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HSC Season 3 Week 14: Journey Escape


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#1 Ze_ro OFFLINE  

Ze_ro

    Quadrunner

  • 8,511 posts
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Posted Mon Oct 17, 2005 9:25 PM

Important note: This weeks competition is over. If you still wish to discuss this game, then feel free to do so, but no further scores will be accepted. Thanks to everyone for all their contributions! Please join in on the latest High Score Club competition!

You're on the road with JOURNEY, one of the world's hottest rock groups. A spectacular performance has just ended. Now it's up to you to guide each JOURNEY Band Member past hordes of Love-Crazed Groupies, Sneaky Photographers, and Shifty-eyed Promoters to the safety of the JOURNEY Escape Vehicle in time to make the next concert. Your mighty manager and loyal roadies are there to help, but the escape is up to you because this weeks game is Journey Escape!

Game Information

  • Game Name: Journey Escape
  • Released By: Data Age, 1982
  • Left Difficulty: B / Novice - Beginner
  • Right Difficulty: N/A
  • Game Mode: Default - 1 Player
  • Chosen By: Numan
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 will be approximately Tuesday, Oct 25th at 1:30 AM (CST). In case you haven't already done so, please read the High Score Club rules. There is other useful information contained in that previous link, including a list of previous High Score Club games!

As before, next week's game will be chosen by the next person in the member list, which happens to be vdub_bobby! Please send me a private message with your choice of game for next week!

If you are not a member of the High Score Club, but would like to be, then all you have to do is post a score for this week's game, and I'll add you to the list!

Current High Scores

  • 5,023,505 (homerwannabee) [+11]
    3,054,900 (SpiceWare) [+11]
    2,029,700 (the 5th ghost) [+11]
    2,026,202 (Numan) [+11]
    1,105,501 (Christophero Sly) [+11]
    1,050,300 (keilbaca) [+11]
  • 644,400 (Mordax) [+10]
  • 419,900 (Keir) [+9]
  • 362,900 (vdub_bobby) [+8]
  • 259,400 (scogey) [+7]
  • 229,300 (davepesc) [+6]
  • 120,200 (supercat) [+5]
    120,200 (silverpoodleman) [+5]
  • 120,000 (LarcenTyler) [+4]
  • 117,300 (D.Yancey) [+3]
  • 50,000 (khryssun) [+2]
  • 41,400 (Goochman) [+1]
Best Tips

  • homerwannabee [+2]
Bounties and Challenges

  • Score Rollover Madness! - Score over 2,000,000 points and get 1 bonus point. Score over 5,000,000 points and get 2 bonus points. Score over 10,000,000 points and get a whopping 3 bonus points! (Bonuses not additive)

    • 5,023,505 (homerwannabee) [+2]
    • 3,054,900 (SpiceWare) [+1]
    • 2,029,700 (the 5th ghost) [+1]
    • 2,026,202 (Numan) [+1]

TwinGalaxies Top 3

    (Default Settings)
  • $105,779,605.00 (Todd Rogers)
  • $2,054,302.00 (Robert T Mruczek)
  • $1,170,501.00 (Robert Macauley)
Current Standings

    Coming Soon


Member List
    vdub_bobby, Dones, Gamemaster_ca_2003, awsomo3000, Voch, Stingray, scogey, Bubbledragon, video game addict, pitfallaimee, Blackjack, racer raul, SpiceWare, Robert M, Lord Helmet, Lord Thag, Mad Scientist, Dan Iacovelli, iguana, Luigi301, Gateway, Damon Plus, gospeedde, Kepone, internetotaku, panda_racer, KaeruYojimbo, cyberneticimplant, bjk7382, davepesc, neotokeo2001, xeex, bmlbytes, Omegamatrix, the 5th ghost, Xebec's Demise, khryssun, vgcollector666, chadtower, moycon, Malc74, shadow460, Atarifever, Keir, supercat, FireTiger, Philflound, Fellow Atari Man, keilbaca, brendano, Cybergoth, durden26, sku_u, mitsubachi, arlo, Recycled, LarcenTyler, silverpoodleman, 128bytes, Goochman, Thomas Jentzsch, Christophero Sly, D.Yancey, mrppv666, Mordax, Numan
Scoring Points in Journey Escape
    Coming Soon
Hints and Tips

The Manual said:

As always, you really should read the manual.

