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Crest! (No not the toothpaste) 4/25/14 3:33 PM
The Royal Cup crown still eludes me, but I finally scored my first crest. Made it to the quarterfinals in the Jungle Bubble RC. It took about a week to get an opponent for my quarter, until I lost to a Tyrant by a few seconds overnight. Oh well. Maybe next time.0 comments -
NEW FEATURE: The Diploma Corner! 11/12/12 3:19 PM
As you may know, I no longer produce the Diploma Guide, because I have several things going on in my personal life. However, I don’t want to leave people high and dry who seek help with diplomas. With this in mind, I now bring you the Diploma Corner.
Got any questions about a particular diploma piece that’s been eluding you? Just leave a comment and I’ll look into it. I haven’t played all the newer diploma pieces, so it may take me a bit to get back to you, but get back to you I will.
To start us off, I’ll answer a question that was posed in my last blog entry. Pavke.nl wanted to know how to collect the third diploma piece in I Scream Ice Cream. She didn’t specify which diploma, so I’m assuming it’s the most recent one, for which the third piece requires scoring 50,000 or more in ice cream score.
The key to collecting this piece is to hold off on finishing the fourth flavor as long as you can. Start by picking a flavor that you can make a huge mass of, then once you clear it, make a huge mass of another flavor. Once you’ve built up three flavors, only take small amounts of the fourth one for as long as you can get away with it. The idea is to keep scoring as much as you can with three flavors before you have to finish the fourth. If you’ve piled on enough of the first three flavors, you should be good to go.
Not all explanations will be that detailed, as the character space for comments and replies is limited. Not to worry, I’ll get the message across somehow ;) Take care and good luck!15 comments -
BUCKET LIST UPDATE 2/9/12 8:43 AM
After an improbable win in last night's daily freeroll (Pyramid), I have now completed two of the nine items on my King.com Bucket List. If you don't remember the list or don't feel like going back to look for it, it goes like this:
Ph. D. IN GAMING: Collect all available diplomas.
I've let this one slip quite a bit, as I've had neither the funds nor the patience to take it seriously at this time. I'll go back and get the rest at some point.
KING OF ALL GAMES: Attain a rank of King or better in all games.
This is hard enough to do in all the new games, let alone the older, less popular games. Many of the newer games don't have a progressive jackpot tournament, which makes it very difficult to move up in rank once you get past 3000 or so (because amount of money won figures into rank changes). Doesn't mean I won't do it--just means it'll take a while.
RULER OF THE WORLD: Achieve a rank of Tyrant in any game.
Haven't made much progress here. Still in the mid 13Ks in Jungle Bubble, low 13Ks in Luxor, and not really close in any other game.
THE GOLD STANDARD: Reach the Gold award level or better in all games.
It's just a matter of playing more games, when I have more money.
PRECIOUS GEM: Collect a Diamond award in any game.
COMPLETE!
As I expected, I got this one in Luxor, around the beginning of the year.
UNDISPUTED CHAMPION: Win any Royal Cup.
Well, I can't complain about lack of opportunities, as there are a boatload of Royal Cups open. This one is all about playing when you're hot, and not when you're not. I thought I had a chance at Letter Star, but you always get that one name you've never heard of, and of course your opponent has. Oh well.
MONEY FOR NOTHING: Win first place in any freeroll.
COMPLETE!
Just nailed this one last night, Feb. 8, 2012, in Pyramid. I scored a little over 168K, having gotten to level 8. Oddly enough, no one else scored over 160K. I guess I'm better at catching scarabs than they are.
TO BE THE MAN: Beat Sowy in any game.
I've gotten close to some of his scores, but haven't beaten him yet. One of these days...
BEST OF FIVE: Elevate my skills to the point that I can beat anyone on King.com in a "Best of 5 Games" challenge.
Again, one of these days...
Also, you may have noticed that I'm no longer doing the Diploma Guide. However, I have answered a few recent questions in the last Strategy Corner, and new questions are always welcome. I'll answer them when I can. Take care and good luck!8 comments -
SHOLLY'S STRATEGY CORNER: Scopa King Training Game 7/22/11 1:36 PM
For those of you who wanted to play the Scopa King Training Game, you'll find it in your challenges now. I suggest you play it through once before reading this blog, then come back here and see what I did and why.
NOTES: I don't note the suits of the cards, except that cards of the Coin suit will be noted in boldface. My plays will be in standard type, computer plays in italics.
Please be advised that my strategies will not always work to your best advantage. This is true in almost every card game--no matter how good your strategy is, there are always deals that can make it look bad.
So without further ado, here's how the game went:
BOARD IS DEALT: 7, Knave, Knave, 3
HAND 1: Knight, 2, King
Me: King takes 7 and 3
My only possible capture at this point. Also the best play because it takes a 7, which is important for your Primiera score, and leaves the CPU with a poor board.
CPU: 5 discarded
Me: Knight discarded
I choose the Knight instead of the 2, because if the CPU has a 7, it can take both number cards. Maybe I can force a useful discard instead.
CPU: 3 discarded
Me: 2 discarded
No such luck--the CPU did have a 7 and held on to it. Had it held a 2 along with the 7, it might have chosen to discard it. This is one of those plays where it didn't matter what I did--in cases like that, you should still do the right thing, just in case.
CPU: 7 takes 5 and 2
Again, nothing could be done. This makes it all the more important to grab the other two 7s if possible.
BOARD: Knave, Knave, Knight, 3
HAND 2: 6, 7, Knight
Me: Knight takes Knight
A no-brainer. Take the Knight of coins with no other capture available. Don't leave it out there in case the CPU has a Knight as well.
CPU: Knight discarded
Sure enough...
Me: 6 discarded
Normally, I'd slightly prefer discarding the non-Coin card, but my other card happens to be a 7. There's always a chance the CPU will have to pitch a 7 or an Ace, in which case I can make a capture instead of discarding it.
CPU: Knight takes Knight
Nothing to be done about that.
Me: 7 discarded
CPU: 2 discarded
BOARD: Knave, Knave, 3, 6, 7, 2
HAND 3: 2, 6, King
Me: King takes 7 and 3
I can make a capture with any of my cards, but only one play takes two cards, including a 7.
CPU: King takes Knave and 2
Me: 6 takes 6
A no-brainer, with only the other Knave and the 6 of Coins on the board.
CPU: 5 discarded
Me: 2 discarded
CPU: 6 discarded
Again, waste no time making captures when you can. Had I not taken the 6 for whatever reason, I would have lost it.
BOARD: Knave, 5, 2, 6
HAND 4: Ace, Ace, Knave
Me: Knave takes Knave
I'd rather take the 6 and 2, but Scopa rules require me to take the Knave instead.
CPU: 4 discarded
Me: Ace discarded
Holding onto the Ace of Coins, in case the CPU doesn't take this one. If you must discard one of a pair and you have the Coin, hold onto the Coin. That one card may mean a 1000 point difference in your score.
CPU: Ace takes Ace
Of course it had an Ace. Yeesh. Realistically though, even if it didn't, there are a lot of number combinations out there, so it could probably have made a combination capture anyway.
Me: Ace discarded
With a shrug.
CPU: 3 takes 2 and Ace
That's the kind of capture YOU want to make--three Coins, taking low cards off the board. Why take the low cards off? To give your opponent fewer opportunities to make combinations.
BOARD: 5, 6, 4
HAND 5: 4, 5, 6
Look at that--my cards match the three board cards. So, what to take first...?
Me: 4 takes 4
For two reasons: One, making sure the Coin ends up in my pile. Two: Taking either of the other two cards would allow for a possible combination for the CPU (though the 6 would have been safe, as all the Knights are gone. Extra points for you if you remembered that). However, 5 and 6 total 11, which means no combo for the CPU.
CPU: 4 discarded
Me: 5 takes 5
Again, getting the lowest card off the board. Had I been thinking about the Knights being gone as noted above, I would have taken the 6 instead. As you're about to see, I paid for my forgetfulness...
CPU: King takes 6 and 4, Scopa
Yep, the King of Coins was still out, but the Knights were all gone. That's why you should try not to leave combinations totaling 7 or 10 on the board when Sette and Re Bello are still out there!
Me: 6 discarded
CPU: 4 discarded
BOARD: 6, 4
HAND 6: 7, 3, 5
If you have a memory sharper than mine, you know what cards the CPU has left, as this is the last deal. If you don't, then the important thing to remember is to give yourself the best chance to make a capture with Sette Bello.
Me: 3 discarded
I have no "safe" discard (without knowing the CPU's hand), but the 3 puts a 7 combination on the board, and I'm pretty sure all the other 7s are gone, so I go with that.
CPU: 2 discarded
Me: 7 takes 4 and 3
Whew! That's 1000 points. That's why making that capture was so important.
CPU: Knave takes 6 and 2, Scopa
Looks like the CPU was setting up too. That means I'll lose the last two cards, but oh well. Getting Sette Bello is too important.
Me: 5 discarded
CPU: Ace discarded, taking the rest for last capture
Bad luck in the score:
I took 19 cards to the CPU's 21--no points
I took 4 Coins to the CPU's 6--no points
I took Sette Bello, but not Re Bello--1000 points
I had the higher Primiera total, thanks to taking three 7s--1000 points
No Scopas for me.
Time Bonus and Primiera score are also figured into the final total, and that's how I got where I got.
The key play of the game was in Hand 5, when I captured the 5 instead of the 6. Had I been paying attention and noticed that all the Knights were out, I would have taken the 6 instead. Then the CPU would take the 4, I'd take the 5 (for a Scopa!) and the CPU would have had to discard Re Bello, giving me a chance to pick it up for last capture at the end. If you care to, play it that way and see how it turns out.
Hope you found this exercise useful. Let me know what you think below. Take care and good luck!6 comments -
SHOLLY'S STRATEGY CORNER: Scopa King Edition 7/7/11 10:53 PM
This is a special edition of the Strategy Corner for those of you who don't quite get Scopa King, the new card game. Let's start with a brief description of the game and the scoring:
Scopa King is played with a 40 card deck, four suits (of which Coins is especially relevant) of 10 cards each. Each suit has cards 1 through 7, plus a knave (which counts as an 8), a knight (9), and a king (10). The game is started with you and the computer each receiving three cards, with four dealt to the board. You take turns playing your cards, and when both hands have been emptied, three more cards are dealt to each player. This continues until the deck is exhausted and all cards have been played.
The objective is to capture as many cards as you can, especially of the Coin suit, with extra emphasis on the King and 7 of Coins. You do this by matching a card in your hand to a card or combination of cards on the board of the same value. The only restriction is that you can't take a combination with a particular card if there's a single matching card on the board as well. For example, if there's a 5 on the board as well as a 2 and a 3 and you wish to play a 5 from your hand, you must take the single 5 instead of the 2 and 3. Oh--and if you're unable to take any cards, you must put one on the board.
If you leave no cards on the board after your play, you've made a Scopa, which is worth 1000 points. There is no penalty if the computer Scopas, but you obviously won't be able to take any cards on your next turn.
When the entire deck is dealt out, the last player to capture any cards gets all cards remaining on the board after the last card is played. (This does not count as a Scopa.) The game is then scored.
Scoring is as follows:
You receive 1000 points for each of the following:
-Capturing 21 or more cards (in other words, more than the computer)
-Capturing six or more cards of the Coin suit (again, more than the computer)
-Capturing the King or 7 of Coins (2000 if you get them both)
-Having a higher "Primiera" total (explained below)
-Each Scopa you make
To figure out your Primiera score, the highest-scoring card on the Primiera table you've taken in each suit is counted, and these four values are added together. I could put the entire table in here, but I won't--the important thing to know is that the best cards for this purpose are sevens (highest), sixes and Aces (ones). If you take three sevens, you're almost certain to collect the 1000 for Primiera.
I won't go too much into strategy here, as that's what the comment section is for. However, I will say this: the 7 of Coins is the most valuable card in the deck, so capture it whenever you can! Not only is it worth 1000 in its own right and helps toward the 1000 for Coins, but it's a big step toward collecting the 1000 for Primiera as well.
That's all for now. I'll take your questions below. Take care and good luck!21 comments
Flash Diamond diploma tip 4/23/11 10:07 PM
Believe it or not, the new Guide is still not done, but up until this point, the diplomas have been really easy. Now that they've come out with a hard one, here's your tip until I can get the new Guide up:
If you're only concerned about the diploma piece (and not so much about actually winning), you have a good chance of getting a point in just a few seconds. Hit the space bar seven times to fill the board, then use any color bomb you can find. (NOTE: If you're unlucky enough to not get a color bomb, you'll have to work quickly to keep from topping out) This will usually make some pretty big groups of the other two colors, which should yield several more diamonds. If you manage to clear the whole board, that's three more diamonds, and you have a fairly decent chance of getting up to 10.
Be careful with any Black Bombs you may get--if you blow up a diamond with one, you've blown your chance at a point.
Happy Easter and good luck!
If you're only concerned about the diploma piece (and not so much about actually winning), you have a good chance of getting a point in just a few seconds. Hit the space bar seven times to fill the board, then use any color bomb you can find. (NOTE: If you're unlucky enough to not get a color bomb, you'll have to work quickly to keep from topping out) This will usually make some pretty big groups of the other two colors, which should yield several more diamonds. If you manage to clear the whole board, that's three more diamonds, and you have a fairly decent chance of getting up to 10.
Be careful with any Black Bombs you may get--if you blow up a diamond with one, you've blown your chance at a point.
Happy Easter and good luck!
1 comments
SHOLLY'S STRATEGY CORNER: Waitin' for the Guide Edition 3/1/11 3:08 PM
I'm sorry to say that due to my busy personal life, progress on the new Guide has been very slow, and so it's still not ready. (At least the recent pieces have been ridiculously easy, so not much has been lost.) With that in mind, Archiewordsmith had a great idea--why not open the Strategy Corner while you all wait? So open it I will.
You know the drill: If you have any questions about how to get better in a game, leave 'em here and I'll give you some fresh Shollywood insight. In between questions, work, and all the other stuff I have going on, I'll get the new Guide done yet. Take care and good luck!
You know the drill: If you have any questions about how to get better in a game, leave 'em here and I'll give you some fresh Shollywood insight. In between questions, work, and all the other stuff I have going on, I'll get the new Guide done yet. Take care and good luck!
14 comments
SHOLLY'S DIPLOMA GUIDE (updated 2/5) 2/5/11 7:46 AM
This week, we connect four, or five, or make Ls and Ts. Next week, we zip through the pyramids one more time...
NOTE: Work has begun on the NEW Diploma Guide. Thanks to all of you who took the time to give me your input. I can't say for sure when it will be finished, but I'm hoping you'll find it easier to use, as I've decided to put the games in alphabetical order. Oh, and I threw something else in as well that I think you'll like. Stay tuned!
Note: A task marked with an exclamation point means that completing the task will also give you an achievement point toward the Awards for that game. Sometimes the task matches the Award task exactly, and sometimes the Diploma task contains the Award task within it (such as #319).
The minimum number of games listed is an absolute minimum, as close as I could figure it; it's seldom possible to hit this number, so don't fret if it takes you more games than I have listed.
The tips in this Guide assume that you're only interested in the Diploma piece when you're playing, so they often depart from optimal winning strategy. However, you'll find in many cases that the ideas you learn in Diploma Hunts can often be used to better your overall performance in that game.
I don't have helpful information for every piece, but here's what I can tell you. I haven't listed the name of every Diploma and every piece; if you really want that info, go look it up.
385. Farm King: 2 of 3
TASK: Make a match of more than three pieces
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Look for a row of four or five of the same piece with the middle different, or L or T shapes. What else can I say? If you've played match-3 games before, you know what you're looking for.
384. Pyramid Speed: 2 of 3
TASK: Remove 30 cards
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: The game is Pyramid "Speed", right? Well, speed is what you need. Remove cards as quickly as you can, and try to make your way up to the scarabs so you can keep going.
