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kirin jensen

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Everything posted by kirin jensen

  1. Can you explain this? I'm not clear. Excellent score!!! What's this? '=' code: X7O I aasumed that the points scored in the round were increased by the multiplier. After checking the instruction manual, that appears not to be the case. The '=' code is obtained by pressing the '=' key after your game is over. A three letter/number combo appears that was intended to be used to confirm your score. Classic Consoles Center has a page discussing this and other hidden Killer Bees! features.
  2. The swarms are only worth 10 points though...so I generally don't mess with it. Blue and red are the same points as yellow...so there isn't any incentive. I only use the ray for survival. Granted it's not needed in the early levels. Those red bees are mean. The thing is, there are five Beebots per level. That's 50 points right there. Get two or three swarms at one time and you could bee talking 100-150 points. Admittedly you're more likely to bee in the 60-100 range, but that's quite a difference. The difference gets bigger, too, as the multiplier increases. And, yes, those red bees are mean. Killer Bees!: 34,575 '=' code: X7O
  3. They might be obvious tricks for increasing your score in Killer Bees!, but I thought I'd list a few: 1) On the first few levels, maximize your score. Kill only one Beebot at a time, then use the Rosha ray to zap a (or two oe three preferably) swarm. 2) One set of Beebots goes clockwise, the other counterclockwise. Your first move should be to eliminate whichever color has the fewest Beebots. This will mean the remaining Beebots will all be going in the same direction. 3) Anticipate where the Beebots will be, don't chase them. 4) I find it useful to eliminate the Beebots close to the edges. It gives me room to choose where I attack them while avoiding the swarms. I hope this is useful. I'll have to play a game or two so I can add a high score to this thread. Strangely, I haven't played Killer Bees! in quite a while.
  4. That's a bit like deciding the 2600 sucks based on Tigervision's Springer... Seriously, if that's your only exposure, you're missing out on a really fun game system.
  5. Love the O2. It was the console I wanted back then (we didn't have one in our family), and though I played a lot of atari then and now, the O2 was and is my first love. I highly recommend checking out Packrat Video Games for O2 homebrews.
  6. I'm still not over a thousand, but getting closer: 734 on U.F.O.!
  7. Good lord, you're all scoring in the 21,000 range on Turtles. I've got to figure out what I'm doing wrong.
  8. 4597 on K.C.Munchkin! Game 3 A few tips for game 3: Every round, first thing go for that munchie trapped in that dead end in the NW quadrant. Next. get the power-up munchie and head for the tunnel. Grab the other nonpowered munchie if you can do it without breaking stride, otherwise go through the tunnel to the SE quadrant and grab your next munchie, with any luck munching a Muncher or two (or three) along the way. At this point you should have all three Munchers munched. Head through the recharger to the SW quadrant. If one of the Munchers has entered the recharger from the NW quadrant, stick around till he reemerges in the SW one, then munch him. If no Muncher has entered fron the NW then grgab both nonpowered munchies. If, while you're doing that, a munchie enters the recharger from the SE either rush into the recharger and get over to the NE quadrant or wait until the second rotation and try and grab the powered munchie just before you enter the recharger. This is a risky move but if you time it right, you'll kill the Muncher and still have a powered munchie to get the others when they come through the recharger. At this point (having entered the recharger from the SW quadrant), if there are no muchies in the recharger, stop and grab the last munchie in the NW quadrant, if you didn't get him the first time. therwise wait til you've got everything else before entering the recharger to get it. NEVER GIVE UP. Even if the situation seems hopeless, you'll be surprised how often a bit of reunning around can fix it. Watch the munchies. Their patterns are predictable, and this is especially important in the NE quadrant when the munchies really pick up speed as the others get eaten. And don't forget, you can hide in the 'cup' in the NE quadrant and most of the time the Munchers will pass you by.
  9. Man! 3rd o 4th floor second time around is still quite impressive. I'll have to go at Turtles! again in the near future, if for no other reason than sheer insane fun. Mostly trying to get a better score on U.F.O. I'd like to get over a thousand, but my scores are mostly in the 300-400 range. If you'd like, I could give you some advice on Quadrant Munchkin.
  10. The answer is yes and no. If your main exposure to video games was your atari (and for kids whose parents thought video arcades were wretched hives of scum and villainy, it often was), then no, it didn't get a fair shake. That's doubly true if none of your friends owned an O2 and K.C.Munchkin. But if you loved the arcade version of Pac-Man and/or were familiar with K.C. Munchkin, then it got more of a fair shake than it deserved. It would have been considered a great translation in the era of Space Invaders and Missile Command, but the time of its release, expectations had changed.
  11. Great Score! What floor is that? I'm thinking floor 5 or maybe 6. Finally! A decent score on U.F.O.! 503 points.
  12. Good Luck! A little time spent just observing how the enemies move on this and K.C.Munchkin go a long way to increasing your score.
  13. That's more like it! Past floor eight. Second floor, second time around: 15,500 on Turtles! And only a couple days (3 hours of playing time total) to get there.
  14. If only someone would actually make this, people would buy it.
  15. It's doubtful it's dead. You're getting a screen, so it likely the contacts. Stupid question time: Are you sure you're inserting the carts fully? Do you have a voice attachment plugged in as well? If so, have you checked to make sure that it's properly inserted?
  16. 11,540 on Turtles. Suddenly I can't seem to get past level 8, no matter what I do...
  17. How do you do it? I play the O2 at least a half hour every day. And on game #3 you should be able to get at least 75 points per maze most rounds, so that helps. 2,820 on Attack of the Time Lord! The only one of Ed Averett's space games I can get over 1,000 on. 257 on Freedom Fighters! See what I mean? Any help on Krazy Chase? I can't get beyond upwards of the 300 point range. Nope. I suck at K.C.'s Crazy Chase!
  18. How do you do it? I play the O2 at least a half hour every day. And on game #3 you should be able to get at least 75 points per maze most rounds, so that helps. 2,820 on Attack of the Time Lord! The only one of Ed Averett's space games I can get over 1,000 on. 257 on Freedom Fighters! See what I mean?
  19. Try game three on KC Munchkin. I've scored in the 7000 range on that, but didn't write my score down, so I'm not including it here. Still, it's a better version as far as scoring points goes. Prioritize your shots on Attack of the Time Lord! The greem bombs are the most dangerous and should always be shot if possible - that's even more important than shooting the saucers. Also tap the stick instead of yaqnkling it - you'll get better control.
  20. Cool. Of course, I haven't written down my scores so I'll have to start from scratch. Fortunately, that means playing many more O2 games
  21. Why game 0 as the defaults for KC Munchkin and Pick Axe Pete? I usually choose 3 for Munchkin and 6 for Pete.
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