What's that? You don't have the manual? AtariAge has both a typed copy online. However, the manual itself doesn't provide any specific hints.

homerwannabee said:

Here are some tips. First off, you will go nowhere unless you constantly try to press forward as much as you can. If you hit the Kool-aid looking guy you will have total invencibality until you hit the bus which means that you should be constantly pressing forward until you get to the bus. If you see another Kool-Aid looking guy while you have invencibality go for it because you will get another 10,000 points added to your score. The blue robot looking guys can give you a limited invincibility of 5 seconds . If you see another blue robot while you have limited invincibility be sure to go for that robot your limited invinciblity will start all over again if you get it. Be sure to do pretty good on the first couple of band members. These levels tend to be easier and you can put a padding to your time so you can be ok when you hit the last Steve Perry level. Also be sure to stay in the middle of the upper screen. That way you can avoid the groupies and bad managers by going either to the left or right. Remember the bus the blue robots and the Kool aid guy are the only things to go for every thing else should be avoided at all costs.

One key is to always remember what time you had the round before that way you can get a good guess when the bus is coming.

LarcenTyler said:

As annoying as it is, the sound is key to getting a high score, since it lets you know the status of your invulnerability, which is the key to dodging the obstacles in order to avoid lost money and time.

keilbaca said:

Although the sound does let you know when you lose invulnerability after touching the roadies, it is not necessary. The invulnerability lasts just over 4 seconds on the clock, so if you wanted to play with the sound off, just watch the clock after touching the roadies, when 4 seconds expire, get ready to start dodging again icon_smile.gif

Of course, the Mighty Manager gives you the free ride home.

To avoid missing the Scarab, pay attention to the time left on the clock. Here are the time ranges that it will appear for each band member:

S.S. - 10 to 15 sec
J.C. - 20 to 25 sec
R.V. - 30 to 35 sec
N.S. - 40 - 45 sec
S.P. - 50 - 55 sec

The more time you save, the bigger the bonus at the end. Also remember to hold down the fire button, so that you can move left, right or down faster. This helps if you accidentally pass up the Mighty Manager or Scarab so that you can reach them before they pass off of the screen. I usually just hold the button down constantly from J.C. on.

As was mentioned already, stay at the top as much as possible, in order to reach the Scarab as quickly as you can. This is especially important for the first guy, S.S., since you have the least amount of time on his board (1.00 min)


--Ze_ro

#2 keilbaca OFFLINE  

keilbaca

    Salame!

  • 7,185 posts
  • Code Monkey like Tab and Mt. Dew
  • Location:Wyano, PA

Posted Mon Oct 17, 2005 9:29 PM

You have got to be kidding...

Well this is most definitely a marathon game this is going to turn into. Now, who has the greatest endurance? :D

#3 supercat OFFLINE  

supercat

    Quadrunner

  • 6,367 posts

Posted Mon Oct 17, 2005 11:32 PM

I would suggest that from the get-go you announce that games such as this will allow the "peak" score instead of just the final score (a similar rule would have been nice with Frankenstein's Monster). My peak score was 120200; final score 86000 [a stupid window popped up in front of the game making it nearly playable for a few seconds]. Since I'd rather try to better my score in Jawbreaker than play this stupid game again, I'll just sign off with the scores above; take whichever is appropriate.

#4 homerwannabee OFFLINE  

homerwannabee

    D'oh level

  • 9,222 posts
  • Location:highdesert

Posted Tue Oct 18, 2005 1:19 AM

Ok, this is strange. For the longest time I did not quite understand what the object and the rules of this game were. Tonight I finally figured it out. Now I know why some people call this a super easy game. I actually killed myself in the game because it was getting to late.
My score 867,500

Here are some tips. First off, you will go nowhere unless you constantly try to press forward as much as you can. If you hit the Kool-aid looking guy you will have total invencibality until you hit the bus which means that you should be constantly pressing forward until you get to the bus. If you see another Kool-Aid looking guy while you have invencibality go for it because you will get another 10,000 points added to your score. The blue robot looking guys can give you a limited invincibility of 5 seconds . If you see another blue robot while you have limited invincibility be sure to go for that robot your limited invinciblity will start all over again if you get it. Be sure to do pretty good on the first couple of band members. These levels tend to be easier and you can put a padding to your time so you can be ok when you hit the last Steve Perry level. Also be sure to stay in the middle of the upper screen. That way you can avoid the groupies and bad managers by going either to the left or right. Remember the bus the blue robots and the Kool aid guy are the only things to go for every thing else should be avoided at all costs.