383. Farm King: 1 of 3
TASK: Collect more than the goal amounts
POINTS REQUIRED: 999
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This game is all about thinking ahead. Look for where your target pieces line up, and if there's a way to make a match next to one or more of them before you take them, make it to increase the amount you collect. If you have a lot of one item on the screen, you can focus on that one at the expense of the others, but you won't win that way if you don't reach the goals for the other items. Oh, and when in doubt, match at the bottom of the board, to shift things around more.
382. Pyramid Speed: 1 of 3
TASK: Release a scarab
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: The scarabs are at the tips of the pyramids. Just work your way up, and be sure not to miss anything. Don't really know what else to tell you.
381. Bubble Witch: 3 of 3
TASK: Drop a bubble into the 1000 point pot
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: One way to rack up points in this one is to clear the sides of the board all the way to the top, removing as little from the middle as possible. That way, when you clear the ninth space on top to release all remaining bubbles, most of them will drop toward the 1000 point pot in the middle.
380. Miner Speed: 3 of 3
TASK: Make a color bomb
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: The one you get at the start of the game doesn't count. Look for the A A X A A pattern with a gem of color A next to the X. You have to be a bit more careful about it in this game though, because you'll often have gems moving around all over the place.
379. Bubble Witch: 2 of 3
TASK: Drop a group of 10 or more bubbles
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: It's hard to do right at the beginning of the level, but the theme is familiar: Create a cluster of bubbles held up by a few of just one color, then match that color to drop the cluster.
378. Aztec Drop: 2 of 2
TASK: Complete a level within 15 seconds
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Child's Play
TIP: Just click away all the blocks in the way. Complicated, huh?
377. Bubble Witch: 1 of 3
TASK: Bounce a bubble off a spider
POINTS REQUIRED: 7000 (yes, really)
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Build up your spider count by making chains of matching shots, then drop a bunch of bubbles for maximum impact. That's about it, really.
376. Miner Speed: 2 of 3
TASK: Add 10 to the multiplier
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Keep matching to generate multiplier stones. Using a multiplier stone in a regular match is +1 to the multiplier; catching one in the explosion of a match of four is +2; zapping one with a T or L shaped match is +3; and removing one with a color bomb is +4.
375. Crescendo Tempo: 3 of 3
TASK: Activate the Super Crescendo
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Try not to use the bomb pieces until the crescendo arrives. Just before it does, sneak a glance at the bottom left and take note of which pieces you still have to activate. You only get four crescendos per game, so make them count!
374. Aztec Drop: 1 of 2
TASK: Touch the doubler block
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Remove the blocks between the orb and the doubler block, being careful not to remove the doubler block in the process.
373. Flash Diamond II: 3 of 3
TASK: Score at least 20,000 before claiming diamonds or ending the game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Just keep clicking off groups until you reach 20,000. Watch the sides, because that's where you tend to jam up the most.
372. Miner Speed: 1 of 3
TASK: Make a T or L shaped match
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: It's hard to describe how to set the pieces up, but you'll recognize it eventually. I suggest playing your normal game and waiting for the points to come to you.
371. Crescendo Tempo: 2 of 3
TASK: Collect a coin
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Move the coins to the bottom to collect them. Activating a Super Crescendo will collect all coins on that board.
370. Flash Diamond II: 2 of 3
TASK: Make a non-diamond combo worth at least 5000 points
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Moderate
TIP: A Color Bomb move is only worth 500 points, so you won't get any diploma points for using one, but they're still important to getting this piece. Fill the screen with the space bar, then if you have one or two Color Bombs, use them. Join the pieces of the remaining color together if you have to, then click it off. You'll get a point if there are at least 25. It's easiest to get points early in the game, before there are too many diamonds cluttering the screen.
369. Animal Parade: 3 of 3
TASK: Send at least one pig to each of the three foods
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Each time a pig appears, just send it to the nearest plate that hasn't gotten a visit from a pig yet.
368. Crescendo Tempo: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just make every match you see, except don't use the area bombs until the crescendo starts and they become Color Bombs. Unlike Crescendo Catcher, it only counts how many pieces you match, not where you match them.
367. Domino Lineup III: 2 of 2
TASK: Make a line of 15 or more tiles
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: When the bell becomes active, you have 10. Just add five more, then hit the bell.
366. Flash Diamond II: 1 of 3
TASK: Get Flash Diamond Bonus!
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: Plays exactly like #342, except after you've removed everything else, QUICKLY click on the diamond group before the next line pops up.
365. Animal Parade: 2 of 3
TASK: Score at least 960 for a zebra
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Substitute the word "zebra" for "penguin" in #362, and you've got the idea. Oh, and you're going for the carrots this time, instead of the fish.
364. Domino Lineup III: 1 of 2
TASK: Play tiles in all four legal positions off a double tile
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: You can play off the sides of a double as well as the ends. Just don't play the double too close to the edge of the board, and keep in mind that you can get a point off a double-blank with ANY four tiles.
363. African Rainmaker: 3 of 3
TASK: Activate a Line Blast
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Form a Line Blast by matching a group of 8 or more clouds, then match the Line Blast to three more of its color. That's all there is to it.
362. Animal Parade: 1 of 3
TASK: Score at least 960 for a penguin
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Variable
TIP: Either the penguin enters the screen close enough to make it to the fish in time, or it doesn't. If it's close, just draw as straight a line as you can to the fish, and if another animal is on a collision course with the penguin, steer the other animal around it.
361. Hens' Defense II: 2 of 2
TASK: Kill an enemy with an apple tree
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Buy all the apple trees you can, and put them where they can cover the most road. This piece will practically fall into your lap.
360. Soccer (Football) Star II: 1 of 1
TASK: Score at least one goal before the 1:30 mark
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Do the same thing as #355, but do it early. If the red team gets the ball to start the game, highlight your center, then point him between the two players taking the kick-off, then rush the ball. You won't usually get it right away, but it'll force them to pass it forward, where you can steal or intercept as in #351.
359. African Rainmaker: 2 of 3
TASK: Make a group of 10 or more clouds
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is another one that's easiest not to concern yourself with, as most of the points you'll get here will come from chains playing themselves out. Just don't fire again until the chain is finished.
358. Hens' Defense II: 1 of 2
TASK: Kill an enemy with a fish
POINTS REQUIRED: 125
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Buy only fish and put them at points where the road turns, so that they can shoot up the road and kill several enemies at once.
357. Jungle Speed: 3 of 3
TASK: Drop (not pop) an X bubble
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: As with the other Jungle Speed pieces, just play your normal game and wait for the points to come. If you think about what you're doing, you won't have time to do it.
356. African Rainmaker: 1 of 3
TASK: Activate a drum
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Create a drum by making a group of clouds in a square, then activate it by bouncing a gem on it of the same color. Don't worry about trying to match up the gems to the drums--just make as many drums as you can, and let the gems take care of themselves. Note that you only get a point for activating a previously inactive drum--once you've entered Rainmaker Mode, you can't get any more points.
355. Soccer (Football) Star: 3 of 3
TASK: Score a goal
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Here's how I score most of my goals: Bring the ball up with your center while holding the mouse button, on a line even with one of the goal posts, then just before you reach the penalty box, quickly aim for the opposite post and fire. It gets easier the more you do it, and it's better if the opposing middle defender doesn't position himself in your line of fire, as he will in the higher difficulties.
354. Jungle Speed: 2 of 3
TASK: Drop a group of 20 or more bubbles
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Nothing out of the ordinary here. Just play your normal game and the points will come in time. Thinking will only slow you down.
353. Letter Swap: 3 of 3
TASK: Make a word worth at least 350 points
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Hard
TIP: You'll need to get some use out of the high-scoring letters, and focus on four-letter words. A qualifying three-letter word would have to be made with numbers totaling at least 12 (ZOO would work, but not much else), but the numbers only have to add up to 9 for a four-letter word.
352. Amazon Speed: 3 of 3
TASK: Leave an empty row under the water's surface
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Make powerups and use them often, and the empty rows will come eventually. Nothing else I can suggest that you can think out and use effectively in a one-minute game.
351. Soccer (Football) Star: 2 of 3
TASK: Take possession of the ball while it's red
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: A good time to steal is when the ball carrier is changing direction. Also, when a red winger has the ball, switch to your center defender and go right at him. Between him and the defender covering that winger, one of them will likely come up with the ball while the other cuts off the passing lane.
350. Jungle Speed: 1 of 3
TASK: Increase your multiplier
POINTS REQUIRED: 200
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Each X that's in a group you POP is worth 1, and each X in a group you DROP is worth 2. That's about all that's worth mentioning here. Oh, and go fast.
349. Letter Swap: 2 of 3
TASK: Get a bonus
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: To get a bonus, make a swap that forms words that intersect. You'll get one bonus for each letter that is part of both an across and a down word formed by that swap. This is a maximum of four per turn, because you can only get one bonus per letter, regardless of how many words are formed with that letter on that turn.
348. Soccer (Football) Star: 1 of 3
TASK: Pass to a teammate
POINTS REQUIRED: 250
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Aim at a teammate, make sure there's no defender in the way, then click. Hold down the button for a stronger kick. Note that when changing direction, you have to wait for the ball to come to your front if you want an accurate pass.
347. Amazon Speed: 2 of 3
TASK: Increase your multiplier
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You get multipliers by removing black blocks. You can only remove black blocks with Row Bombs, which you get by making a group of six or more.
346. Letter Swap: 1 of 3
TASK: Make at least three words with one swap
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: Look for four-letter words that contain a three-letter word in them. If you find one, your swap only has to make one word elsewhere, if that. For instance, making the word TEND will give you a point all by itself. (TEN, END)
345. Hens' Defense: 3 of 3
TASK: Make a row of five symbols in the mini-game
POINTS REQUIRED: 35
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Look for a A A B A A pattern in a row or column, with another A next to the B. This happens more often than in other switching games, because there are only four different symbols in this game.
344. Domino Lineup II: 1 of 1
TASK: Place a domino
POINTS REQUIRED: 500
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Child's Play
TIP: Find a domino on the left that matches ends with one on the board, and drop it there. Blanks are wild. If you're running out of space, ring the bell and start a new board. What else can I tell you?
343. Amazon Speed: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Row Bombs (made by making a match of 6 or more pieces) and Color Bombs (made by making a chain of 3 or more matches) will make this piece much easier. Well, it's already easy, but you know what I mean.
342. Flash Diamond: 3 of 3
TASK: Clear the board of everything except diamonds
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Hard
TIP: Again, Color Bombs are the key to getting this piece, so it combines well with an old one for those of you who like to play two at once. Ideally, you'll have Color Bombs in two or all three colors, but even if you only have one, you may be able to manage it. Once a color is removed, quickly go through and try to match up the rest of the board, and don't forget to get rid of the Black Bombs too.
341. Hens' Defense: 2 of 3
TASK: Build a level 3 defense
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: The Fool explains it at least as well as I can, if not better. Check out his Hens' Defense Strategy Guide at http:++www.king.com+community+foolentry.jsp?language=enUS&fid=4066 (Substitute a slash for each plus sign in the URL. I had to do that because this blog uses slashes as toggles for italics.)
340. Flash Diamond: 2 of 3
TASK: Collect 20 or more diamonds!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Make good use of Color Bombs to generate diamonds, as discussed in #335. Once you have enough diamonds (they would fill two whole rows if evened out), the important thing is to keep the group together. Stop using the space bar if you're having trouble linking them all together, and think before you click. Once you've linked your group together, click it away. Don't get greedy! If you scored 200,000 or more for the group, you'll get a point.
339. Kitty Boom III: 3 of 3
TASK: Create the Mega-ball
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: Variable (depends on board selection)
DIFFICULTY: Easy
TIP: Find the red peg with the + on it, and hit it. Note that not all levels have one, and some have two. You only get a point for changing a small ball to a big one; hitting the Mega-Peg several times when the ball is already big doesn't give you any points.
338. Hens' Defense: 1 of 3
TASK: Kill all enemies!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: If you have money, you need to be planting. Don't stop for anything! Be sure to put your defenses at bends and corners of the route, where they can do the most damage. The most difficult part of getting this piece is killing the boss, which is why you must plant all the defenses you can.
337. Love Me Love Me Not II: 2 of 2
TASK: Score at least 20,000 in Level Bonus
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: The starting size of the bonus depends on how many bubbles are on the screen, so this is easiest to do on levels with lots of bubbles. Don't waste ammo, because each shot you take decreases the bonus. Watch for places where you can drop a group with one shot.
336. Kitty Boom III: 2 of 3
TASK: Catch a Time Bonus peg
POINTS REQUIRED: 3
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Easy
TIP: Look for the yellowish peg with a 10 on it. Be sure to hit it early in the level, because nothing is more frustrating than hitting it well into the level, then completing the level before the bonus drops down to your paddle. Oh, and some levels (Anger Management and Unpleasant Events, that I can think of) have two of them.
335. Flash Diamond: 1 of 3
TASK: Create three or more diamonds with one click
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: You can make three diamonds in one move by clicking off a group of 30 or more pieces (20 or more, if you got any diamonds with your last click), or by clearing the board of everything except diamonds. Color bombs are the easiest way to get this piece; if you get two color bombs of different colors on the screen at once, activate the one, then the other quickly, then immediately click off the remaining group(s). Note that a black bomb counts as a click, but the space bar does not, so use the space bar to fill up the board before activating a color bomb.
334. Love Me Love Me Not II: 1 of 2
TASK: Complete a level with a full bonus meter
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pair up all the stray bubbles you can before clearing several groups at a time. That way, you don't end up with only the color of a stray bubble in the cannon, screwing up your combo.
333. Abacus Alley: 2 of 2
TASK: Make a chain of 3 or more with one shot
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Set up a A A B B C C C B B A A or A A B B A A A B B A A or similar pattern in any row, then shoot a matching cube into the middle group. You can also do it with a row that's already set up, if you have a cube under the middle section that's the same color and you knock it up into the row.
332. Quiz King II: 2 of 2
TASK: Complete the board!
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Variable (depends on your knowledge base and the categories you get)
TIP: Like most pieces in this game, either you know your stuff or you don't. The official description of this piece says to "answer all questions", which implies that you have to do it without a miss. Don't worry, such is not the case. However, I've noticed that as an American, some word and multiplayer games cause my language to change to UK English, so check your language before playing.
331. Kitty Boom III: 1 of 3
TASK: Complete a level without losing the ball
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Just follow the advice that every kid who's ever played a sport has received: Keep your eye on the ball. Be especially wary of balls hitting pegs low on the screen, especially bounce pegs--you probably lose more balls that way than any other.
330. Abacus Alley: 1 of 2
TASK: Clear a level 100%
POINTS REQUIRED: 21
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You just have to avoid reducing all colors to one or two blocks. If you have such "stray" blocks, push them all into the same row, then replace them with a color you have enough of to take them all out. Doing this on Level 4 gets you an award point.
329. Domino Lineup: 2 of 2
TASK: Complete a line with a gold domino in it!
POINTS REQUIRED: 13
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Just keep placing dominoes until a gold one shows up, then place it and ring the bell. I don't like either piece of this diploma, as it's one of those that encourages you to use a losing strategy.
328. Quiz King II: 1 of 2
TASK: Answer a Golden Question correctly!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Variable (depends on how much you know)
TIP: Clear one pyramid, then take on the Golden Question before going after the other pyramid. This way, you won't lose any lives unnecessarily before you get to the Golden Question.
327. Seashell Speed: 2 of 2
TASK: Get the multiplier up to at least 4x!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: See #323. It's played exactly the same way--just be sure to move quickly enough to hit three multipliers.
326. Domino Lineup: 1 of 2
TASK: Complete a line!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Just keep placing dominoes until the bell lights up, then hit it. You won't win this way, but you'll pick up several points per game.
325. Graceful Jewels II: 3 of 3
TASK: Get at least one more necklace than the level goal!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This is almost exactly the same as #321, except that you need one more necklace. Play it the same way.
324. Monkey Quest III: 3 of 3
TASK: Get gold in all five mini-games (purple jewels)
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: See #314 for how to play the Mining mini-game, #320 for Marksman, and go back to #277 for Survival. Be sure not to clear too much of the board while a mini-game bubble is sitting there waiting to be dropped, as you might miss out on the last mini-game then.
