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HSC Season 6 Week 29: Rescue Terra I


15 replies to this topic

#1 Ze_ro OFFLINE  

Ze_ro

    Quadrunner

  • 8,511 posts
  • Welcome Back!

Posted Wed Mar 18, 2009 12:44 PM

Important Note: This weeks competition is over and no further scores will be accepted.

Terra I is Earth's main supplier of Zenbar crystals. These crystals supply 72% of Earth’s energy. Terra I is managed by a highly sophisticated computer system which controls all planetary electromechanical equipment, including the robot driven defense system.

. . . Apparently, Terra I’s computer system has been sabotaged. All crystal shipments are being turned over to space pirates who operate in Terra I’s quadrant of the universe. Terra I’s own defense systems are being used to aid these pirates in their activities.

. . . Your orders are to proceed to Terra I. Destroy all pirates and electromechanical systems which pose a threat to your ship.

Posted Image



Game Information

  • Game Name: Rescue Terra I
  • Released By: VentureVision, 1982
  • Left Difficulty: N/A
  • Right Difficulty: N/A
  • Game Mode: Default
  • Chosen By: Darth Calvin, Vectorman0

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 March 25th at 1:00 AM (CST).


Current High Scores

  • 456,225 (toymailman) [+11]
  • 198,025 (Kurt_Woloch) [+10]
  • 157,925 (darthkur) [+9]
  • 114,425 (TimsterAA) [+8]
  • 83,675 (doctorclu) [+7]
  • 65,775 (aftermac) [+6]
  • 58,575 (Impaler_26) [+5]
  • 49,825 (Vectorman0) [+4]
  • 47,700 (LarcenTyler) [+3]
  • 46,650 (mcge0053) [+2]
  • 44,850 (theKLT) [+1]

Best Tips
    Kurt_Woloch [+2]

Challenges
    None yet

TwinGalaxies Top 3
(Game 1, Difficulty B)

  • 118,600 (Tom Duncan)
  • 57,050 (David B Yancey)
Current Standings






  • toymailman [275]
  • Deteacher [257]
  • aftermac [194]
  • darthkur [193]
  • Kurt_Woloch [121]
  • Impaler_26 [119]
  • DarthCalvin [117]
  • jjd [87]
  • Mister VCS [79]
  • shadow460 [56]
  • Hornpipe2 [55]
  • LarcenTyler [54]
  • SpiceWare [52]
  • the 5th ghost [47]
  • Nathan Strum [46]
  • mcge0053 [26]
  • Jess Ragan [26]
  • homerwannabee [22]
  • Zoyx [22]
  • Jred [20]
  • Spector [20]
  • doctorclu [19]
  • Omegamatrix [19]
  • ClassicGMR [18]
  • IHATETHEBEARS [16]
  • MrBeefy [14]
  • iangamer [14]
  • Shannon [13]
  • LoneWolfSeth [12]
  • midnight magicman [11]
  • roadrunner [10]
  • ed1475 [10]
  • Random Terrain [10]
  • maf [9]
  • vdub_bobby [9]
  • DtY [8]
  • godzillajoe [8]
  • missioncontrol [8]
  • SeaGtGruff [8]
  • chuckwalla [7]
  • LS_Dracon [7]
  • theKLT [7]
  • LaserHawk3000 [7]
  • lucifershalo [5]
  • phaxda [5]
  • vintagegamecrazy [4]
  • joeypsp [2]
  • rheffera [2]
  • ratfink [2]
  • Lendorien [1]
  • Yar76 [1]
  • Artlover [1]
  • holgibo [1]
  • TimsterAA [1]





Scoring Points in Rescue Terra I

  • Meteor - 125 points
  • Cargo Ship - 225 points
  • Fighter Saucer - 275 points
  • Robot Interceptor - 425 points
  • Fish Force Field - 650 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. Unfortunately, the manual doesn't contain any real hints.
Kurt_Woloch
Here are some things the manual doesn't tell...

