boys) love it, but rarely worth the risk, points-wise.

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