| Hunter's Moon |
Commodore 64
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Playing Tips - by Martin Walker |

The Hunter's engines make it highly manoeuvrable in most situations. If you need to edge closer to line up for a starcell raid stop first and use a tap on the joystick (especially if you get thirsty) to move one cellwidth at a time. For fast acceleration when you really ant to go (must be all that drinking) hold the fire button down as you oush off (no comment). If you enjoy the loopspace Trainer, then the B title sequence patterns can be seen by starting the game on the desired pattern and going straight into Off Duty mode. Also, the 16 randomly chosen 'superpatterns' seen at the end of each subgame show their co-ordinates while onscreen for later experimentation. Below are a baker's dozen of tips for levels that I particularly enjoy specially chosen for Zzap! readers (hmmm ... wonder if you can guess where I got these tips from? - Jay).
Level 27
A green nightmare. Two starcells are relatively easy to get, but the one inside a double ring of wormcells is also the crossing point of all other workers - wait for them to continue past the ring before you attempt anything.
Level 28
A city of twisted metal. There are several narrow entrances to the city. Always wait in a safe spot in the passageways before passing a worker as their spores are too close to avoid.
Level 36
The first of the stargates. Keep your head! It looks difficult only because the gates themselves keep moving. Only attempt to go through one if the worker is nowhere in sight or travelling away from you, otherwise you'll find ot closing on the Hunter.
Level 42
A good bass line (sorry, wrong song!). A tricky stargate level, but at least there are no spores. Always use retros on this one and move very carefully.
Level 43
Pure radar work and nothing to attack you as long as you avoid the workers. Anice place to relax after a good blast.
Level 49
The blue chambers. There are four moving 'doors' to negotiate here to move between them. Keep away from the walls as much as possible, as they are deadly.
Level 71
the first appearance of the homing worker. Don't hang around unless you like being followed.
level 74
Double diagonal crossroads. Go right until you meet the first crossroads, wait until it's clear and then grab the starcell and turn smoothly upwards. If you keep going vertically you will grab the other starcell just before the workers arrive at the second crossroads. Very satisfying when you get the hang of it!
Level 75
Solid mass. Just for Paul Cooper (Thalamus' fast drivin', rock 'n rollin' MD), and for anyone else who likes a good blast (ad I don't mean swearing at the screen).
Level 87
The first of the 'switchers'. If you don't know what to expect, watch out! A seemingly undefended starcell may prove your downfall. Try it and see.
Level 94
Don't underestimate this one. There's only one starcell but it's well defended. Go in from the right just after all the workers go past.
Level 107
A corker to start the Limbra system. Somewhere a whole gang of workers have teamed up into a homing chorus line. They're mean and blue and out to get you!
Level 126
Connected maze of chambers with stargates, and a tricky one. If you haven't got a shield left keep moving between chambers to avoid spores while you track down that elusive starcell.
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