323. Seashell Speed: 1 of 2
TASK: Collect a multiplier
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: A multiplier is formed whenever you make a move that results in a chain of three or more matches. They're easier to hear than to see; when you hear the sound of a multiplier being formed, take a quick look around and find it.
322. Pet Rescue III: 1 of 1
TASK: Get a helicopter
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Every ten floors you clear will give you a helicopter; there are two available on Level 1, and four on Level 2. On Level 2, remove a group from the highest column(s) to make the screen scroll down.
321. Graceful Jewels II: 2 of 3
TASK: Complete Level 3!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: You need to make at least one necklace in Level 1, two in Level 2, and three in Level 3. The Mirror and Missile powerups can get you through necklaces quickly if you're having trouble. Don't forget to juggle them and increase their power first.
320. Monkey Quest III: 2 of 3
TASK: Get a gold statue piece in the Marksman mini-game
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: For bubbles that fall straight down or almost vertically, hit them as quickly as you can. If it's not nearly vertical, take your time and make sure you don't miss.
319. Amazing Adventures The Lost Tomb II: 2 of 2
TASK: Complete the game without using the hint!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: Try to be systematic in your search. Check one area at a time, then move on to the next.
318. Kitty Boom II: 2 of 2
TASK: Launch a Fireball
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Hit the Fire peg, catch the powerup, right-click, then hit the ball. That's all there is to it. Not all levels have Fire pegs, but most of them do.
317. Graceful Jewels II: 1 of 3
TASK: Juggle a powerup until it reaches full power
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 1 (yes, really--I got 29 in my first game)
DIFFICULTY: Easy
TIP: The Multiplier gem requires four juggles, and the Mirror, Eyeball, and Missile powerups require two. The Jewel and Clock can't be powered up, so no juggling is necessary.
316. Amazing Adventures The Lost Tomb II: 1 of 2
TASK: Score at least 1600 in Time Bonus!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: When you see it, click it. Use the hint if you have any trouble at all finding the last item. You have to finish both rounds in a little over two minutes.
315. UNO³ II: 2 of 2
TASK: Score at least 125 points in a round!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4 (good luck with that)
DIFFICULTY: Extreme!
TIP: Try saving your Draw Twos and Wild Draw Fours for as long as you can. If you play one of these as your last card, the next player still has to draw. Playing one second-last (don't forget to press the Uno button) is effective too, as it means computer players only have one chance to screw up your last play, instead of two.
314. Monkey Quest III: 1 of 3
TASK: Collect a gold statue piece in the Mining mini-game
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: As always, think before you click. You only have five bubbles to shoot and plenty of time to shoot them, so study the board and your bubbles before firing. Note that this mini-game is scored based on how high you open the path, so if you block the path with a later shot, you'll lose points.
313. Ali Baba: 3 of 3
TASK: Complete the game without flipping the deck!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Always make all possible moves on the board before flipping a card. If the card you flip is the same suit and higher rank than a card already in the pile, you'll have to move it to the board. This is easier if you leave an empty column before flipping, though I wouldn't necessarily recommend doing that for maximum score.
312. Kitty Boom II: 1 of 2
TASK: Hit the Rockets
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Not all boards have Rockets--some do, some don't, and some offer both Rockets and Teleporter. If the board has Rockets, they will usually appear after roughly 20 bounces.
311. Quiz King: 2 of 2
TASK: Correctly answer consecutive questions in Entertainment, Geography, and Nature
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on your areas of knowledge)
TIP: This is exactly the same as #308, except that it uses the three categories not used in that one.
310. Love Me Love Me Not: 2 of 2
TASK: Take out 20 or more bubbles in one shot
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Work your way to the surface of the flower. Clear bubbles away until just one color is holding a large bunch (in only one place), then hit that "anchor" bunch. Don't forget to switch colors with the space bar if you need to.
309. UNO³ II: 1 of 2
TASK: Play a Wild Draw Four
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Child's Play
TIP: When you get one, play it. Duh. (The Wild Draw Four is the card with a black border that has a picture of a card of each color in the middle--not to be confused with the ordinary Wild, which has an oval divided into quarters, one of each color.)
308. Quiz King: 1 of 2
TASK: Correctly answer consecutive questions in sports, history, and science in some order
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your areas of knowledge)
TIP: Sports is orange, history is yellow, and science is brown. Be sure to pick them all together. I suggest picking the one you have the hardest time with first--that way, if you miss it, you won't screw up the chain of three correct answers.
307. Ali Baba: 2 of 3
TASK: Score more than 7250 in Move Bonus!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Don't flip the deck if you don't have to (and most of the time, you don't). Watch the Possible Moves counter to make sure you don't miss any moves, and before you make a move, study the board and make sure you have to make that move before you make it.
306. Love Me Love Me Not: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This one's not too tough--just be aware of any "danger" bubbles, and don't spin the flower much if you have any.
305. Bric-a-Brac II: 2 of 2
TASK: Make five matches in a row with Speed Bonus
POINTS REQUIRED: 90
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Think out your moves beforehand, as you would with any other diploma of this nature. Note that shuffling does not cancel your Speed Bonus in this game, as it does in others.
304. Amazing Adventures The Lost Tomb: 2 of 2
TASK: Score at least 110 in Speed Bonus
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: This one is exactly the same as #220, except in orange button games instead of green.
303. Ali Baba: 1 of 3
TASK: Score at least 3500 in Time Bonus!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Finish in just a bit over two minutes. The possible moves counter is a great help in this game--keep an eye on it, and if it goes to 0, it's time to hit the deck.
302. Bric-a-Brac II: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 53
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Just make matches as fast as you can. Concentrate on the edges, and on matching pieces next to each other.
301. Firefly Fantasies II: 3 of 3
TASK: Activate a Bomb
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Making a 1000 point move (chain of 8, if none of them are already lit) will give you either a Bomb or a Wild powerup. You can figure it out from there.
NOTE: Work has begun on the NEW Diploma Guide. Thanks to all of you who took the time to give me your input. I can't say for sure when it will be finished, but I'm hoping you'll find it easier to use, as I've decided to put the games in alphabetical order. Oh, and I threw something else in as well that I think you'll like. Stay tuned!
Note: A task marked with an exclamation point means that completing the task will also give you an achievement point toward the Awards for that game. Sometimes the task matches the Award task exactly, and sometimes the Diploma task contains the Award task within it (such as #319).
The minimum number of games listed is an absolute minimum, as close as I could figure it; it's seldom possible to hit this number, so don't fret if it takes you more games than I have listed.
The tips in this Guide assume that you're only interested in the Diploma piece when you're playing, so they often depart from optimal winning strategy. However, you'll find in many cases that the ideas you learn in Diploma Hunts can often be used to better your overall performance in that game.
I don't have helpful information for every piece, but here's what I can tell you. I haven't listed the name of every Diploma and every piece; if you really want that info, go look it up.
385. Farm King: 2 of 3
TASK: Make a match of more than three pieces
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Look for a row of four or five of the same piece with the middle different, or L or T shapes. What else can I say? If you've played match-3 games before, you know what you're looking for.
384. Pyramid Speed: 2 of 3
TASK: Remove 30 cards
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: The game is Pyramid "Speed", right? Well, speed is what you need. Remove cards as quickly as you can, and try to make your way up to the scarabs so you can keep going.
383. Farm King: 1 of 3
TASK: Collect more than the goal amounts
POINTS REQUIRED: 999
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This game is all about thinking ahead. Look for where your target pieces line up, and if there's a way to make a match next to one or more of them before you take them, make it to increase the amount you collect. If you have a lot of one item on the screen, you can focus on that one at the expense of the others, but you won't win that way if you don't reach the goals for the other items. Oh, and when in doubt, match at the bottom of the board, to shift things around more.
382. Pyramid Speed: 1 of 3
TASK: Release a scarab
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: The scarabs are at the tips of the pyramids. Just work your way up, and be sure not to miss anything. Don't really know what else to tell you.
381. Bubble Witch: 3 of 3
TASK: Drop a bubble into the 1000 point pot
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: One way to rack up points in this one is to clear the sides of the board all the way to the top, removing as little from the middle as possible. That way, when you clear the ninth space on top to release all remaining bubbles, most of them will drop toward the 1000 point pot in the middle.
380. Miner Speed: 3 of 3
TASK: Make a color bomb
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: The one you get at the start of the game doesn't count. Look for the A A X A A pattern with a gem of color A next to the X. You have to be a bit more careful about it in this game though, because you'll often have gems moving around all over the place.
379. Bubble Witch: 2 of 3
TASK: Drop a group of 10 or more bubbles
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: It's hard to do right at the beginning of the level, but the theme is familiar: Create a cluster of bubbles held up by a few of just one color, then match that color to drop the cluster.
378. Aztec Drop: 2 of 2
TASK: Complete a level within 15 seconds
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Child's Play
TIP: Just click away all the blocks in the way. Complicated, huh?
377. Bubble Witch: 1 of 3
TASK: Bounce a bubble off a spider
POINTS REQUIRED: 7000 (yes, really)
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Build up your spider count by making chains of matching shots, then drop a bunch of bubbles for maximum impact. That's about it, really.
376. Miner Speed: 2 of 3
TASK: Add 10 to the multiplier
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Keep matching to generate multiplier stones. Using a multiplier stone in a regular match is +1 to the multiplier; catching one in the explosion of a match of four is +2; zapping one with a T or L shaped match is +3; and removing one with a color bomb is +4.
375. Crescendo Tempo: 3 of 3
TASK: Activate the Super Crescendo
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Try not to use the bomb pieces until the crescendo arrives. Just before it does, sneak a glance at the bottom left and take note of which pieces you still have to activate. You only get four crescendos per game, so make them count!
374. Aztec Drop: 1 of 2
TASK: Touch the doubler block
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Remove the blocks between the orb and the doubler block, being careful not to remove the doubler block in the process.
373. Flash Diamond II: 3 of 3
TASK: Score at least 20,000 before claiming diamonds or ending the game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Just keep clicking off groups until you reach 20,000. Watch the sides, because that's where you tend to jam up the most.
372. Miner Speed: 1 of 3
TASK: Make a T or L shaped match
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: It's hard to describe how to set the pieces up, but you'll recognize it eventually. I suggest playing your normal game and waiting for the points to come to you.
371. Crescendo Tempo: 2 of 3
TASK: Collect a coin
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Move the coins to the bottom to collect them. Activating a Super Crescendo will collect all coins on that board.
370. Flash Diamond II: 2 of 3
TASK: Make a non-diamond combo worth at least 5000 points
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Moderate
TIP: A Color Bomb move is only worth 500 points, so you won't get any diploma points for using one, but they're still important to getting this piece. Fill the screen with the space bar, then if you have one or two Color Bombs, use them. Join the pieces of the remaining color together if you have to, then click it off. You'll get a point if there are at least 25. It's easiest to get points early in the game, before there are too many diamonds cluttering the screen.
369. Animal Parade: 3 of 3
TASK: Send at least one pig to each of the three foods
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Each time a pig appears, just send it to the nearest plate that hasn't gotten a visit from a pig yet.
368. Crescendo Tempo: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just make every match you see, except don't use the area bombs until the crescendo starts and they become Color Bombs. Unlike Crescendo Catcher, it only counts how many pieces you match, not where you match them.
367. Domino Lineup III: 2 of 2
TASK: Make a line of 15 or more tiles
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: When the bell becomes active, you have 10. Just add five more, then hit the bell.
366. Flash Diamond II: 1 of 3
TASK: Get Flash Diamond Bonus!
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: Plays exactly like #342, except after you've removed everything else, QUICKLY click on the diamond group before the next line pops up.
365. Animal Parade: 2 of 3
TASK: Score at least 960 for a zebra
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Substitute the word "zebra" for "penguin" in #362, and you've got the idea. Oh, and you're going for the carrots this time, instead of the fish.
364. Domino Lineup III: 1 of 2
TASK: Play tiles in all four legal positions off a double tile
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: You can play off the sides of a double as well as the ends. Just don't play the double too close to the edge of the board, and keep in mind that you can get a point off a double-blank with ANY four tiles.
363. African Rainmaker: 3 of 3
TASK: Activate a Line Blast
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Form a Line Blast by matching a group of 8 or more clouds, then match the Line Blast to three more of its color. That's all there is to it.
362. Animal Parade: 1 of 3
TASK: Score at least 960 for a penguin
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Variable
TIP: Either the penguin enters the screen close enough to make it to the fish in time, or it doesn't. If it's close, just draw as straight a line as you can to the fish, and if another animal is on a collision course with the penguin, steer the other animal around it.
361. Hens' Defense II: 2 of 2
TASK: Kill an enemy with an apple tree
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Buy all the apple trees you can, and put them where they can cover the most road. This piece will practically fall into your lap.
360. Soccer (Football) Star II: 1 of 1
TASK: Score at least one goal before the 1:30 mark
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Do the same thing as #355, but do it early. If the red team gets the ball to start the game, highlight your center, then point him between the two players taking the kick-off, then rush the ball. You won't usually get it right away, but it'll force them to pass it forward, where you can steal or intercept as in #351.
359. African Rainmaker: 2 of 3
TASK: Make a group of 10 or more clouds
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is another one that's easiest not to concern yourself with, as most of the points you'll get here will come from chains playing themselves out. Just don't fire again until the chain is finished.
358. Hens' Defense II: 1 of 2
TASK: Kill an enemy with a fish
POINTS REQUIRED: 125
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Buy only fish and put them at points where the road turns, so that they can shoot up the road and kill several enemies at once.
357. Jungle Speed: 3 of 3
TASK: Drop (not pop) an X bubble
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: As with the other Jungle Speed pieces, just play your normal game and wait for the points to come. If you think about what you're doing, you won't have time to do it.
356. African Rainmaker: 1 of 3
TASK: Activate a drum
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Create a drum by making a group of clouds in a square, then activate it by bouncing a gem on it of the same color. Don't worry about trying to match up the gems to the drums--just make as many drums as you can, and let the gems take care of themselves. Note that you only get a point for activating a previously inactive drum--once you've entered Rainmaker Mode, you can't get any more points.
355. Soccer (Football) Star: 3 of 3
TASK: Score a goal
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Here's how I score most of my goals: Bring the ball up with your center while holding the mouse button, on a line even with one of the goal posts, then just before you reach the penalty box, quickly aim for the opposite post and fire. It gets easier the more you do it, and it's better if the opposing middle defender doesn't position himself in your line of fire, as he will in the higher difficulties.
354. Jungle Speed: 2 of 3
TASK: Drop a group of 20 or more bubbles
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Nothing out of the ordinary here. Just play your normal game and the points will come in time. Thinking will only slow you down.
353. Letter Swap: 3 of 3
TASK: Make a word worth at least 350 points
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Hard
TIP: You'll need to get some use out of the high-scoring letters, and focus on four-letter words. A qualifying three-letter word would have to be made with numbers totaling at least 12 (ZOO would work, but not much else), but the numbers only have to add up to 9 for a four-letter word.
352. Amazon Speed: 3 of 3
TASK: Leave an empty row under the water's surface
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Make powerups and use them often, and the empty rows will come eventually. Nothing else I can suggest that you can think out and use effectively in a one-minute game.
351. Soccer (Football) Star: 2 of 3
TASK: Take possession of the ball while it's red
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: A good time to steal is when the ball carrier is changing direction. Also, when a red winger has the ball, switch to your center defender and go right at him. Between him and the defender covering that winger, one of them will likely come up with the ball while the other cuts off the passing lane.
350. Jungle Speed: 1 of 3
TASK: Increase your multiplier
POINTS REQUIRED: 200
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Each X that's in a group you POP is worth 1, and each X in a group you DROP is worth 2. That's about all that's worth mentioning here. Oh, and go fast.
349. Letter Swap: 2 of 3
TASK: Get a bonus
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: To get a bonus, make a swap that forms words that intersect. You'll get one bonus for each letter that is part of both an across and a down word formed by that swap. This is a maximum of four per turn, because you can only get one bonus per letter, regardless of how many words are formed with that letter on that turn.