At first glance, it seems like the game would be timed, i.e. after some time of playing it when the timer counts down continuously, you would reach Terra I... however that isn't true.
Actually, each wave seems to have an "end distance". If the timer goes below that distance as you're playing the wave, it stops counting down further. If you make the wave before the timer has reached the end distance, it's set to the end distance at the start of the next wave. Thus, you start each wave at the same end distance every time.

Then, there's the break-up in waves. The manual already mentions that the way to Terra I is divided into 4 sectors in which different enemies reside. However, each of those sectors is further subdivided in 3 speed zones (slow, medium, fast in succession), each of which is further subdivided into 4 waves, which differ in the number of enemies you have to shoot. I'll refer to the waves by the numbering X/Y/Z, where X is the distance zone to Terra I, Y is the speed zone and Z is the wave inside of the speed zone. Thus, the complete game should consist of 4 * 3 * 4 = 48 waves.

In each wave, there's a fixed number of enemies you have to shoot. Each enemy that passes the top without being shot wraps around to the bottom of the screen, but not neccessarily at the same place. The place they spawn at seems to be set in correlation to the vertical position of your ship. Thus, if you stand still at one spot, the enemies will repeatedly spawn in one or two places, but will change that place from time to time. If you don't stand still, however, they will spawn more irregularly.

In the first sector, there's meteors only. In waves 1/X/1, you have to shoot 8 meteors to continue, in waves 1/X/2, you have to shoot 16, in waves 1/X/3, you have to shoot 32, and in waves 1/X/4, you have to shoot 64 of them. The numbers in sector 2 are different, however, and I couldn't figure them out yet.

In the second sector, cargo ships and fighter sauces are added to the mix. However, in waves 2/X/1, you will only encounter meteors and cargo ships, no saucers, in the other waves there are saucers too.
The cargo ships are best to hit when they enter the screen. Of course that's difficult to anticipate since you don't know where they will spawn. But once a cargo ship has shot, I'd stay clear of that lane and rather try to hit something else.

There's also a pretty buggy collision detection. Your shots tend to go through the enemies without hitting them (especially in places where they are only a few pixels high), but so do their shots. If you stay at the top of the screen, enemy shots heading towards you have some chance of still not hitting you because the collision is not registered.

As the second sector speeds up, the enemies' shots don't speed up as well. This means that in the fast waves, the enemies' shots actually travel towards the top slower than they themselves do. This means that cargo ships actually get less dangerous. You only have to be careful if you shoot them still not staying in their lane, because their shots still may hit you.

I found a good place to stay is at the very upper left of the screen. In that place, there will be only few enemy shots aiming to hit you. If you stay there and continuously shoot to the bottom, you will hit enemies from time to time, though most of them will pass you. But at that level, you shouldn't try to hit everything before it passes anyway, because it's simply not possible.

I found a good strategy is to stay at the very upper left and shoot to the bottom. Only when you see a saucer aiming to the left, you should dilate a bit to the right and back while continuing to shoot. The shots you give off a bit further to the right have a higher chance of hitting a saucer. Other than that, you should only move to the right when you see a shot heading your way which you have to avoid.

By the way, I've also tried the other "missions", which is what you get 20000 miles into your way to Terra I, and from that point, the game seems to change completely, into a vertical shooter!


--Zero

#2 darthkur OFFLINE  

darthkur

    River Patroller

  • 2,577 posts
  • Traveler in time
  • Location:Western North Carolina

Posted Wed Mar 18, 2009 1:26 PM

138,150


Yet another 2600 game I had never tried. It definitely puts a different spin on things being that you're traveling from the top down instead of the usual opposite for shooters.

Rescue_Terra_I__1982___VentureVision__1.png

#3 LarcenTyler OFFLINE  

LarcenTyler

    River Patroller

  • 2,254 posts
  • Atari 7800 Hunter
  • Location:Boston, MA.