Edited by homerwannabee, Tue Oct 18, 2005 1:21 AM.


#5 the 5th ghost OFFLINE  

the 5th ghost

    River Patroller

  • 2,101 posts
  • Location:Pittsburgh, PA

Posted Tue Oct 18, 2005 8:06 AM

One of my chilhood favorites! I can see why Todd chose this for his marathon...simple game, score ramps up very fast. It took me barely an hour and a half to score over 2 million points.

I decided to stop after 2 million, but you can count the 1,000,000 for the first rollover shown in the picture.

The most Mighty Managers I got in one screen was three. The most I got in one round (all 5 five band members combined) was 6.

Attached Thumbnails

  • journeyescape.jpg


#6 the 5th ghost OFFLINE  

the 5th ghost

    River Patroller

  • 2,101 posts
  • Location:Pittsburgh, PA

Posted Tue Oct 18, 2005 8:11 AM

Here's a picture of my score after the 2nd rollover, just to show that each million is counted at the end of the score. ;)

Attached Thumbnails

  • journeyescape2.jpg

Edited by the 5th ghost, Tue Oct 18, 2005 8:13 AM.


#7 vdub_bobby OFFLINE  

vdub_bobby

    Quadrunner

  • 5,831 posts
  • Boom bam.
  • Location:Seattle, WA

Posted Tue Oct 18, 2005 9:39 AM

$189,700

All I could take right now.

Attached Thumbnails

  • Journey___Escape__1982___Data_Age______1.png


#8 keilbaca OFFLINE  

keilbaca

    Salame!

  • 7,185 posts
  • Code Monkey like Tab and Mt. Dew
  • Location:Wyano, PA

Posted Tue Oct 18, 2005 11:57 AM

It rolls at one mil?

I thought Todd said it counted clear up to 100 mil, thus the reason why he did the long marathon.

#9 SpiceWare OFFLINE  

SpiceWare

    Quadrunner

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  • Medieval Mayhem
  • Location:Planet Houston

Posted Tue Oct 18, 2005 12:14 PM

Looks like the points are always x00. The 5th ghost's pictures show the # of times the score is wrapped is shown as the last 2 digits of the score, kinda-sorta like Thrust.

#10 keilbaca OFFLINE  

keilbaca

    Salame!

  • 7,185 posts
  • Code Monkey like Tab and Mt. Dew
  • Location:Wyano, PA

Posted Tue Oct 18, 2005 12:37 PM

SpiceWare, on Tue Oct 18, 2005 1:14 PM, said:

Looks like the points are always x00.  The 5th ghost's pictures show the # of times the score is wrapped is shown as the last 2 digits of the score, kinda-sorta like Thrust.

View Post


Ahhhh gotya.

#11 silverpoodleman OFFLINE  

silverpoodleman

    Moonsweeper

  • 323 posts
  • Location:Darnestown, MD

Posted Tue Oct 18, 2005 3:13 PM

In my travels, I've picked up several copies of this game. I guess it time to actually play one of them.

Question, does it help to dust off one of my old Journey LP's and play it while I play it?

#12 supercat OFFLINE  

supercat

    Quadrunner

  • 6,367 posts

Posted Tue Oct 18, 2005 4:37 PM

SpiceWare, on Tue Oct 18, 2005 1:14 PM, said:

Looks like the points are always x00.  The 5th ghost's pictures show the # of times the score is wrapped is shown as the last 2 digits of the score, kinda-sorta like Thrust.

View Post


What happens if you've just wrapped the score and you get hit by the evil promoters?