348. Soccer (Football) Star: 1 of 3
TASK: Pass to a teammate
POINTS REQUIRED: 250
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Aim at a teammate, make sure there's no defender in the way, then click. Hold down the button for a stronger kick. Note that when changing direction, you have to wait for the ball to come to your front if you want an accurate pass.
347. Amazon Speed: 2 of 3
TASK: Increase your multiplier
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You get multipliers by removing black blocks. You can only remove black blocks with Row Bombs, which you get by making a group of six or more.
346. Letter Swap: 1 of 3
TASK: Make at least three words with one swap
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: Look for four-letter words that contain a three-letter word in them. If you find one, your swap only has to make one word elsewhere, if that. For instance, making the word TEND will give you a point all by itself. (TEN, END)
345. Hens' Defense: 3 of 3
TASK: Make a row of five symbols in the mini-game
POINTS REQUIRED: 35
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Look for a A A B A A pattern in a row or column, with another A next to the B. This happens more often than in other switching games, because there are only four different symbols in this game.
344. Domino Lineup II: 1 of 1
TASK: Place a domino
POINTS REQUIRED: 500
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Child's Play
TIP: Find a domino on the left that matches ends with one on the board, and drop it there. Blanks are wild. If you're running out of space, ring the bell and start a new board. What else can I tell you?
343. Amazon Speed: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Row Bombs (made by making a match of 6 or more pieces) and Color Bombs (made by making a chain of 3 or more matches) will make this piece much easier. Well, it's already easy, but you know what I mean.
342. Flash Diamond: 3 of 3
TASK: Clear the board of everything except diamonds
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Hard
TIP: Again, Color Bombs are the key to getting this piece, so it combines well with an old one for those of you who like to play two at once. Ideally, you'll have Color Bombs in two or all three colors, but even if you only have one, you may be able to manage it. Once a color is removed, quickly go through and try to match up the rest of the board, and don't forget to get rid of the Black Bombs too.
341. Hens' Defense: 2 of 3
TASK: Build a level 3 defense
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: The Fool explains it at least as well as I can, if not better. Check out his Hens' Defense Strategy Guide at http:++www.king.com+community+foolentry.jsp?language=enUS&fid=4066 (Substitute a slash for each plus sign in the URL. I had to do that because this blog uses slashes as toggles for italics.)
340. Flash Diamond: 2 of 3
TASK: Collect 20 or more diamonds!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Make good use of Color Bombs to generate diamonds, as discussed in #335. Once you have enough diamonds (they would fill two whole rows if evened out), the important thing is to keep the group together. Stop using the space bar if you're having trouble linking them all together, and think before you click. Once you've linked your group together, click it away. Don't get greedy! If you scored 200,000 or more for the group, you'll get a point.
339. Kitty Boom III: 3 of 3
TASK: Create the Mega-ball
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: Variable (depends on board selection)
DIFFICULTY: Easy
TIP: Find the red peg with the + on it, and hit it. Note that not all levels have one, and some have two. You only get a point for changing a small ball to a big one; hitting the Mega-Peg several times when the ball is already big doesn't give you any points.
338. Hens' Defense: 1 of 3
TASK: Kill all enemies!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: If you have money, you need to be planting. Don't stop for anything! Be sure to put your defenses at bends and corners of the route, where they can do the most damage. The most difficult part of getting this piece is killing the boss, which is why you must plant all the defenses you can.
337. Love Me Love Me Not II: 2 of 2
TASK: Score at least 20,000 in Level Bonus
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: The starting size of the bonus depends on how many bubbles are on the screen, so this is easiest to do on levels with lots of bubbles. Don't waste ammo, because each shot you take decreases the bonus. Watch for places where you can drop a group with one shot.
336. Kitty Boom III: 2 of 3
TASK: Catch a Time Bonus peg
POINTS REQUIRED: 3
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Easy
TIP: Look for the yellowish peg with a 10 on it. Be sure to hit it early in the level, because nothing is more frustrating than hitting it well into the level, then completing the level before the bonus drops down to your paddle. Oh, and some levels (Anger Management and Unpleasant Events, that I can think of) have two of them.
335. Flash Diamond: 1 of 3
TASK: Create three or more diamonds with one click
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: You can make three diamonds in one move by clicking off a group of 30 or more pieces (20 or more, if you got any diamonds with your last click), or by clearing the board of everything except diamonds. Color bombs are the easiest way to get this piece; if you get two color bombs of different colors on the screen at once, activate the one, then the other quickly, then immediately click off the remaining group(s). Note that a black bomb counts as a click, but the space bar does not, so use the space bar to fill up the board before activating a color bomb.
334. Love Me Love Me Not II: 1 of 2
TASK: Complete a level with a full bonus meter
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pair up all the stray bubbles you can before clearing several groups at a time. That way, you don't end up with only the color of a stray bubble in the cannon, screwing up your combo.
333. Abacus Alley: 2 of 2
TASK: Make a chain of 3 or more with one shot
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Set up a A A B B C C C B B A A or A A B B A A A B B A A or similar pattern in any row, then shoot a matching cube into the middle group. You can also do it with a row that's already set up, if you have a cube under the middle section that's the same color and you knock it up into the row.
332. Quiz King II: 2 of 2
TASK: Complete the board!
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Variable (depends on your knowledge base and the categories you get)
TIP: Like most pieces in this game, either you know your stuff or you don't. The official description of this piece says to "answer all questions", which implies that you have to do it without a miss. Don't worry, such is not the case. However, I've noticed that as an American, some word and multiplayer games cause my language to change to UK English, so check your language before playing.
331. Kitty Boom III: 1 of 3
TASK: Complete a level without losing the ball
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Just follow the advice that every kid who's ever played a sport has received: Keep your eye on the ball. Be especially wary of balls hitting pegs low on the screen, especially bounce pegs--you probably lose more balls that way than any other.
330. Abacus Alley: 1 of 2
TASK: Clear a level 100%
POINTS REQUIRED: 21
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You just have to avoid reducing all colors to one or two blocks. If you have such "stray" blocks, push them all into the same row, then replace them with a color you have enough of to take them all out. Doing this on Level 4 gets you an award point.
329. Domino Lineup: 2 of 2
TASK: Complete a line with a gold domino in it!
POINTS REQUIRED: 13
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Just keep placing dominoes until a gold one shows up, then place it and ring the bell. I don't like either piece of this diploma, as it's one of those that encourages you to use a losing strategy.
328. Quiz King II: 1 of 2
TASK: Answer a Golden Question correctly!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Variable (depends on how much you know)
TIP: Clear one pyramid, then take on the Golden Question before going after the other pyramid. This way, you won't lose any lives unnecessarily before you get to the Golden Question.
327. Seashell Speed: 2 of 2
TASK: Get the multiplier up to at least 4x!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: See #323. It's played exactly the same way--just be sure to move quickly enough to hit three multipliers.
326. Domino Lineup: 1 of 2
TASK: Complete a line!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Just keep placing dominoes until the bell lights up, then hit it. You won't win this way, but you'll pick up several points per game.
325. Graceful Jewels II: 3 of 3
TASK: Get at least one more necklace than the level goal!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This is almost exactly the same as #321, except that you need one more necklace. Play it the same way.
324. Monkey Quest III: 3 of 3
TASK: Get gold in all five mini-games (purple jewels)
POINTS REQUIRED: 4
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: See #314 for how to play the Mining mini-game, #320 for Marksman, and go back to #277 for Survival. Be sure not to clear too much of the board while a mini-game bubble is sitting there waiting to be dropped, as you might miss out on the last mini-game then.
323. Seashell Speed: 1 of 2
TASK: Collect a multiplier
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: A multiplier is formed whenever you make a move that results in a chain of three or more matches. They're easier to hear than to see; when you hear the sound of a multiplier being formed, take a quick look around and find it.
322. Pet Rescue III: 1 of 1
TASK: Get a helicopter
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Every ten floors you clear will give you a helicopter; there are two available on Level 1, and four on Level 2. On Level 2, remove a group from the highest column(s) to make the screen scroll down.
321. Graceful Jewels II: 2 of 3
TASK: Complete Level 3!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: You need to make at least one necklace in Level 1, two in Level 2, and three in Level 3. The Mirror and Missile powerups can get you through necklaces quickly if you're having trouble. Don't forget to juggle them and increase their power first.
320. Monkey Quest III: 2 of 3
TASK: Get a gold statue piece in the Marksman mini-game
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: For bubbles that fall straight down or almost vertically, hit them as quickly as you can. If it's not nearly vertical, take your time and make sure you don't miss.
319. Amazing Adventures The Lost Tomb II: 2 of 2
TASK: Complete the game without using the hint!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: Try to be systematic in your search. Check one area at a time, then move on to the next.
318. Kitty Boom II: 2 of 2
TASK: Launch a Fireball
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Hit the Fire peg, catch the powerup, right-click, then hit the ball. That's all there is to it. Not all levels have Fire pegs, but most of them do.
317. Graceful Jewels II: 1 of 3
TASK: Juggle a powerup until it reaches full power
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 1 (yes, really--I got 29 in my first game)
DIFFICULTY: Easy
TIP: The Multiplier gem requires four juggles, and the Mirror, Eyeball, and Missile powerups require two. The Jewel and Clock can't be powered up, so no juggling is necessary.
316. Amazing Adventures The Lost Tomb II: 1 of 2
TASK: Score at least 1600 in Time Bonus!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: When you see it, click it. Use the hint if you have any trouble at all finding the last item. You have to finish both rounds in a little over two minutes.
315. UNO³ II: 2 of 2
TASK: Score at least 125 points in a round!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4 (good luck with that)
DIFFICULTY: Extreme!
TIP: Try saving your Draw Twos and Wild Draw Fours for as long as you can. If you play one of these as your last card, the next player still has to draw. Playing one second-last (don't forget to press the Uno button) is effective too, as it means computer players only have one chance to screw up your last play, instead of two.
314. Monkey Quest III: 1 of 3
TASK: Collect a gold statue piece in the Mining mini-game
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: As always, think before you click. You only have five bubbles to shoot and plenty of time to shoot them, so study the board and your bubbles before firing. Note that this mini-game is scored based on how high you open the path, so if you block the path with a later shot, you'll lose points.
313. Ali Baba: 3 of 3
TASK: Complete the game without flipping the deck!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Always make all possible moves on the board before flipping a card. If the card you flip is the same suit and higher rank than a card already in the pile, you'll have to move it to the board. This is easier if you leave an empty column before flipping, though I wouldn't necessarily recommend doing that for maximum score.
312. Kitty Boom II: 1 of 2
TASK: Hit the Rockets
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Not all boards have Rockets--some do, some don't, and some offer both Rockets and Teleporter. If the board has Rockets, they will usually appear after roughly 20 bounces.
311. Quiz King: 2 of 2
TASK: Correctly answer consecutive questions in Entertainment, Geography, and Nature
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on your areas of knowledge)
TIP: This is exactly the same as #308, except that it uses the three categories not used in that one.
310. Love Me Love Me Not: 2 of 2
TASK: Take out 20 or more bubbles in one shot
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Work your way to the surface of the flower. Clear bubbles away until just one color is holding a large bunch (in only one place), then hit that "anchor" bunch. Don't forget to switch colors with the space bar if you need to.
309. UNO³ II: 1 of 2
TASK: Play a Wild Draw Four
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Child's Play
TIP: When you get one, play it. Duh. (The Wild Draw Four is the card with a black border that has a picture of a card of each color in the middle--not to be confused with the ordinary Wild, which has an oval divided into quarters, one of each color.)
308. Quiz King: 1 of 2
TASK: Correctly answer consecutive questions in sports, history, and science in some order
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your areas of knowledge)
TIP: Sports is orange, history is yellow, and science is brown. Be sure to pick them all together. I suggest picking the one you have the hardest time with first--that way, if you miss it, you won't screw up the chain of three correct answers.
307. Ali Baba: 2 of 3
TASK: Score more than 7250 in Move Bonus!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Don't flip the deck if you don't have to (and most of the time, you don't). Watch the Possible Moves counter to make sure you don't miss any moves, and before you make a move, study the board and make sure you have to make that move before you make it.
306. Love Me Love Me Not: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This one's not too tough--just be aware of any "danger" bubbles, and don't spin the flower much if you have any.
305. Bric-a-Brac II: 2 of 2
TASK: Make five matches in a row with Speed Bonus
POINTS REQUIRED: 90
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Think out your moves beforehand, as you would with any other diploma of this nature. Note that shuffling does not cancel your Speed Bonus in this game, as it does in others.
304. Amazing Adventures The Lost Tomb: 2 of 2
TASK: Score at least 110 in Speed Bonus
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: This one is exactly the same as #220, except in orange button games instead of green.
303. Ali Baba: 1 of 3
TASK: Score at least 3500 in Time Bonus!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Finish in just a bit over two minutes. The possible moves counter is a great help in this game--keep an eye on it, and if it goes to 0, it's time to hit the deck.
302. Bric-a-Brac II: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 53
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Just make matches as fast as you can. Concentrate on the edges, and on matching pieces next to each other.
301. Firefly Fantasies II: 3 of 3
TASK: Activate a Bomb
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Making a 1000 point move (chain of 8, if none of them are already lit) will give you either a Bomb or a Wild powerup. You can figure it out from there.
1 comments
SHOLLY'S STRATEGY CORNER: 5th Anniversary / Warrior King Edition 11/12/10 4:01 PM
First of all, I want to say thanks to everyone who sent me gifts and well wishes for my 5th anniversary here on King. I can't believe it's been that long already. It seems like just yesterday that I signed up on my sister's laptop in North Carolina.
A lot has changed in five years. When I joined, there were no jewels, cups (including Royal Cups), blogs (including the Fool's Blog--the Fool may have been working for King at the time, but the blog didn't come until later), diplomas, or Treasure Quests, and the site's name was Midasplayer. I'd estimate that there were about 30 games at the time, with KicKing being one of the newest. One can only imagine what the next five years will bring.
Anyway, to celebrate this and my advancement to Warrior King in both Kitty Boom and Flash Diamond in the last two days, I'm opening the Strategy Corner once again. If you have a question about how to improve your play at any game on King, ask it here and I'll try to give you a hand. Of course, the quality of help I give you depends on how good I am at the game, so if you need a hand at King Pin Bowling, you probably want to ask someone else. lol
Oh, and try to keep it to general strategy here. If you have a diploma question, kindly ask it on the Diploma Guide. Thanks! Take care and good luck!
A lot has changed in five years. When I joined, there were no jewels, cups (including Royal Cups), blogs (including the Fool's Blog--the Fool may have been working for King at the time, but the blog didn't come until later), diplomas, or Treasure Quests, and the site's name was Midasplayer. I'd estimate that there were about 30 games at the time, with KicKing being one of the newest. One can only imagine what the next five years will bring.
Anyway, to celebrate this and my advancement to Warrior King in both Kitty Boom and Flash Diamond in the last two days, I'm opening the Strategy Corner once again. If you have a question about how to improve your play at any game on King, ask it here and I'll try to give you a hand. Of course, the quality of help I give you depends on how good I am at the game, so if you need a hand at King Pin Bowling, you probably want to ask someone else. lol
Oh, and try to keep it to general strategy here. If you have a diploma question, kindly ask it on the Diploma Guide. Thanks! Take care and good luck!
11 comments
SHOLLY'S STRATEGY CORNER: Summer Vacation Edition 8/2/10 9:31 AM
To celebrate the fact that I'm off work all this week, I'm opening the Strategy Corner for anyone who needs a hand. If you have a question about any game, ask it here and I'll be happy to answer it for you if I can. I'll answer questions about any game, but the better I am at the game, the better the answer you'll receive, naturally.
So what are you waiting for? Ask away! Be sure to check back for answers. Take care and good luck!
So what are you waiting for? Ask away! Be sure to check back for answers. Take care and good luck!