Posted Wed Mar 18, 2009 5:06 PM

47,700

Rather interesting game if I say so myself.

#4 Impaler_26 OFFLINE  

Impaler_26

    Cookie Meister

  • 2,148 posts
  • Braindead
  • Location:Hueco Mundo

Posted Wed Mar 18, 2009 7:21 PM

58,575

Attached Thumbnails

  • rt.png


#5 Vectorman0 OFFLINE  

Vectorman0

    Chopper Commander

  • 207 posts
  • Location:Connecticut, USA

Posted Wed Mar 18, 2009 7:48 PM

49825 to start

#6 aftermac OFFLINE  

aftermac

    River Patroller

  • 2,298 posts
  • 228th most prolific AtariAge poster
  • Location:Detroit

Posted Wed Mar 18, 2009 8:03 PM

65,775

Picture_154.png

#7 doctorclu OFFLINE  

doctorclu

    River Patroller

  • 4,744 posts
  • (Bubsy Bobcat fan)
  • Location:Kuwait- UAE

Posted Thu Mar 19, 2009 9:26 PM

83,675

I agree with Darthkur, an interesting top down fighter instead of bottom up. Good graphics too.

#8 mcge0053 OFFLINE  

mcge0053

    Space Invader

  • 30 posts
  • Location:Oregon

Posted Sat Mar 21, 2009 12:38 AM

46,650

This game is insanely difficult once you past D:30,000. Those damn rainbow flying saucers get me every time! How on EARTH did someone score 135k+!?!?!?!?!?

Is anyone playing this game with an original cart?

Has anyone made it to Terra I? $50,000 is on the line here! :P

#9 Kurt_Woloch OFFLINE  

Kurt_Woloch

    Dragonstomper

  • 705 posts

Posted Sat Mar 21, 2009 5:20 AM

OK, here's my best so far... 151800.

Rescue_Terra_I__1982___Venture_Vision__7.png

Here are some things the manual doesn't tell...

At first glance, it seems like the game would be timed, i.e. after some time of playing it when the timer counts down continuously, you would reach Terra I... however that isn't true.
Actually, each wave seems to have an "end distance". If the timer goes below that distance as you're playing the wave, it stops counting down further. If you make the wave before the timer has reached the end distance, it's set to the end distance at the start of the next wave. Thus, you start each wave at the same end distance every time.

Then, there's the break-up in waves. The manual already mentions that the way to Terra I is divided into 4 sectors in which different enemies reside. However, each of those sectors is further subdivided in 3 speed zones (slow, medium, fast in succession), each of which is further subdivided into 4 waves, which differ in the number of enemies you have to shoot. I'll refer to the waves by the numbering X/Y/Z, where X is the distance zone to Terra I, Y is the speed zone and Z is the wave inside of the speed zone. Thus, the complete game should consist of 4 * 3 * 4 = 48 waves.

In each wave, there's a fixed number of enemies you have to shoot. Each enemy that passes the top without being shot wraps around to the bottom of the screen, but not neccessarily at the same place. The place they spawn at seems to be set in correlation to the vertical position of your ship. Thus, if you stand still at one spot, the enemies will repeatedly spawn in one or two places, but will change that place from time to time. If you don't stand still, however, they will spawn more irregularly.

In the first sector, there's meteors only. In waves 1/X/1, you have to shoot 8 meteors to continue, in waves 1/X/2, you have to shoot 16, in waves 1/X/3, you have to shoot 32, and in waves 1/X/4, you have to shoot 64 of them. The numbers in sector 2 are different, however, and I couldn't figure them out yet.

In the second sector, cargo ships and fighter sauces are added to the mix. However, in waves 2/X/1, you will only encounter meteors and cargo ships, no saucers, in the other waves there are saucers too.
The cargo ships are best to hit when they enter the screen. Of course that's difficult to anticipate since you don't know where they will spawn. But once a cargo ship has shot, I'd stay clear of that lane and rather try to hit something else.