#13 SpiceWare OFFLINE  

SpiceWare

    Quadrunner

  • 5,993 posts
  • Medieval Mayhem
  • Location:Planet Houston

Posted Tue Oct 18, 2005 6:41 PM

419,600

#14 LarcenTyler OFFLINE  

LarcenTyler

    River Patroller

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

Posted Wed Oct 19, 2005 7:36 AM

I would've done better if I hadn't missed the car with Steve Perry! (Who I'm sure that Journey would welcome back to the band with Open Arms!)

Here's a small bit of advice:

As annoying as it is, the sound is key to getting a high score, since it lets you know the status of your invulnerability, which is the key to dodging the obstacles in order to avoid lost money and time.



(And let me tell you, although my ears are cryin' now, it helped me get a high score!)

Attached Thumbnails

  • Journey1.JPG


#15 the 5th ghost OFFLINE  

the 5th ghost

    River Patroller

  • 2,101 posts
  • Location:Pittsburgh, PA

Posted Wed Oct 19, 2005 8:51 AM

LarcenTyler, on Wed Oct 19, 2005 8:36 AM, said:

Here's a small bit of advice:

As annoying as it is, the sound is key to getting a high score, since it lets you know the status of your invulnerability, which is the key to dodging the obstacles in order to avoid lost money and time.



(And let me tell you, although my ears are cryin' now, it helped me get a high score!)

View Post


Although the sound does let you know when you lose invulnerability after touching the roadies, it is not necessary. The invulnerability lasts just over 4 seconds on the clock, so if you wanted to play with the sound off, just watch the clock after touching the roadies, when 4 seconds expire, get ready to start dodging again :)

Of course, the Mighty Manager gives you the free ride home.

To avoid missing the Scarab, pay attention to the time left on the clock. Here are the time ranges that it will appear for each band member:

S.S. - 10 to 15 sec
J.C. - 20 to 25 sec
R.V. - 30 to 35 sec
N.S. - 40 - 45 sec
S.P. - 50 - 55 sec

The more time you save, the bigger the bonus at the end. Also remember to hold down the fire button, so that you can move left, right or down faster. This helps if you accidentally pass up the Mighty Manager or Scarab so that you can reach them before they pass off of the screen. I usually just hold the button down constantly from J.C. on.

As was mentioned already, stay at the top as much as possible, in order to reach the Scarab as quickly as you can. This is especially important for the first guy, S.S., since you have the least amount of time on his board (1.00 min)

#16 the 5th ghost OFFLINE  

the 5th ghost

    River Patroller

  • 2,101 posts
  • Location:Pittsburgh, PA

Posted Wed Oct 19, 2005 8:53 AM

Ze_ro, are we not capping the score at the rollover for this one? I guess for this game it makes sense not to, but I wish I would have known because I could have kept going on my game ;)

#17 keilbaca OFFLINE  

keilbaca

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  • Location:Wyano, PA

Posted Wed Oct 19, 2005 10:52 AM

the 5th ghost, on Wed Oct 19, 2005 9:53 AM, said:

Ze_ro, are we not capping the score at the rollover for this one? I guess for this game it makes sense not to, but I wish I would have known because I could have kept going on my game  ;)

View Post


Yeah, see the 02 at the end of your score? that means it rolled twice, kinda like in thrust.

#18 homerwannabee OFFLINE  

homerwannabee

    D'oh level

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Posted Wed Oct 19, 2005 3:21 PM

Ok after hours and hours of doing this I acumalated a score of 5,023,505
After playing this for awhile, the bad guy with looks like kyle from south park and the guy with the green shirt kind of looks like the teacher from south park. One key is to always remember what time you had the round before that way you can get a good guess when the bus is coming. I have one question, did Todd actually play this game with the sound on? because especially when you pick up the kool aid guy you get this annoying sound for 40 seconds straight. This is one of my prouder accomplishments in videogamming.

#19 Christophero Sly OFFLINE  

Christophero Sly

    River Patroller

  • 4,627 posts

Posted Wed Oct 19, 2005 4:33 PM

526,600

Edited by Christophero Sly, Wed Oct 19, 2005 4:34 PM.


#20 Numan OFFLINE  

Numan

    Stargunner

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Posted Wed Oct 19, 2005 6:00 PM

I figured we'd cap it off after the first rollover....