17 comments
SHOLLY'S ROYAL CUP SURVIVAL GUIDE 7/25/10 8:23 PM
With an amazing four Royal Cups open as of this writing (Domino Lineup, Football Star, Keyword, and the brand-new Letter Swap) and another one due to start tomorrow (Hens' Defense), I think it's a great time to say a few words about King.com's extra-large knockout tournaments. The following is just a bit of advice to help you get the most out of the few entries you get.
Royal Cups are just like regular cup tournaments, except for three things:
1. They're much larger
2. You usually get several entries for each one, instead of just one
3. There are no ranking restrictions whatsoever
1. They're much larger
Regular cup tournaments typically are 3-6 rounds in size, though a few games have 8-round cups. However, Royal Cups can be anywhere from 8-16 rounds, with 12-14 the norm.
All cups consist of only head to head tournaments. If you win, you receive some cash and a free entry into the next round. If you lose, you're done. In regular cups, you have to win two rounds to win back your entry fee; if you got it all back with your first win, there wouldn't be enough prize money left for later rounds. In Royal Cups, it takes three wins to fully recoup your entry fees.
2. You usually get several entries for each one, instead of just one
You can only enter a regular cup once - so there is no danger of playing against yourself - but they're always open, so you're always able to play a new entry (except for the 8-rounders, which are usually only available one at a time, so if you lose, you have to wait until the current one closes before you can enter again). Royal Cups, however, are a different story--each player receives a set number of entries, and that's it! Once you lose them, you're out. Most Royal Cups give you 3-7 chances to win, though smaller ones have been known to have only two, or even just one entry. Unfortunately, King seldom tells you ahead of time how many entries you'll have when a new Royal Cup opens, so you either have to play through them yourself, or find out from someone who has.
There are no restrictions on when you can play your entries--you can even have two or more entries active at the same time, which means if you start them too close together, you could end up matched against yourself! This does guarantee that you'll make it to the next round, but at the expense of losing an entry.
3. There are no ranking restrictions whatsoever
Regular cups are divided into ranking intervals, just as all other cash games are. The divisions typically go like this: Rank 2999 and below, 3000-3999, then by title (now indicated only by the design of the crown--4000-5999, 6000-7999, 8000-9999, 10000-14999, 15000-19999, 20000 and up). This is why players who quickly rise up the ranks of a new game may find themselves without any cups available--because there aren't enough players in that division yet. You will only play against a player who was in your ranking division when (s)he entered the cup, though they may appear to be ranked higher by the time you face them.
This is not the case in Royal Cups. Your first opponent could be anyone from a simple Peasant to an almighty Tyrant, so you always have to bring your "A" game. In subsequent rounds, players are matched up in a first come-first served format, so again, you could be facing anyone, though the further you get into the Cup, the more likely you'll find yourself facing higher-ranked opponents, as the players with the greatest skill almost always triumph in the end.
So now that we know the differences between Royal Cups and regular cups, how best to take on the big ones? Here are a few ideas you may want to keep in mind:
-Because you only get a few entries, you don't want to waste any of them. For this reason, make sure you're as free of distractions as you possibly can be, and your computer and Internet connection are stable. One of the most heartbreaking ways to lose in a Royal Cup is because your connection went bad or you were interrupted in the middle of a game.
-When you're preparing to play a Royal Cup game, whether it's starting a new entry or continuing an existing one, make sure it's not the first tournament you enter in that game for that session. Every game on King requires you to think slightly differently, so be sure to play at least one or two warm-ups in that game before diving into the Royal Cup in order to get your mind working the right way.
-Speaking of your mind, make sure you're fully awake and in the right frame of mind before starting a Royal Cup game. It sucks to lose because you weren't fully concentrating, and believe me, if you're not focused, you WILL lose. This also means knowing when to quit. If you lose and realize you're "just not feeling it", or if you start feeling tired, then STOP PLAYING and pick it up later, even if you just won and have an active entry. Resist the temptation to burn through your entries when your mind is out of synch, and remember that you have several days to continue if you win, so don't push yourself.
-Don't expect to win the whole thing. The overwhelming majority of players on King will never win a Royal Cup (I haven't yet myself), so don't put that kind of pressure on yourself. Just focus on the current game. One at a time, step by step, and if you lose, brush it off and start anew when you're ready. This doesn't mean you shouldn't bother entering, of course--even getting halfway through will land you a decent payout, and you only need to win three times to get back your entry fee and then some.
-Be sure to space your entries out, if you insist on having more than one open at once. I hardly ever start a new entry while I have another one active (used to the way the "other" site does it, I guess), but if you do it, make sure that you never play both entries up to the same round, or else you'll likely face yourself, with consequences as I mentioned before.
-Don't jump right into a new Royal Cup as soon as it opens, especially if it's a game that's been around a while. It's better to wait a day or so if you can muster the patience (which I seldom can). The only exception to this is if you believe that King made this particular Royal Cup too small, which I'll get into in a bit.
Here's why you shouldn't dive right in immediately:
When a player reaches the highest rankings in a game, his opportunities to win serious cash in that game all but disappear. There is seldom much money in the upper-level progressives, and Top Winner games often exclude the highest ranks. Therefore, the only remaining way to win big is through the Royal Cup. For this reason, the elite players will often dive in right away, so if you enter too soon, you'll likely end up facing one of these titans in the first or second round. To give you an example, I jumped into the last Luxor Royal Cup as soon as it opened, and managed to survive up to round 6 in my first entry. My opponents' rankings for that entry, in order, were: Warrior King, Despot, Conqueror, Conqueror, Despot, then yet another Despot.
I mentioned the possibility of a Royal Cup being too small. This does happen sometimes, when King underestimates the popularity of that particular game or cup. If the Royal Cup is too small (I've never seen this become an issue with a cup that was 14 or more rounds), forget about waiting out the elites and jump right in. It's better to get all your entries in and lose - unless your gaming budget is very tight - than to miss out on some of your chances.
-Most importantly, relax and have fun! After all is said and done, it IS only a game.
I hope this helps you enjoy and do well in King's Royal Cups. Let me know what you think, or share your own Royal Cup experiences below. Take care and good luck!
Royal Cups are just like regular cup tournaments, except for three things:
1. They're much larger
2. You usually get several entries for each one, instead of just one
3. There are no ranking restrictions whatsoever
1. They're much larger
Regular cup tournaments typically are 3-6 rounds in size, though a few games have 8-round cups. However, Royal Cups can be anywhere from 8-16 rounds, with 12-14 the norm.
All cups consist of only head to head tournaments. If you win, you receive some cash and a free entry into the next round. If you lose, you're done. In regular cups, you have to win two rounds to win back your entry fee; if you got it all back with your first win, there wouldn't be enough prize money left for later rounds. In Royal Cups, it takes three wins to fully recoup your entry fees.
2. You usually get several entries for each one, instead of just one
You can only enter a regular cup once - so there is no danger of playing against yourself - but they're always open, so you're always able to play a new entry (except for the 8-rounders, which are usually only available one at a time, so if you lose, you have to wait until the current one closes before you can enter again). Royal Cups, however, are a different story--each player receives a set number of entries, and that's it! Once you lose them, you're out. Most Royal Cups give you 3-7 chances to win, though smaller ones have been known to have only two, or even just one entry. Unfortunately, King seldom tells you ahead of time how many entries you'll have when a new Royal Cup opens, so you either have to play through them yourself, or find out from someone who has.
There are no restrictions on when you can play your entries--you can even have two or more entries active at the same time, which means if you start them too close together, you could end up matched against yourself! This does guarantee that you'll make it to the next round, but at the expense of losing an entry.
3. There are no ranking restrictions whatsoever
Regular cups are divided into ranking intervals, just as all other cash games are. The divisions typically go like this: Rank 2999 and below, 3000-3999, then by title (now indicated only by the design of the crown--4000-5999, 6000-7999, 8000-9999, 10000-14999, 15000-19999, 20000 and up). This is why players who quickly rise up the ranks of a new game may find themselves without any cups available--because there aren't enough players in that division yet. You will only play against a player who was in your ranking division when (s)he entered the cup, though they may appear to be ranked higher by the time you face them.
This is not the case in Royal Cups. Your first opponent could be anyone from a simple Peasant to an almighty Tyrant, so you always have to bring your "A" game. In subsequent rounds, players are matched up in a first come-first served format, so again, you could be facing anyone, though the further you get into the Cup, the more likely you'll find yourself facing higher-ranked opponents, as the players with the greatest skill almost always triumph in the end.
So now that we know the differences between Royal Cups and regular cups, how best to take on the big ones? Here are a few ideas you may want to keep in mind:
-Because you only get a few entries, you don't want to waste any of them. For this reason, make sure you're as free of distractions as you possibly can be, and your computer and Internet connection are stable. One of the most heartbreaking ways to lose in a Royal Cup is because your connection went bad or you were interrupted in the middle of a game.
-When you're preparing to play a Royal Cup game, whether it's starting a new entry or continuing an existing one, make sure it's not the first tournament you enter in that game for that session. Every game on King requires you to think slightly differently, so be sure to play at least one or two warm-ups in that game before diving into the Royal Cup in order to get your mind working the right way.
-Speaking of your mind, make sure you're fully awake and in the right frame of mind before starting a Royal Cup game. It sucks to lose because you weren't fully concentrating, and believe me, if you're not focused, you WILL lose. This also means knowing when to quit. If you lose and realize you're "just not feeling it", or if you start feeling tired, then STOP PLAYING and pick it up later, even if you just won and have an active entry. Resist the temptation to burn through your entries when your mind is out of synch, and remember that you have several days to continue if you win, so don't push yourself.
-Don't expect to win the whole thing. The overwhelming majority of players on King will never win a Royal Cup (I haven't yet myself), so don't put that kind of pressure on yourself. Just focus on the current game. One at a time, step by step, and if you lose, brush it off and start anew when you're ready. This doesn't mean you shouldn't bother entering, of course--even getting halfway through will land you a decent payout, and you only need to win three times to get back your entry fee and then some.
-Be sure to space your entries out, if you insist on having more than one open at once. I hardly ever start a new entry while I have another one active (used to the way the "other" site does it, I guess), but if you do it, make sure that you never play both entries up to the same round, or else you'll likely face yourself, with consequences as I mentioned before.
-Don't jump right into a new Royal Cup as soon as it opens, especially if it's a game that's been around a while. It's better to wait a day or so if you can muster the patience (which I seldom can). The only exception to this is if you believe that King made this particular Royal Cup too small, which I'll get into in a bit.
Here's why you shouldn't dive right in immediately:
When a player reaches the highest rankings in a game, his opportunities to win serious cash in that game all but disappear. There is seldom much money in the upper-level progressives, and Top Winner games often exclude the highest ranks. Therefore, the only remaining way to win big is through the Royal Cup. For this reason, the elite players will often dive in right away, so if you enter too soon, you'll likely end up facing one of these titans in the first or second round. To give you an example, I jumped into the last Luxor Royal Cup as soon as it opened, and managed to survive up to round 6 in my first entry. My opponents' rankings for that entry, in order, were: Warrior King, Despot, Conqueror, Conqueror, Despot, then yet another Despot.
I mentioned the possibility of a Royal Cup being too small. This does happen sometimes, when King underestimates the popularity of that particular game or cup. If the Royal Cup is too small (I've never seen this become an issue with a cup that was 14 or more rounds), forget about waiting out the elites and jump right in. It's better to get all your entries in and lose - unless your gaming budget is very tight - than to miss out on some of your chances.
-Most importantly, relax and have fun! After all is said and done, it IS only a game.
I hope this helps you enjoy and do well in King's Royal Cups. Let me know what you think, or share your own Royal Cup experiences below. Take care and good luck!
15 comments
The Diploma Guide Archive, Volume VI 5/27/10 11:10 AM
Here we go...Season six of the Diploma Guide Archive!
251. Seashell Squeeze: 3 of 3
TASK: Create a powerup
POINTS REQUIRED: 499
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Any time you match more than three shells with one move, you'll make a powerup. That's the easiest way to explain it. Oh, and you also get a free Color Bomb halfway through the level.
252. Firefly Fantasies: 2 of 3
TASK: Score at least 4000 in Firefly Bonus
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Part of the task is making sure you have a big level score, which you do by making at least one really big move, and the other part is to drop the Firefly in as few moves as possible when it appears. It's a good idea to save Wild pieces for this purpose, as if you have any in or next to the column the Firefly appears in, you can use them to connect stray unmatched pieces.
253. Mahjong Golden Path: 2 of 3
TASK: Make five matches in a row with Speed Bonus
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: As with several other Mahjong diplomas of this type, find several matches before clicking them off.
254. Scrabble Zing II: 1 of 2
TASK: Score at least 50 in Time Bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: ?
TIP: Sorry, I have no tips here, as this game is unavailable to me.
255. Firefly Fantasies: 3 of 3
TASK: Make a move worth at least 3000 points
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: It's all about the powerups. Make a move worth 1000 or more and you'll get one. If you get a Bomb, you'll score for every space in its row and column when you use it, which will almost always push the move score over 3000 unless you've already cleared most of the board.
256. Solitaire Swing II: 1 of 3
TASK: Start Level 3 with at least 2 minutes remaining
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: When a level starts, quickly look at the cards at the bottom, and try to spot any sequences. That way, if a card appears that you can play it on, you know exactly what to do, which should save you a few seconds.
257. Pet Rescue: 1 of 3
TASK: Extinguish a burning crate
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Remove groups of seven or more pieces at a time to get an extinguisher(s). Pick an abundant color to make your large group(s) with, then remove the other colors where possible, always looking ahead to see how the pieces will line up for the next move.
258. Mahjong Golden Path: 3 of 3
TASK: Open all Rune Tiles with at least ten regular tiles left on the board
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: As with #249, pay attention at the start of the level, so that you know where the Rune Tiles are. That way, you won't remove any more tiles than you have to.
259. Solitaire Swing II: 2 of 3
TASK: Collect at least 2800 in Time Bonus for a round
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You have to complete rounds 1 and 2 in 50 seconds or less to get points for them; for rounds 3 and beyond, 85 seconds or less. You have to complete twice as many holes once you reach round 3, so you have less time per hole.
260. Scrabble Zing II: 2 of 2
TASK: Use a Triple Word space
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: ?
TIP: If this game plays like standard Scrabble, you'll need to build a chain of words all the way out to the edges of the board. That's where the Triple Word spaces are--the corners and the center of each edge.
261. Pet Rescue: 2 of 3
TASK: Save a pet
POINTS REQUIRED: 177
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Using helicopters is the easy way, but you only get one for every ten floors cleared. Dropping a pet to the ground is considerably harder, but worth more. Pay attention to the colors you need to match, and be sure to extinguish any burning blocks in a pet's column. Also, watch for pets in crates, and be careful not to bring burning blocks in contact with each other, as this causes the fire to spread.
262. Jelly Swelly III: 1 of 2
TASK: Make four or more splashes in one move in Halloween mode
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: A splash occurs when a jellyfish is part of both a row and column. A good way to get this one is to look for a group of one color with a line of the other going through it, then drawing over that line.
263. UNO³: 1 of 2
TASK: Make the player after you draw a card
POINTS REQUIRED: 277
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just play a Draw Two or Wild Draw Four whenever you get one and can. Also, if the player before you has to draw (because of no play available), playing a Reverse will often make him draw again.
264. Jelly Swelly III: 2 of 2
TASK: Drop a star to the bottom in Halloween mode
POINTS REQUIRED: 99
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Stars only begin to appear after you've released both chalks. Once you do, create as many splashes as possible, in order to keep the stars and vials coming. If there are four rows beneath a star, make a move that turns them all the same color. With fewer, try to make each row part of a set of four horizontally.
265. Solitaire Swing II: 3 of 3
TASK: Drop a flag within five seconds of the previous flag
POINTS REQUIRED: 170
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: An easy way to do this is to complete one flag, but don't drop it until you complete another one.
266. Abracadabra II: 1 of 2
TASK: Use at least three different items in the same chain
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: This one's all about the double and flower pieces. Link one item to a matching double piece, then to the other item on that piece, then to a flower or another matching double piece, then to one more piece, and voila, you have a point.
