Civilization is doomed... unless you can save the Cosmic Kids. You must get your Orbinaut from the planet up to the space station. Then rescue the kids before the planet's orbit decays completely.
But watch out! Villainous Space Skeeters and Cosmic Creeps are constantly on the attack.
To succeed, you'll need every ounce of skill and stamina you possess. And succeed you must. The fate of all Kid kind is in your hands.

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 31st at 1:00 AM (Central Time, UTC-6). |
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TwinGalaxies Top 3
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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. Unfortunately, it doesn't provide any specific hints.
DT Kofoed
On the rocket stage, take your time to dodge and weave your man up. You lose a notch of time for every astronaut you have to launch, but the in-play timer is very slow here. More time on this screen now is more time to score on the next. Also, just make sure the red bar things are out of the way when you launch. The comet-things can fly out so fast there's no point waiting for them to clear before launching, and you can only really keep an eye out as they come. Remember that the new red bar things roll onto the screen as the old ones roll off, and be prepared for lots of cheap spawning directly below the spaceship as you approach! The red bars get really fast around level 6, but the meteors stay about the same.
The second screen is all about timing, and not wasting kids. Again, each kid you let loose costs a notch of time, time which could be spent shooting 10+ baddies. They come in discrete grades of speed, so pay attention to your timing to lead them as they move up a level and recross the middle. Also, the game tends to release the same speed creeps sequentially, and you can usually just shoot as fast as it'll shoot from the same spot, kitting each creep in exactly the same spot (assuming you got the first one in the series). Don't bother launching a new kid if you're only got 3 notches of time left: unless it's a caffeine-addict-runner the dude won't make it, and your last time is always best spent picking off creeps at 100 a pop. Don't be afraid to let the two creeps (the most you'll ever have on screen) get towards the top before releasing the next kid, so you can get some space around him. Also, past the first couple levels, NEVER release a new kid when there's a slow creep on the first 2 rows; chances are he'll run into the creep from behind and self destruct before you have a clear shot. That's about as specific as I can get now, but if I come up with a better description I'll post it later in the contest.
Stan
- Main thing is to make sure you get at least 5,000 points on every level to make it to the next, otherwise the game ends. Doesn't matter if you lose kids, provided you get that score.
- Obviously, the creeps end the game too if one gets to the upper right before you shoot it. As the manual indicates and you'll find out, you can only have one kid and two creeps on any given screen. Pay attention to their location. Kid doesn't matter, you want him to get in there, but a creep that slips by ends the game and this is what killed me. Pay attention to them! I tend to save them for the upper part of the screen when they're moving fast. Next one explains why.
- Kids come out at varying speeds. In later rounds they usually come out fast. That being said, you have to observe the speed of the creeps too. Once the kid gets into the ship, let out another one, PROVIDED the creeps are a little further up. The reason for this is sometimes a fast kid will come out, and if you do this when the creeps are both on the bottom level, you have pretty much 0% chance of getting the kid by before he hits a creep.
- This is important because each kid released causes the moon to go down one notch. If you lose the kid, where the bulk of your points come from, you can easily lose the round if it happens too often. So, keep the creeps at at least level two on the screen before releasing a kid. However, if both on-screen creeps are flying at break-neck speed, let loose a kid, it won't matter.
- Still, creeps have varying speeds too. This game at advanced levels requires a mastery of timing and precision with your shots. Often, I'd have to deal a shot right in front of a kid at the right time so a speeding creep wouldn't catch up to him. Try to avoid that by doing what I say above, and in most cases you'll have good space between your kids and the creeps.
- The astronaut part before the creep part gets a lot harder later. Pay attention to the moon, because that's where he comes out. If you release him too quickly when an obstacle is in the way, you've wasted value point-collecting time. But you still need to get him out soon, so look for your first opening, pay attention to the flying things whatever they are, and let him loose. Following behind slower moving asteroids (I think that's what they are) will allow you to ease up the screen without hitting any.
Deteacher
When you're reaching the end of the 2nd half of the level, make sure your ship is positioned to the left or right of center. Do not have your ship positioned in the center. I've found that if the ship is off to the left or right of center, I can get the guy up to the ship relatively easy.
When the game gets to full speed, you have to keep two things in mind:
- As the level is coming to an end, make sure your ship is positioned to the left or right of center, or else you're screwed when the new level begins. See pic above...that's where I like to have my ship at the start of a new wave.
- Stay focused on the creeps. Let one slip by and you're screwed. If you have to kill one of your own to clear a path to zap a creep, then do it.
Lots of concentration and focus is needed.
--Zero















