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.