There's also a pretty buggy collision detection. Your shots tend to go through the enemies without hitting them (especially in places where they are only a few pixels high), but so do their shots. If you stay at the top of the screen, enemy shots heading towards you have some chance of still not hitting you because the collision is not registered.

As the second sector speeds up, the enemies' shots don't speed up as well. This means that in the fast waves, the enemies' shots actually travel towards the top slower than they themselves do. This means that cargo ships actually get less dangerous. You only have to be careful if you shoot them still not staying in their lane, because their shots still may hit you.

I found a good place to stay is at the very upper left of the screen. In that place, there will be only few enemy shots aiming to hit you. If you stay there and continuously shoot to the bottom, you will hit enemies from time to time, though most of them will pass you. But at that level, you shouldn't try to hit everything before it passes anyway, because it's simply not possible.

I found a good strategy is to stay at the very upper left and shoot to the bottom. Only when you see a saucer aiming to the left, you should dilate a bit to the right and back while continuing to shoot. The shots you give off a bit further to the right have a higher chance of hitting a saucer. Other than that, you should only move to the right when you see a shot heading your way which you have to avoid.

By the way, I've also tried the other "missions", which is what you get 20000 miles into your way to Terra I, and from that point, the game seems to change completely, into a vertical shooter!

Edited by Kurt_Woloch, Sat Mar 21, 2009 5:24 AM.


#10 toymailman ONLINE  

toymailman

    Stargunner

  • 1,668 posts

Posted Sat Mar 21, 2009 9:59 AM

Almost finished it! I think I was on the last wave or two. Very difficult to clear all the enemies in time as they advance downward.

456,225
RescueTerraI_HSC_6_29.jpg

Better score, but that last wave is very hard. :x

Edited by toymailman, Sun Mar 22, 2009 12:30 PM.


#11 TimsterAA OFFLINE  

TimsterAA

    Moonsweeper

  • 352 posts
  • Location:Winston Salem, NC

Posted Sun Mar 22, 2009 10:18 AM

42,575

Rescue_Terra_I___2600_HSC___Mar_C_2009.JPG

--Timster--

#12 TimsterAA OFFLINE  

TimsterAA

    Moonsweeper

  • 352 posts
  • Location:Winston Salem, NC

Posted Sun Mar 22, 2009 12:56 PM

Another shot at it.... 99,625.

THAT close to 100K+!!! Argh!!!

Rescue_Terra_I___2600_HSC___Mar_C_2009.JPG

--Timster--

#13 Kurt_Woloch OFFLINE  

Kurt_Woloch

    Dragonstomper

  • 705 posts

Posted Sun Mar 22, 2009 4:08 PM

OK, here's another score... I got farther this time, into the "fish force field" level (which actually is a pretty silly concept if you think about it). Thus a higher score of 198025 Rescue_Terra_I__1982___Venture_Vision__8.png .

#14 TimsterAA OFFLINE  

TimsterAA

    Moonsweeper

  • 352 posts
  • Location:Winston Salem, NC

Posted Mon Mar 23, 2009 1:57 PM

Ok - that's it for me on this one. I finally got a six-figure score - 114,425! Woo-hoo! :-)

Rescue_Terra_I___2600_HSC___Mar_C_2009.JPG

--Timster--

#15 darthkur OFFLINE  

darthkur

    River Patroller

  • 2,577 posts
  • Traveler in time
  • Location:Western North Carolina

Posted Mon Mar 23, 2009 4:41 PM

157,925

Rescue_Terra_I__1982___VentureVision_.png

#16 theKLT OFFLINE  

theKLT

    Space Invader

  • 47 posts
  • Location:Louisville, KY

Posted Tue Mar 24, 2009 7:25 PM

44850
RESCUE_TERRA_I_44850.JPG




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