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| Game competition #5: Mame - Robotron 2084 |
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| DaveStall:
--- Quote from: (+_+) on October 23, 2008, 02:29:25 pm --- You should try a tank wave on level 10. They can eat up your men in no time if you screw up. When you compare playing on level 10 vs factory settings, it's like going to work vs a stroll in the park. Put it this way, if you persist at level 10 and improve and then fall back to level 3 or 5, you should be rolling the game in no time. When you can roll the game on level 10/30,000 per free man you're there. Where there is, I'm not quite sure. ;) After that, there's always playing one hand each with a buddy. It's a whole new experience. Be the mover, it's more fun. With a good partner on level 5, you can roll the game too. --- End quote --- Playing at a higher level is a good way to get better, but you will end up at level 10 eventually anyhow if you get good enough. I believe the game increases the difficulty level by one at every tank wave, so once you hit that seventh one you should be at level 10 regardless. Dave |
| RayB:
Anyone try the Brain tip he talks about in video 2? |
| ahofle:
Yeah I do it all the time -- ever since I first saw that video. It's pretty hard to get all the mommies without dying or ending the level too early though. It's also sometimes difficult to spot the one mikey. If done right, you should have over 100K at that point. You can also do that trick on the next brain level (daddies). It's harder to spot the one daddy that the brains are headed for, but sometimes you can guess and keep him alive and they won't program any others! |
| DaveStall:
Those videos are great! We actually figured the Mikey trick out back in the day by accident because we always played by the rule that letting Mikey get killed got you a punch in the arm. When someone was feeling cocky, he would just circle around Mickey and we finally saw the behavior of the brains. One thing I love about Robotron is that there are no patterns in the game to memorize. When you get killed, you always see it coming and usually know what got you in that spot in the first place. A couple of general tips are: (1) With the tanks and spheroids, the farther you are away from them the faster the bullets come at you. The general reaction in tank waves and those with lots of hatched spheres is to get away from them. In reality, getting close to them makes them much easier to handle. You can circle right around a group of spheroids and never get hit. In tanks waves where you fail to kill the cubes before the tanks hatch, run right through the middle of the screen and take out as many tanks as you can before getting to a wall and picking off the remainders. (2) When dealing with spheroids, don't run along the outer wall. Stay just a bit off of it instead. The bullets will travel along the walls so you can avoid a lot of them by doing this. (3) Grunt waves (9,19,29, etc.) are probably the hardest ones because if you die early you will most often lose several more lives quickly after. When the wave is forming, look up and down and find your best path to the wall. Get there at all costs as quickly as possible. Don't worry about picking up people, just get to the wall and then go left or right, whichever way doesn't have a hulk in your way. If you run a grunt wave, you will get plenty of people near the end to get an extra man or two. Dave |
| RayB:
Practiced, and practiced... beat my personal best: 191,000 |
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