267. Pet Rescue: 3 of 3
TASK: Clear at least 90% of a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Just like the Klicker games, it's important to watch how removing a group will affect the blocks above it. Note that the level will end when there are no groups on the screen to remove, even if extinguishing a burning block would create one.
268. Midas Solitaire III: 1 of 2
TASK: Solve the board in the Australian theme!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just remember to select Australia (lower left) as your theme. If you play a progressive and solve it, you can get this piece very quickly, as you get five entries (at least at my level).
269. UNO³: 2 of 2
TASK: Use the UNO button at the proper time
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Child's Play
TIP: Points count when you say Uno, and also when you catch an opponent who doesn't. Whenever you see the UNO button turn blue, click it. If it's your turn and you have two cards with a legal play, it will light up. Click it before you play, so you don't forget. If an opponent has two cards and starts fiddling with them, watch for the button to light up, then keep clicking it as the bot plays, to make sure that it registers.
270. Monkey Quest II: 1 of 3
TASK: Score at least 5000 in Time Bonus
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Clear the board in 2½ minutes or less. Time spent in mini-games doesn't count. Just be quick and accurate, and you should be fine.
271. Abracadabra II: 2 of 2
TASK: Score at least 5000 on Level 1
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Identify the most abundant items, and save them for last. Clear out the scarcer items first. Note that it's not always possible to make "perfect" chains of every item, but be sure to do so with the items you have the most of.
272. Bric-a-Brac: 1 of 2
TASK: Complete a level with at least ¼ of the time remaining
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Look for matches next to each other and along the sides of the board. When you have more than one side by side pair, take the one that's "highest" on the board first, so as not to mess up the one(s) "beneath" it.
273. Midas Solitaire III: 2 of 2
TASK: Solve the board in the North America theme!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is exactly the same as #268, except that you must select the North America theme (upper right) to get a point.
274. Monkey Quest II: 2 of 3
TASK: Score at least 50,000 in Statue Bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: This shouldn't be hard if you get all five mini-games. In Survival, keep shooting as long as you have something to shoot at. In Marksman, accuracy is more important than speed, but don't take too long to shoot. In Mining, look at the bubbles you've been given, and plan out your path before you shoot.
275. Bric-a-Brac: 2 of 2
TASK: Complete a level without making an invalid match
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: I don't really like this one, because you score big in this game by playing very quickly, and for this piece, you have to slow down a bit to make sure each match is valid. If you start a match and then change your mind, you can just click the first piece of the other match--just be sure it's not the same item as the first piece you clicked.
276. Seashell Squeeze II: 1 of 3
TASK: Complete a level within one minute
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: When you see a match, make it. Concentrate your efforts on the lower part of the screen, where you're more likely to make a combo that will make powerups.
277. Monkey Quest II: 3 of 3
TASK: Get a gold statue piece in the Survivor mini-game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Keep shooting! Be careful where you shoot, of course, but if you've cleared away an open area on one side of the board, try throwing bubbles of the "wrong" colors up there. Every now and then, you'll hit a bubble you can't see that takes them all down for an automatic perfect score (17500). Remember, your score is calculated from the lowest hanging bubble when time runs out, so always try to take out the lowest-hanging bunch, especially by dropping them if you can.
278. Mahjong Golden Path II: 1 of 2
TASK: Reach Level 5!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: As with previous pieces in this game, pay attention to the tiles as they appear at the start of each level, and in particular, stay alert for two of the same tile stacked on top of each other.
279. Orchido II: 1 of 3
TASK: Activate a Busy Beetle
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Make a Busy Beetle by keeping a chain of matches going. When the pitch of the "match" sound effect changes the second time, you usually have enough matches to form the Busy Beetle.
280. Seashell Squeeze II: 2 of 3
TASK: Activate an Area Bomb
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Make an Area Bomb by making a match of four or five shells instead of the customary three. T and L shaped matches work too. Activate it by using it in a match or hitting it with the effect of any other powerup. They work just like Power Gems in Bejeweled 2.
281. Mahjong Golden Path II: 2 of 2
TASK: Complete a level in 45 seconds or less
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This piece is MUCH easier when you stay on the Golden Path. Just don't go so fast that you do something stupid.
282. Amazing Adventures II: 1 of 2
TASK: Score at least 1600 in Time Bonus!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: When you see it, click it. If you're having trouble with the last one, use your hint. Not much else to say, really.
283. Seashell Squeeze II: 3 of 3
TASK: Activate a Color Bomb
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: It's easy but tedious if you just use the free one you get at the midpoint of each level. It's considerably more challenging to make your own, as you have to form two Area Bombs of the same color, then use them both in the same match. This is NOT easy to do, as the colors will seldom line up properly for you, but very rewarding if you can pull it off.
284. Orchido II: 2 of 3
TASK: Create a powerup
POINTS REQUIRED: 606
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Form powerups by matching more than three flowers at a time, and by keeping chains of matches going. Don't stop to admire your work when you make a match--keep going to keep your chain going.
285. Amazing Adventures II: 2 of 2
TASK: Complete the game without using the hint!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: This one's easy, if you either know the boards or aren't afraid to take penalties. Trial and error will get you through it, but if you're heavy on the "error" part, it'll cost you quite a bit.
286. Klicker Klacker 2 II: 1 of 2
TASK: Make a group with two or more radioactive blocks
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Scan the board at the beginning of the level, and identify which colors appear more than once on radioactive blocks. Move carefully to bring them together.
287. Orchido II: 3 of 3
TASK: Make a group of four or more flowers
POINTS REQUIRED: 500
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just twist a pair to meet a pair, basically. Simple as that.
288. Pet Rescue II: 1 of 2
TASK: Earn an extinguisher
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Pick a color to bring together, and remove all the blocks of other colors you have to in order to make as large a group of this color as you can. For every 7 blocks in the group, you'll get an extinguisher and a point.
289. Klicker Klacker 2 II: 2 of 2 (dang, that's a lot of twos)
TASK: Click off a group of 15 or more
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick a color that you either have a lot of, or have a bunch of already together. Carefully click away groups around it to bring more blocks of the same color into contact. Sometimes you may want to "sacrifice" a small group of this color to bring more of them together, and don't be afraid to use the Column Blast if a stray column separates a smaller group from the rest.
290. Kitty Boom: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 42
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Hit the ball to where the highest concentrations of blue pegs are, as you have to clear 75% of them to finish a level.
291. Pet Rescue II: 2 of 2
TASK: Click off a group of 15 or more
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Does this task sound familiar? It's exactly the same as last week's #289, only in a different game. You don't have Column Blasts to help you in Pet Rescue, but you do have extinguishers, which can bring a group together if a burning crate separates it.
292. Storm Chaser II: 1 of 3
TASK: Complete at least three countries!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Make sure you shoot your powerups in the right direction! Whatever direction you pulled the row or column to activate the powerup is the direction it will go. Also, be sure to make lots of Hail powerups, as they're especially useful in picking off those last few spaces. You make Hail by making a group of five or more.
293. Kitty Boom: 2 of 3
TASK: Hit 10 blue pegs with one bounce
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: Variable (depends on the levels you get)
DIFFICULTY: Variable (on levels like Skate or Die, easy...on Unpleasant Events, good luck!)
TIP: The technique varies from level to level, and I don't have the space to break down every level here. In general, look for the greatest concentrations of blue, and try to hit the ball in such a way that it will pass through the largest such area. You'll also find the Mega peg (red with the + on it) to be a big help for this task.
294. Firefly Fantasies II: 1 of 3
TASK: Drop the Firefly in three or fewer moves
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Save your powerups for when the Firefly comes. If it appears in a column that contains a Bomb, you'll drop it in one move! Even if not, Bombs and Wild pieces can help clear away the tiles that don't match in the Firefly's column.
295. Fashion Factory: 1 of 1
TASK: Collect 10 handbags in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pick one of the bags on the left side to go after, then pick a column that contains its pattern, preferably more than once. Try to match up the bags beneath where the pattern appears in the column, so that bags will drop to where the target pattern is. Repeat until the target bag is collected, then move to the next one.
296. Storm Chaser II: 2 of 3
TASK: Activate two Lightnings with one move
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This is one you shouldn't think too hard about. Just play your normal game; Lightnings will form as cascades add up. Just try not to activate them until you have several on the board at once.
297. Kitty Boom: 3 of 3
TASK: Score at least 20 hits in one bounce
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: Variable (depends on the levels you get)
DIFFICULTY: Variable (depends on the levels you get)
TIP: Putting the ball between bouncy (red & white) pegs will often get you many hits. Some levels have areas set up for monster combos, such as Skate or Die, Tower Defense, and Zing Boink Boom.
298. Firefly Fantasies II: 2 of 3
TASK: Make a move that uses two different symbols
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This one is all about the powerups. Make a chain of 8 or more pieces (if none have been already used) to score 1000 and earn a powerup, then use the powerup in another move. That's really all there is to it.
299. Storm Chaser II: 3 of 3
TASK: Light up at least 10 squares in one move
POINTS REQUIRED: 101
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You'll get most of these points at the beginning of each level, especially if you activate a powerup early on. Be sure to aim your powerup in the direction of the most unlit squares.
300. Amazing Adventures The Lost Tomb: 1 of 2 (deluxe Amazing Adventures - orange button games only)
TASK: Complete the game without a misclick!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: What can I say? Look and click carefully, and don't forget the hint if you need it.
251. Seashell Squeeze: 3 of 3
TASK: Create a powerup
POINTS REQUIRED: 499
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Any time you match more than three shells with one move, you'll make a powerup. That's the easiest way to explain it. Oh, and you also get a free Color Bomb halfway through the level.
252. Firefly Fantasies: 2 of 3
TASK: Score at least 4000 in Firefly Bonus
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Part of the task is making sure you have a big level score, which you do by making at least one really big move, and the other part is to drop the Firefly in as few moves as possible when it appears. It's a good idea to save Wild pieces for this purpose, as if you have any in or next to the column the Firefly appears in, you can use them to connect stray unmatched pieces.
253. Mahjong Golden Path: 2 of 3
TASK: Make five matches in a row with Speed Bonus
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: As with several other Mahjong diplomas of this type, find several matches before clicking them off.
254. Scrabble Zing II: 1 of 2
TASK: Score at least 50 in Time Bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: ?
TIP: Sorry, I have no tips here, as this game is unavailable to me.
255. Firefly Fantasies: 3 of 3
TASK: Make a move worth at least 3000 points
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: It's all about the powerups. Make a move worth 1000 or more and you'll get one. If you get a Bomb, you'll score for every space in its row and column when you use it, which will almost always push the move score over 3000 unless you've already cleared most of the board.
256. Solitaire Swing II: 1 of 3
TASK: Start Level 3 with at least 2 minutes remaining
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: When a level starts, quickly look at the cards at the bottom, and try to spot any sequences. That way, if a card appears that you can play it on, you know exactly what to do, which should save you a few seconds.
257. Pet Rescue: 1 of 3
TASK: Extinguish a burning crate
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Remove groups of seven or more pieces at a time to get an extinguisher(s). Pick an abundant color to make your large group(s) with, then remove the other colors where possible, always looking ahead to see how the pieces will line up for the next move.
258. Mahjong Golden Path: 3 of 3
TASK: Open all Rune Tiles with at least ten regular tiles left on the board
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: As with #249, pay attention at the start of the level, so that you know where the Rune Tiles are. That way, you won't remove any more tiles than you have to.
259. Solitaire Swing II: 2 of 3
TASK: Collect at least 2800 in Time Bonus for a round
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You have to complete rounds 1 and 2 in 50 seconds or less to get points for them; for rounds 3 and beyond, 85 seconds or less. You have to complete twice as many holes once you reach round 3, so you have less time per hole.
260. Scrabble Zing II: 2 of 2
TASK: Use a Triple Word space
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: ?
TIP: If this game plays like standard Scrabble, you'll need to build a chain of words all the way out to the edges of the board. That's where the Triple Word spaces are--the corners and the center of each edge.
261. Pet Rescue: 2 of 3
TASK: Save a pet
POINTS REQUIRED: 177
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Using helicopters is the easy way, but you only get one for every ten floors cleared. Dropping a pet to the ground is considerably harder, but worth more. Pay attention to the colors you need to match, and be sure to extinguish any burning blocks in a pet's column. Also, watch for pets in crates, and be careful not to bring burning blocks in contact with each other, as this causes the fire to spread.
262. Jelly Swelly III: 1 of 2
TASK: Make four or more splashes in one move in Halloween mode
POINTS REQUIRED: 199
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: A splash occurs when a jellyfish is part of both a row and column. A good way to get this one is to look for a group of one color with a line of the other going through it, then drawing over that line.
263. UNO³: 1 of 2
TASK: Make the player after you draw a card
POINTS REQUIRED: 277
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just play a Draw Two or Wild Draw Four whenever you get one and can. Also, if the player before you has to draw (because of no play available), playing a Reverse will often make him draw again.
264. Jelly Swelly III: 2 of 2
TASK: Drop a star to the bottom in Halloween mode
POINTS REQUIRED: 99
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Stars only begin to appear after you've released both chalks. Once you do, create as many splashes as possible, in order to keep the stars and vials coming. If there are four rows beneath a star, make a move that turns them all the same color. With fewer, try to make each row part of a set of four horizontally.
265. Solitaire Swing II: 3 of 3
TASK: Drop a flag within five seconds of the previous flag
POINTS REQUIRED: 170
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: An easy way to do this is to complete one flag, but don't drop it until you complete another one.
266. Abracadabra II: 1 of 2
TASK: Use at least three different items in the same chain
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: This one's all about the double and flower pieces. Link one item to a matching double piece, then to the other item on that piece, then to a flower or another matching double piece, then to one more piece, and voila, you have a point.
267. Pet Rescue: 3 of 3
TASK: Clear at least 90% of a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Just like the Klicker games, it's important to watch how removing a group will affect the blocks above it. Note that the level will end when there are no groups on the screen to remove, even if extinguishing a burning block would create one.
268. Midas Solitaire III: 1 of 2
TASK: Solve the board in the Australian theme!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just remember to select Australia (lower left) as your theme. If you play a progressive and solve it, you can get this piece very quickly, as you get five entries (at least at my level).
269. UNO³: 2 of 2
TASK: Use the UNO button at the proper time
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Child's Play
TIP: Points count when you say Uno, and also when you catch an opponent who doesn't. Whenever you see the UNO button turn blue, click it. If it's your turn and you have two cards with a legal play, it will light up. Click it before you play, so you don't forget. If an opponent has two cards and starts fiddling with them, watch for the button to light up, then keep clicking it as the bot plays, to make sure that it registers.
270. Monkey Quest II: 1 of 3
TASK: Score at least 5000 in Time Bonus
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Clear the board in 2½ minutes or less. Time spent in mini-games doesn't count. Just be quick and accurate, and you should be fine.
271. Abracadabra II: 2 of 2
TASK: Score at least 5000 on Level 1
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Identify the most abundant items, and save them for last. Clear out the scarcer items first. Note that it's not always possible to make "perfect" chains of every item, but be sure to do so with the items you have the most of.
272. Bric-a-Brac: 1 of 2
TASK: Complete a level with at least ¼ of the time remaining
POINTS REQUIRED: 65
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Look for matches next to each other and along the sides of the board. When you have more than one side by side pair, take the one that's "highest" on the board first, so as not to mess up the one(s) "beneath" it.
273. Midas Solitaire III: 2 of 2
TASK: Solve the board in the North America theme!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is exactly the same as #268, except that you must select the North America theme (upper right) to get a point.
274. Monkey Quest II: 2 of 3
TASK: Score at least 50,000 in Statue Bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: This shouldn't be hard if you get all five mini-games. In Survival, keep shooting as long as you have something to shoot at. In Marksman, accuracy is more important than speed, but don't take too long to shoot. In Mining, look at the bubbles you've been given, and plan out your path before you shoot.
275. Bric-a-Brac: 2 of 2
TASK: Complete a level without making an invalid match
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: I don't really like this one, because you score big in this game by playing very quickly, and for this piece, you have to slow down a bit to make sure each match is valid. If you start a match and then change your mind, you can just click the first piece of the other match--just be sure it's not the same item as the first piece you clicked.