#21 homerwannabee OFFLINE  

homerwannabee

    D'oh level

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Posted Wed Oct 19, 2005 6:46 PM

I hope this is not capped. I figured it was not since third ghost score was posted. If I knew it was going to be capped I would of only gone to a million.

#22 keilbaca OFFLINE  

keilbaca

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Posted Wed Oct 19, 2005 6:50 PM

homerwannabee, on Wed Oct 19, 2005 7:46 PM, said:

I hope this is not capped.  I figured it was not since third ghost score was posted.  If I knew it was going to be capped I would of only gone to a million.

View Post


It should not be capped, as it does keep score after you hit 1 mil. We didn't cap it for thrust, so don't cap it for this.

EDIT: That's strange... I just rolled Journey Escape, and it didn't put a 1 on the end of the counter. It just rolled and said 300, then after it did the sequence, it said 50,300. So, all I can prove except with a handy camera ready (now that I know) is that I got 1,050,300.

Edited by keilbaca, Thu Oct 20, 2005 3:19 AM.


#23 Ze_ro OFFLINE  

Ze_ro

    Quadrunner

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Posted Thu Oct 20, 2005 5:48 AM

Do you guys want the scores to be capped at 1 million? I didn't really consider it a roll-over since it still does keep track (albeit in an unusual way), although I can definitely see the monotony in this game. So if you have an opinion, post it here... if enough people want it capped, then I'll do that.

--Zero

#24 the 5th ghost OFFLINE  

the 5th ghost

    River Patroller

  • 2,101 posts
  • Location:Pittsburgh, PA

Posted Thu Oct 20, 2005 6:50 AM

Ze_ro, on Thu Oct 20, 2005 6:48 AM, said:

Do you guys want the scores to be capped at 1 million? I didn't really consider it a roll-over since it still does keep track (albeit in an unusual way), although I can definitely see the monotony in this game. So if you have an opinion, post it here... if enough people want it capped, then I'll do that.

--Zero

View Post


I vote to cap the score, only because I thought the original idea behind capping scores was that it showed that a player has the ability to play a game forever, but that it was not necessary to do so in this competition.

Verifiable proof of a score was never paramount in this competition either. So, claiming a multi-million point game never needed to be backed by a screenshot or video anyway. Although Journey Escape tracks the rollovers, similar to Atlantis, it doesn't mean that an exception needs to be made for it.

I think an endurance competition would be a lot of fun, but most of us don't have the spare time to activlely participate in it, which could really thin out the crowd.

#25 homerwannabee OFFLINE  

homerwannabee

    D'oh level

  • 9,222 posts
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Posted Thu Oct 20, 2005 7:44 AM

the 5th ghost, on Thu Oct 20, 2005 7:50 AM, said:

Ze_ro, on Thu Oct 20, 2005 6:48 AM, said:

Do you guys want the scores to be capped at 1 million? I didn't really consider it a roll-over since it still does keep track (albeit in an unusual way), although I can definitely see the monotony in this game. So if you have an opinion, post it here... if enough people want it capped, then I'll do that.

--Zero

View Post


I vote to cap the score, only because I thought the original idea behind capping scores was that it showed that a player has the ability to play a game forever, but that it was not necessary to do so in this competition.

Verifiable proof of a score was never paramount in this competition either. So, claiming a multi-million point game never needed to be backed by a screenshot or video anyway. Although Journey Escape tracks the rollovers, similar to Atlantis, it doesn't mean that an exception needs to be made for it.

I think an endurance competition would be a lot of fun, but most of us don't have the spare time to activlely participate in it, which could really thin out the crowd.

View Post


If you wanted the game to be capped why did you go to 2 million? :roll:
I vote to not have my score capped, I freakin worked to hard to have this snatched away from me. From all indications this looked like a game that you guys were not going to cap. It said nothing about this in Zeros post. 5th ghost posted double what a capped score should be. This is extremly frustrating I repeat
I would not have gone to 5 million and wasted so much of my time if I had realized my score was going to be capped.

Edited by homerwannabee, Thu Oct 20, 2005 7:48 AM.





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