The Empire's revenge has begun! Right now an army of Imperial Walkers is marching toward the Rebels' power generator on the Ice Planet Hoth. If they reach it, the entire Rebel base will blow sky high! To stop them, the Rebels must rely on their missile-firing Snowspeeders. The Snowspeeders may be tiny (compared to the gigantic Imperial Walkers) but they're quick and agile. And in the hands of a skillful commander, they can destroy the mighty Walkers!
So climb into your Snowspeeder and be prepared to meet the first of your deadly enemies!

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 April 22nd at 1:00 AM (CST). |
Current High Scores
Best Tips
Challenges
TwinGalaxies Top 3
| Current Standings |
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| 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, though unfortunately, the formatting is screwed up. Here are the hints it provides:
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| Kurt_Woloch |
| - In order to survive, you have to find the "rhythm" to the enemies shots. Becaure the shots travel rather quickly, you won't easily be able to avoid them if you're unprepared. However, the walkers are shooting in a fairly consistent rhythm, so try to anticipate their next shot by moving up and down briefly before the next shot is supposed to appear. Since the walkers normally shoot directly towards your ship, they will miss you if you keep moving in about a right angle to the shot's trajectory during that period. - The bomb hatches appearing on the front of the walkers are difficult to hit since they mostly get obstructed by the walker's head which moves up and down following your path relative to the walker. However, the bomb hatch appearing on the back of the walkers is fairly easy to hit since it's unobstructed. - Always count how often you got hit. After the third hit you'll lose your ship, so after you got hit two times, land in a valley briefly in order to repair your ship. You can repair each ship two times. However, if you survive with one ship for two minutes, the "force" kicks in, during which you are invincible. You can anticipate the length of the "force" in that the Star Wars theme plays three times during the duration of the force. When the music stops, you only have a short time left before the "force" ends. However, after that, all damage to your ship is cancelled, and you are also allowed to repair it two more times, no matter how often it got repaired before. So effectively, you can play endlessly as long as you don't sustain more than six hits during any two-minute period, and as long as you always repair your ship after you've been hit two times (unless a walker reaches the generator, of course). - My old approach was to start with the first walker from the right, shooting it to yellow, then yellowing the far left one, and then destroying the ones in the middle completely (coming from the left). I now changed that to Doctorclu's approach [See below --Zero], and it indeed seems to work better. The only exception I make is that I immediately destroy a walker if possible if a bomb hatch appears on its back. |
| doctorclu |
| My tip to offer (and your score will be much better) WOUND the walkers and leave them. Shoot them to yellow, and them move on to the next one. This slows down the front walker, backing up the rest. When the front walker reaches the generator (and by then you have four walkers all yellow) you can easily now destroy the first three, leaving one yellow walker, and then continue working on the walkers behind it. |
| shadow460 |
| Attack from behind, try to aim for the top section as much as possible in case the bomb hatch opens. When there aren't guided missiles, you can see that there are some angles the walkers can hit you from. Even if you can't slide into that groove, you can still dodge their fire easily. Aim for the top, drop straight down when they fire and keep shooting. Drop a second time when they fire again and if you did it right you should be shooting the top of the legs. Keep shooting. When you have to dodge the third time, try to dodge upward a bit but not into the sky. Don't take risks. After your speeder has been hit once or twice, get it repaired. The 20 seconds of Force time allows you to weaken more walkers. As stated, weaken the lead walker first. Always weaken the lead walker in any group. If you blow a bomb hatch, go weaken the next walker and then wipe out any that are ahead of you. Once all walkers are yellow, start with the second to last one and kill them all from left to right. When you clear the screen of all but one walker, kill it and go all the way to the left. Kill walkers as they appear, then when they get too fast, use the strategy above. Use that 20 seconds of Force time to catch up. This is why it is imperative to not take risks--you need that invincibility! Oh, get a controller that allows you to use your fingers to shoot instead of your thumb. Most people's fingers work about 4x faster than their thumbs. If you use your wrist as a pivot point, that will help a well. To double kill a walker, shoot it eight more times after it blows up. You'll get 50 more points for that. |
--Zero