276. Seashell Squeeze II: 1 of 3
TASK: Complete a level within one minute
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: When you see a match, make it. Concentrate your efforts on the lower part of the screen, where you're more likely to make a combo that will make powerups.
277. Monkey Quest II: 3 of 3
TASK: Get a gold statue piece in the Survivor mini-game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Keep shooting! Be careful where you shoot, of course, but if you've cleared away an open area on one side of the board, try throwing bubbles of the "wrong" colors up there. Every now and then, you'll hit a bubble you can't see that takes them all down for an automatic perfect score (17500). Remember, your score is calculated from the lowest hanging bubble when time runs out, so always try to take out the lowest-hanging bunch, especially by dropping them if you can.
278. Mahjong Golden Path II: 1 of 2
TASK: Reach Level 5!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: As with previous pieces in this game, pay attention to the tiles as they appear at the start of each level, and in particular, stay alert for two of the same tile stacked on top of each other.
279. Orchido II: 1 of 3
TASK: Activate a Busy Beetle
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Make a Busy Beetle by keeping a chain of matches going. When the pitch of the "match" sound effect changes the second time, you usually have enough matches to form the Busy Beetle.
280. Seashell Squeeze II: 2 of 3
TASK: Activate an Area Bomb
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Make an Area Bomb by making a match of four or five shells instead of the customary three. T and L shaped matches work too. Activate it by using it in a match or hitting it with the effect of any other powerup. They work just like Power Gems in Bejeweled 2.
281. Mahjong Golden Path II: 2 of 2
TASK: Complete a level in 45 seconds or less
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This piece is MUCH easier when you stay on the Golden Path. Just don't go so fast that you do something stupid.
282. Amazing Adventures II: 1 of 2
TASK: Score at least 1600 in Time Bonus!
POINTS REQUIRED: 9
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: When you see it, click it. If you're having trouble with the last one, use your hint. Not much else to say, really.
283. Seashell Squeeze II: 3 of 3
TASK: Activate a Color Bomb
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: It's easy but tedious if you just use the free one you get at the midpoint of each level. It's considerably more challenging to make your own, as you have to form two Area Bombs of the same color, then use them both in the same match. This is NOT easy to do, as the colors will seldom line up properly for you, but very rewarding if you can pull it off.
284. Orchido II: 2 of 3
TASK: Create a powerup
POINTS REQUIRED: 606
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Form powerups by matching more than three flowers at a time, and by keeping chains of matches going. Don't stop to admire your work when you make a match--keep going to keep your chain going.
285. Amazing Adventures II: 2 of 2
TASK: Complete the game without using the hint!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: This one's easy, if you either know the boards or aren't afraid to take penalties. Trial and error will get you through it, but if you're heavy on the "error" part, it'll cost you quite a bit.
286. Klicker Klacker 2 II: 1 of 2
TASK: Make a group with two or more radioactive blocks
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Scan the board at the beginning of the level, and identify which colors appear more than once on radioactive blocks. Move carefully to bring them together.
287. Orchido II: 3 of 3
TASK: Make a group of four or more flowers
POINTS REQUIRED: 500
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just twist a pair to meet a pair, basically. Simple as that.
288. Pet Rescue II: 1 of 2
TASK: Earn an extinguisher
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: Pick a color to bring together, and remove all the blocks of other colors you have to in order to make as large a group of this color as you can. For every 7 blocks in the group, you'll get an extinguisher and a point.
289. Klicker Klacker 2 II: 2 of 2 (dang, that's a lot of twos)
TASK: Click off a group of 15 or more
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick a color that you either have a lot of, or have a bunch of already together. Carefully click away groups around it to bring more blocks of the same color into contact. Sometimes you may want to "sacrifice" a small group of this color to bring more of them together, and don't be afraid to use the Column Blast if a stray column separates a smaller group from the rest.
290. Kitty Boom: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 42
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Hit the ball to where the highest concentrations of blue pegs are, as you have to clear 75% of them to finish a level.
291. Pet Rescue II: 2 of 2
TASK: Click off a group of 15 or more
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Does this task sound familiar? It's exactly the same as last week's #289, only in a different game. You don't have Column Blasts to help you in Pet Rescue, but you do have extinguishers, which can bring a group together if a burning crate separates it.
292. Storm Chaser II: 1 of 3
TASK: Complete at least three countries!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Make sure you shoot your powerups in the right direction! Whatever direction you pulled the row or column to activate the powerup is the direction it will go. Also, be sure to make lots of Hail powerups, as they're especially useful in picking off those last few spaces. You make Hail by making a group of five or more.
293. Kitty Boom: 2 of 3
TASK: Hit 10 blue pegs with one bounce
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: Variable (depends on the levels you get)
DIFFICULTY: Variable (on levels like Skate or Die, easy...on Unpleasant Events, good luck!)
TIP: The technique varies from level to level, and I don't have the space to break down every level here. In general, look for the greatest concentrations of blue, and try to hit the ball in such a way that it will pass through the largest such area. You'll also find the Mega peg (red with the + on it) to be a big help for this task.
294. Firefly Fantasies II: 1 of 3
TASK: Drop the Firefly in three or fewer moves
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Save your powerups for when the Firefly comes. If it appears in a column that contains a Bomb, you'll drop it in one move! Even if not, Bombs and Wild pieces can help clear away the tiles that don't match in the Firefly's column.
295. Fashion Factory: 1 of 1
TASK: Collect 10 handbags in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pick one of the bags on the left side to go after, then pick a column that contains its pattern, preferably more than once. Try to match up the bags beneath where the pattern appears in the column, so that bags will drop to where the target pattern is. Repeat until the target bag is collected, then move to the next one.
296. Storm Chaser II: 2 of 3
TASK: Activate two Lightnings with one move
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This is one you shouldn't think too hard about. Just play your normal game; Lightnings will form as cascades add up. Just try not to activate them until you have several on the board at once.
297. Kitty Boom: 3 of 3
TASK: Score at least 20 hits in one bounce
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: Variable (depends on the levels you get)
DIFFICULTY: Variable (depends on the levels you get)
TIP: Putting the ball between bouncy (red & white) pegs will often get you many hits. Some levels have areas set up for monster combos, such as Skate or Die, Tower Defense, and Zing Boink Boom.
298. Firefly Fantasies II: 2 of 3
TASK: Make a move that uses two different symbols
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This one is all about the powerups. Make a chain of 8 or more pieces (if none have been already used) to score 1000 and earn a powerup, then use the powerup in another move. That's really all there is to it.
299. Storm Chaser II: 3 of 3
TASK: Light up at least 10 squares in one move
POINTS REQUIRED: 101
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You'll get most of these points at the beginning of each level, especially if you activate a powerup early on. Be sure to aim your powerup in the direction of the most unlit squares.
300. Amazing Adventures The Lost Tomb: 1 of 2 (deluxe Amazing Adventures - orange button games only)
TASK: Complete the game without a misclick!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Variable (depends on your knowledge of the boards)
TIP: What can I say? Look and click carefully, and don't forget the hint if you need it.
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SHOLLY'S TIP SHEETS, CHAPTER XVIIA: Pyramid Quest 5/12/10 4:01 PM
Pyramid Quest plays under the same rules as classic Pyramid, but the layouts change from level to level, and there are only ten of them. The number of Stone Cards (the equivalent of Scarab Cards in classic) varies as well.
Unlike the classic game, not all cards in Pyramid Quest are blocking Stone Cards. I refer to the cards that don't as "Loose Cards"--you don't have to remove them to finish the level, and if you finish without them, they are counted as unused cards in your bonus calculation. For this reason, you should only bother removing Loose Cards under three circumstances:
1. To help make a very long chain (11 or more cards)
2. To help get rid of a card that's blocking an important card (For instance, you have a 5 blocking a Stone Card and a loose 4, and you turn a 5--go ahead and take the 4 so you can get rid of the 5)
3. When you know you're going to fail the level or are almost out of time, and most likely won't get the Unused Card bonus
The game lasts for five minutes, or until you run out of moves or clear all ten levels. Oh, and you have to make it into the pyramid (to Level 6) to get an achievement point in this one.
Scoring is the same as in regular Pyramid, except that you get 1500 points for removing the first Stone Card, and each subsequent one is worth 500 more than the one before it. Also, your score is displayed somewhat differently--unlike in regular Pyramid, the level multiplier isn't applied to your score until the end of the level. It still works out the same though.
Strategy is pretty much the same, except for handling Loose Cards as described above.
Your time works out to 30 seconds per level, which can be hard to reach. Just don't play so quickly that you miss plays or make a dumb mistake.
Not much more to say, except that there's a little video ending if you make it through all ten levels. Best of luck getting there.
Now that I've finally gotten around to putting this one up, feel free to leave any questions or comments. As always, take care and good luck!
Unlike the classic game, not all cards in Pyramid Quest are blocking Stone Cards. I refer to the cards that don't as "Loose Cards"--you don't have to remove them to finish the level, and if you finish without them, they are counted as unused cards in your bonus calculation. For this reason, you should only bother removing Loose Cards under three circumstances:
1. To help make a very long chain (11 or more cards)
2. To help get rid of a card that's blocking an important card (For instance, you have a 5 blocking a Stone Card and a loose 4, and you turn a 5--go ahead and take the 4 so you can get rid of the 5)
3. When you know you're going to fail the level or are almost out of time, and most likely won't get the Unused Card bonus
The game lasts for five minutes, or until you run out of moves or clear all ten levels. Oh, and you have to make it into the pyramid (to Level 6) to get an achievement point in this one.
Scoring is the same as in regular Pyramid, except that you get 1500 points for removing the first Stone Card, and each subsequent one is worth 500 more than the one before it. Also, your score is displayed somewhat differently--unlike in regular Pyramid, the level multiplier isn't applied to your score until the end of the level. It still works out the same though.
Strategy is pretty much the same, except for handling Loose Cards as described above.
Your time works out to 30 seconds per level, which can be hard to reach. Just don't play so quickly that you miss plays or make a dumb mistake.
Not much more to say, except that there's a little video ending if you make it through all ten levels. Best of luck getting there.
Now that I've finally gotten around to putting this one up, feel free to leave any questions or comments. As always, take care and good luck!
5 comments
Alotudo visits Shollywood 4/29/10 7:47 AM
Recently alotudo, King.com's resident interview goddess, paid a visit to Shollywood with some questions. You'll find the interview on her profile.
At the end of the interview, I offered a few free tips (not that they're not all free) for any game she cared to pick out. I didn't get to finish them before press time, so I'll post them here. The game she picked was Love Me Love Me Not.
There are three main things to be aware of in this game: The spin of the flower, the bonus meter, and any large clusters held up by a single color.
You influence the spin of the flower by the direction of the bubble you shoot, and the point of impact. If your shot is perfectly vertical, it won't move a stationary flower at all. If you want to minimize spin, shoot so that if you drew a line showing the path the bubble is traveling and continued it right through the flower, it would get as close to the flower's center as possible. Conversely, if you want a lot of spin, try to hit the outer edges of bubble clusters.
To read spin on bank shots: If the bubble hits the wall about one-fourth to one-third of the way up, it will have little to no effect on spin. Hitting higher than that will spin the flower in the direction of the shot, and hitting lower than that will spin it in the opposite direction.
To maximize your score, you'll want to pick off large groups when the bonus meter is full. The meter carries over from one flower to the next, so if you have a few odd bubbles left at the end of a level and enough time to get through the next level, try to pair up each of the odd bubbles before picking them off, so that you can remove them with consecutive shots and enter the next level with a higher (perhaps full) bonus meter.
Some levels have large groups held to the flower in only one or two places. Knock out all but one of these "supports", then fill the bonus meter if you can before nailing the last one for a massive score. It's possible to get well over 100,000 points for a single group if you do this right!
This is not meant to be a comprehensive Tip Sheet, just a few pointers to help steer you in the right direction. Feel free to leave any questions or comments, and if there's sufficient demand for it, I'll reopen the Strategy Corner and answer questions about other games before I leave for Virginia on Sunday.
As always, take care and good luck!
At the end of the interview, I offered a few free tips (not that they're not all free) for any game she cared to pick out. I didn't get to finish them before press time, so I'll post them here. The game she picked was Love Me Love Me Not.
There are three main things to be aware of in this game: The spin of the flower, the bonus meter, and any large clusters held up by a single color.
You influence the spin of the flower by the direction of the bubble you shoot, and the point of impact. If your shot is perfectly vertical, it won't move a stationary flower at all. If you want to minimize spin, shoot so that if you drew a line showing the path the bubble is traveling and continued it right through the flower, it would get as close to the flower's center as possible. Conversely, if you want a lot of spin, try to hit the outer edges of bubble clusters.
To read spin on bank shots: If the bubble hits the wall about one-fourth to one-third of the way up, it will have little to no effect on spin. Hitting higher than that will spin the flower in the direction of the shot, and hitting lower than that will spin it in the opposite direction.
To maximize your score, you'll want to pick off large groups when the bonus meter is full. The meter carries over from one flower to the next, so if you have a few odd bubbles left at the end of a level and enough time to get through the next level, try to pair up each of the odd bubbles before picking them off, so that you can remove them with consecutive shots and enter the next level with a higher (perhaps full) bonus meter.
Some levels have large groups held to the flower in only one or two places. Knock out all but one of these "supports", then fill the bonus meter if you can before nailing the last one for a massive score. It's possible to get well over 100,000 points for a single group if you do this right!
This is not meant to be a comprehensive Tip Sheet, just a few pointers to help steer you in the right direction. Feel free to leave any questions or comments, and if there's sufficient demand for it, I'll reopen the Strategy Corner and answer questions about other games before I leave for Virginia on Sunday.
As always, take care and good luck!
8 comments
My King.com "Bucket List" 3/2/10 8:56 PM
In the wake of my near-death experience last week (ok, I wasn't exactly near death, but my car DID spin out and off the road), I've decided to put together my own list of objectives I intend to reach in my King.com lifetime. I set the bar rather high for myself--if you think the castle level achievements are tough, get a load of this list:
Ph. D. IN GAMING: Collect all available diplomas.
So far, so good. I'm up to date, and collect the new ones each week.
KING OF ALL GAMES: Attain a rank of King or better in all games.
This will be hardest to attain in the multiplayer games - especially the unpopular ones, like Chesster and Pyramid Battle - and the nearly-forgotten classics, like Flower Power and Royale 55. Even so, I'll get there eventually.
RULER OF THE WORLD: Achieve a rank of Tyrant in any game.
I've been a Despot before, having gotten there in Jungle Bubble. Since then, my rank in JB has fallen all the way back into the 13k's, so this one might take a while.
THE GOLD STANDARD: Reach the Gold award level or better in all games.
Again, toughest in the multiplayer games and some of the classics. I'm really dreading trying to do this in Quiz Queen.
PRECIOUS GEM: Collect a Diamond award in any game.
Yeah, I could do this the easy way by using the Couronne King trick, but where's the sport in that? I think I'll try to get it in Luxor first, which would be fitting as, rankings aside, that's my strongest game.
UNDISPUTED CHAMPION: Win any Royal Cup.
I blew my best recent chance at this when I couldn't get past round 6 in the latest Luxor RC, but they have to put out a RC in Kitty Boom sometime. <salivating>
MONEY FOR NOTHING: Win first place in any freeroll.
I've come close to this one, having held the lead in a daily freeroll until 18 minutes before close. Oddly enough, it wasn't in Luxor, but in GoGo 21. I managed to hold on to second, which was worth a few bucks. My best performance in a Friday Freeroll was just recently (Feb. '10), when I placed fourth in Attaqua.
TO BE THE MAN: Beat Sowy in any game.
There are quite a few world-class gamers here on King.com, but I regard Sowy as the best of the best. Not to slight any of the others, but if I'm not mistaken, Sowy has held THREE Royal Cup crowns at once. As wrestling legend Ric Flair said, "To be the man, you gotta beat the man!" I count this one as complete if and when I either beat him in a head-to-head game, or finish first in any other tournament that he enters.
