When you signed up with the Luna City Police Department, who would have thought that you'd be assigned to Sector Nine--home of the toughest thugs in the galaxy? Sure, you've got the finest patrol car on the force--complete with anti-gravity jump buttons and laser bullets--but in the rough terrain of Sector Nine you need more than fancy equipment to survive. Just evading huge craters and moon rocks is hard enough without having to deal with hostile UFOs and enemy landmines and tanks. Getting through your patrol in one piece is almost impossible!

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 26th 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. Here are the hints it provides:
It's also worth pointing out that we played this game a few years back. You might want to check it out for further hints. |
| godzillajoe |
| Zoyx said: "The place where I'm stuck is the 3 tanks followed by a jump between two craters." Pretty obvious advice but as soon as you shoot the last tank, jump and jump immediately after landing. Make sure you are going "normal" speed and not accelerating with the stick pushed to the right After the mine field I never accelerate unless it's to get out of the way of UFO fire. Captain Beard said: "And I've MASTERED everything up to the triple tanks. I lose all my guys there or immediately after -- you know, when the bomber blows a hole in the only safe place to land after a crater jump. What tha--!?!?" Yes that sucks HARD! I have had a nice run and then that bastard kills me by making an extra crater on the side of a double crater so it's impossible to jump. Or forcing me to long jump right into a conveniently placed rock. Seems like it is "smart" enough to do that. Bastard! My strategy in the later levels is when the bombers come out just jam on the brakes, usually they will drift to the left to get closer to you, then take them out or speed up a bit to keep them to your left where they can't hurt you. I sorta slow down/speed up to try and keep them from getting a bead on me. The mine field on the second course is the one that annoys me. FOUR UFOs come out right before there and if you don't get them ALL, they shoot at you while you are trying to jump mines. Problem is, the mines are so close together that you have to jump them with the brakes on (stick pushed to the left, slowest speed, jump at the last possible moment, jump again, and again) So if a missile is coming down, you can't speed up or your jump will land you on the NEXT mine. Pick your poison. Oh and one last tip that may be obvious. ALWAYS take out the lowest UFOs first if possible, can't react fast enough to dodge their shots if one makes it past your missiles. The first mine field? Just floor it and jump early. Can breeeze through it in 15 seconds. My advice for the second course is never speed up. Slow and steady. Trade the bonus time for the lives you will avoid losing. As soon as you blow up a tank on the edge of a crater, jump and hammer that fire button as soon as you land, but not before or you will shoot over the top of the enemy missile and die It's mostly set up so you will land at the exact right spot so the NEXT tank can't shoot you And when the bombers come out. STOP. At least temporarily The second mine field, the single mines, you have to be going SLOW or you can't make it. Three slow singles, then resume default speed for the two doubles then repeat. It will take a bit of practice. |
| Captain Beard |
| My tip to clearing the part just past the triple tanks, where the bombers seem to always blow a crater in the only safe place to land: You can guide the enemy missile! I'd never noticed earlier in the game, but the act of speeding up and slowing down effectively drags the landscape back and forth underneath an incoming missile. In other words, wait until the crater-bomb is dropped then slow down until the shot lines up with the already existing crater or the rock. Voila! No new crater! |
--Zero