BEST OF FIVE: Elevate my skills to the point that I can beat anyone on King.com in a "Best of 5 Games" challenge.
By this, I mean that I intend to get good enough at EVERY game that any player on King will be able to challenge me in five different head-to-head games, and I'll win three of them. Needless to say, this achievement is hard to gauge, and is probably the toughest of them all. I guess that means I'm not going anywhere for a while.
Maybe I take this gaming thing a bit too seriously. Nah, that's what makes it fun for me ;) Take care and good luck!
Ph. D. IN GAMING: Collect all available diplomas.
So far, so good. I'm up to date, and collect the new ones each week.
KING OF ALL GAMES: Attain a rank of King or better in all games.
This will be hardest to attain in the multiplayer games - especially the unpopular ones, like Chesster and Pyramid Battle - and the nearly-forgotten classics, like Flower Power and Royale 55. Even so, I'll get there eventually.
RULER OF THE WORLD: Achieve a rank of Tyrant in any game.
I've been a Despot before, having gotten there in Jungle Bubble. Since then, my rank in JB has fallen all the way back into the 13k's, so this one might take a while.
THE GOLD STANDARD: Reach the Gold award level or better in all games.
Again, toughest in the multiplayer games and some of the classics. I'm really dreading trying to do this in Quiz Queen.
PRECIOUS GEM: Collect a Diamond award in any game.
Yeah, I could do this the easy way by using the Couronne King trick, but where's the sport in that? I think I'll try to get it in Luxor first, which would be fitting as, rankings aside, that's my strongest game.
UNDISPUTED CHAMPION: Win any Royal Cup.
I blew my best recent chance at this when I couldn't get past round 6 in the latest Luxor RC, but they have to put out a RC in Kitty Boom sometime. <salivating>
MONEY FOR NOTHING: Win first place in any freeroll.
I've come close to this one, having held the lead in a daily freeroll until 18 minutes before close. Oddly enough, it wasn't in Luxor, but in GoGo 21. I managed to hold on to second, which was worth a few bucks. My best performance in a Friday Freeroll was just recently (Feb. '10), when I placed fourth in Attaqua.
TO BE THE MAN: Beat Sowy in any game.
There are quite a few world-class gamers here on King.com, but I regard Sowy as the best of the best. Not to slight any of the others, but if I'm not mistaken, Sowy has held THREE Royal Cup crowns at once. As wrestling legend Ric Flair said, "To be the man, you gotta beat the man!" I count this one as complete if and when I either beat him in a head-to-head game, or finish first in any other tournament that he enters.
BEST OF FIVE: Elevate my skills to the point that I can beat anyone on King.com in a "Best of 5 Games" challenge.
By this, I mean that I intend to get good enough at EVERY game that any player on King will be able to challenge me in five different head-to-head games, and I'll win three of them. Needless to say, this achievement is hard to gauge, and is probably the toughest of them all. I guess that means I'm not going anywhere for a while.
Maybe I take this gaming thing a bit too seriously. Nah, that's what makes it fun for me ;) Take care and good luck!
5 comments
A Quiz for Keystoners 2/4/10 11:15 AM
This one is for all my peeps from PA. (Others are welcome to try it too, but I don't expect them to do as well, unless they're originally from here.)
So, to all my fellow Keystoners, I ask you this: How well do you think you know your state? Can you answer one simple little question about it?
OK then, here goes. Without looking them up, what are the ten most populous cities in Pennsylvania? (No, they don't have to be in order.) If anyone gets all ten right, I'll give them a gift and a mention in the answer blog. Otherwise, I'll give them to whoever gets the most right.
The first two should be a slam dunk, but it gets tricky after that. Good luck!
So, to all my fellow Keystoners, I ask you this: How well do you think you know your state? Can you answer one simple little question about it?
OK then, here goes. Without looking them up, what are the ten most populous cities in Pennsylvania? (No, they don't have to be in order.) If anyone gets all ten right, I'll give them a gift and a mention in the answer blog. Otherwise, I'll give them to whoever gets the most right.
The first two should be a slam dunk, but it gets tricky after that. Good luck!
3 comments
Projects for 2010 1/25/10 3:57 PM
Happy New Year, and all that.
In addition to maintaining my Diploma Guide and eventually putting up some new pictures, I'm planning on writing some new Tip Sheets this year. I have four in mind: Pyramid Quest, Hex Combo, Jelly Swelly, and Midas Solitaire. Pyramid Quest will be the first one up, as it's the companion piece to the Pyramid Tip Sheet I wrote about six months ago (that I said would be up "a few days" after that one. Oops), but I haven't decided which one to do next, and that's where you come in.
If you have a preference for one of the three games mentioned and want to see a Tip Sheet done for it sooner rather than later, please leave a comment. When I'm ready to do another one, whichever one is in highest demand will get done after the Pyramid Quest one. By the way, the reason I've chosen those three games is because those are the only three I've reached the rank of Warrior King in that I have yet to do a Tip Sheet for.
Thanks for reading, and for visiting Shollywood. Take care, good luck, and come back soon!
In addition to maintaining my Diploma Guide and eventually putting up some new pictures, I'm planning on writing some new Tip Sheets this year. I have four in mind: Pyramid Quest, Hex Combo, Jelly Swelly, and Midas Solitaire. Pyramid Quest will be the first one up, as it's the companion piece to the Pyramid Tip Sheet I wrote about six months ago (that I said would be up "a few days" after that one. Oops), but I haven't decided which one to do next, and that's where you come in.
If you have a preference for one of the three games mentioned and want to see a Tip Sheet done for it sooner rather than later, please leave a comment. When I'm ready to do another one, whichever one is in highest demand will get done after the Pyramid Quest one. By the way, the reason I've chosen those three games is because those are the only three I've reached the rank of Warrior King in that I have yet to do a Tip Sheet for.
Thanks for reading, and for visiting Shollywood. Take care, good luck, and come back soon!
2 comments
SHOLLY'S SUPER BOWL QUIZ ANSWERS 1/22/10 11:26 PM
Finally, I get around to typing out the answers to my Super Bowl quiz. Between work and fighting illness, I haven't typed much lately.
The winner of the Super Bowl quiz is danmerch, who will receive a gift of his choice as soon as I find out what he wants.
Anyway, here are the answers:
What NFL team...
1. ...is the only one to have appeared in more than two consecutive Super Bowls?
A. The Buffalo Bills, who appeared in four straight (25-28), but didn't win any of them.
2. ...is the first to win two consecutive Super Bowls?
A. The Green Bay Packers won the first two, back when they were known as the AFL-NFL Championship, beating the Chiefs in the first one and the Raiders in the second.
3. ...picked up its only Super Bowl win with the nickname, "The Greatest Show on Turf"?
A. The St. Louis Rams, who set the record for most points scored in a season on their way to victory in Super Bowl 34.
4. ...has not only never been to a Super Bowl, but has been as far as you can possibly get from one, posting an 0-16 season?
A. The Detroit Lions, who went winless in 2008. They are the only team to go winless in a 16-game season. The last winless team before this was the 1976 Buccaneers, who went 0-14.
5. ...couldn't prevent an opponent from completing a perfect regular season, but kept them from topping it off with a Super Bowl win?
A. The New York Giants faced the 15-0 Patriots in the last game of the 2007 regular season. Despite the game not having an effect on either team's playoff position, both teams played hard all the way and the Patriots won. As fate would have it, they'd meet again in Super Bowl 42, which the Giants would win.
6. ...celebrated its first Super Bowl appearance (and win) with its own dance, aptly named "The Super Bowl Shuffle"?
A. The 1985 Chicago Bears, en route to winning Super Bowl 20.
7. ...won its only Super Bowl appearance, and in doing so, backed up its quarterback's famous guarantee?
A. The 1968 New York Jets, in Super Bowl 3. Despite being heavy underdogs, Jets quarterback Joe Namath guaranteed that they would beat the Baltimore Colts, which they did, 16-7.
8. ...is the only one to win four Super Bowls in six years?
A. The Pittsburgh Steelers, who won Super Bowls 9 (over the Vikings), 10, 13 (both over the Cowboys), and 14 (vs. the Los Angeles Rams).
9. ...has appeared in the most Super Bowls?
A. The Dallas Cowboys, with eight--they've been in Super Bowls 5, 6, 10, 12, 13, 27, 28, and 30, with an overall record of 5-3 in the Big Game.
10. ...is the only one to have never been to a Super Bowl that qualified for this year's playoffs?
A. The New Orleans Saints, who grabbed the top seed in the NFC in the 2009 playoffs, and as of this writing, are just one win away from appearing in their first Super Bowl.
11. ...lost a Super Bowl in which its quarterback got sick on the field late in the fourth quarter?
A. The 2004 Philadelphia Eagles. In Super Bowl 39, Eagles QB Donovan McNabb got sick while trying to come back against the Patriots.
12. ...has never even made the playoffs, let alone a Super Bowl?
A. The Houston Texans, who joined the NFL as an expansion team in 2002. The Texans finished the 2009 season at 9-7, their best record ever, missing the playoffs by a tiebreaker.
13. ...has lost Super Bowls to four different teams, yet never won one?
A. The Minnesota Vikings, who were on the short end of the stick in Super Bowls 4 (vs. the Chiefs), 8 (vs. the Dolphins), 9 (vs. the Steelers), and 11 (vs. the Raiders).
14. ...has beaten three different teams in the Super Bowl in four years?
A. The New England Patriots, who beat the Rams in Super Bowl 36, the Panthers in Super Bowl 38, and the Eagles in Super Bowl 39. The Cowboys have also won three in four years, beating the Bills in two of them.
15. ...was the first to lose a Super Bowl, then win a future one?
A. The Kansas City Chiefs lost Super Bowl 1 to the Packers, but redeemed themselves three years later over the Vikings.
16. ...has won the most Super Bowls without losing one?
A. The San Francisco 49ers have a 5-0 record in the Big Game, winning Super Bowls 16, 19, 23, 24, and 29. The Steelers have won six times, but lost Super Bowl 30 to the Cowboys.
17. ...is the only one to cut the New York Giants down to size in a Super Bowl?
A. The Baltimore Ravens beat the Giants 34-7 in Super Bowl 35. The Giants have appeared in three others (beating the Broncos, Bills and Patriots), but the Ravens haven't been in one before or since.
18. ...lost its Super Bowl "virginity" by giving up 49 points to the 49ers?
A. The 1994 San Diego Chargers lost Super Bowl 29 to the Niners, 49-26. The Chargers have yet to return, and come to think of it, the Niners haven't been back since either.
19. ...has appeared in five Super Bowls, with five different starting quarterbacks?
A. The Washington Redskins was the intended answer, but after further research, I found that they actually started Joe Theismann twice. That's what I get for taking a co-worker's word for it :P
20. ...literally came about a foot away from forcing the first ever Super Bowl overtime?
A. The Tennessee Titans lost Super Bowl 34 by seven points when Kevin Dyson made a catch in the final seconds and was tackled inside the Rams' 1 yard line.
21. ...has played in both conferences, but only ever represented the NFC in the Super Bowl?
A. The Seattle Seahawks played in the AFC from their arrival as an expansion team in 1976 until 2001. In 2002, they moved from the AFC West to the NFC West in order to make room for the newly arriving Texans in the AFC. The Hawks went on to make it to Super Bowl 40, losing to the Steelers 21-10.
22. ...has scored the fewest points in a Super Bowl, putting up a measly 3?
A. The Miami Dolphins, who lost Super Bowl 6 to the Cowboys, 24-3. The next lowest total is 6, put up by the Vikings three years later.
23. ...lost its only Super Bowl appearance, allowing John Elway to close out his career with a championship?
A. The Atlanta Falcons, in Super Bowl 33. After Elway and the Broncos failed to win a ring in three tries in the 80's, he closed out his career with a pair of championships, beating the Packers the year before.
24. ...saw its head coach face the team he used to work for in its only Super Bowl appearance?
A. The Arizona Cardinals' Ken Whisenhunt was the Steelers' offensive coordinator in his previous job, before taking the Cards' head coaching position and leading them to Super Bowl 43 against the Steelers.
25. ...has never been to a Super Bowl, AND has never hosted one?
A. The Cleveland Browns are the only team to hold this dubious honor, as the cities of Detroit, Houston, Jacksonville and New Orleans have all hosted at least one Super Bowl. The Browns do have three NFL championships, however, having won them before the Super Bowl era began.
26. ...lost Super Bowls to three different teams in four years, but has since won?
A. The Denver Broncos lost to the Giants in Super Bowl 21, the Redskins in Super Bowl 22, and the 49ers in Super Bowl 24. However, they made their way back to the Big Game in the mid-90's, winning Super Bowls 32 and 33.
27. ...won a Super Bowl in one city, then another one three years later while representing a different city?
A. The Oakland Raiders beat the Eagles in Super Bowl 15. They would make it back to the Big Game to beat the Redskins three years later, but as the Los Angeles Raiders. They would move back to Oakland in the mid-90's.
28. ...lost to only one team all season, yet failed to make the Super Bowl?
A. The Jacksonville Jaguars pulled off this stunning feat in 1999, posting a 14-2 regular season record, with both losses coming against division rival Tennessee. They would advance to the AFC Championship, where as luck would have it, they faced and lost to the Titans again.
29. ...won a Super Bowl with exactly 29 points?
A. The Indianapolis Colts won Super Bowl 41 over the Bears, 29-17.
30. ...lost a Super Bowl with exactly 29 points? (scored by them, not their opponents)
A. The Carolina Panthers lost their only Super Bowl (38) to the Patriots, 32-29.
31. ...has appeared in two Super Bowls, losing to the same team both times?
A. The Cincinnati Bengals made it to Super Bowls 16 and 23, barely losing to the 49ers both times.
32. ...is the only NFC team to win its one and only Super Bowl appearance?
A. The Tampa Bay Buccaneers, beating the Raiders in Super Bowl 37. The Jets and Ravens are also 1-0 in Super Bowls as of this writing, but they both play in the AFC.
The winner of the Super Bowl quiz is danmerch, who will receive a gift of his choice as soon as I find out what he wants.
Anyway, here are the answers:
What NFL team...
1. ...is the only one to have appeared in more than two consecutive Super Bowls?
A. The Buffalo Bills, who appeared in four straight (25-28), but didn't win any of them.
2. ...is the first to win two consecutive Super Bowls?
A. The Green Bay Packers won the first two, back when they were known as the AFL-NFL Championship, beating the Chiefs in the first one and the Raiders in the second.
3. ...picked up its only Super Bowl win with the nickname, "The Greatest Show on Turf"?
A. The St. Louis Rams, who set the record for most points scored in a season on their way to victory in Super Bowl 34.
4. ...has not only never been to a Super Bowl, but has been as far as you can possibly get from one, posting an 0-16 season?
A. The Detroit Lions, who went winless in 2008. They are the only team to go winless in a 16-game season. The last winless team before this was the 1976 Buccaneers, who went 0-14.
5. ...couldn't prevent an opponent from completing a perfect regular season, but kept them from topping it off with a Super Bowl win?
A. The New York Giants faced the 15-0 Patriots in the last game of the 2007 regular season. Despite the game not having an effect on either team's playoff position, both teams played hard all the way and the Patriots won. As fate would have it, they'd meet again in Super Bowl 42, which the Giants would win.
6. ...celebrated its first Super Bowl appearance (and win) with its own dance, aptly named "The Super Bowl Shuffle"?
A. The 1985 Chicago Bears, en route to winning Super Bowl 20.
7. ...won its only Super Bowl appearance, and in doing so, backed up its quarterback's famous guarantee?
A. The 1968 New York Jets, in Super Bowl 3. Despite being heavy underdogs, Jets quarterback Joe Namath guaranteed that they would beat the Baltimore Colts, which they did, 16-7.
8. ...is the only one to win four Super Bowls in six years?
A. The Pittsburgh Steelers, who won Super Bowls 9 (over the Vikings), 10, 13 (both over the Cowboys), and 14 (vs. the Los Angeles Rams).
9. ...has appeared in the most Super Bowls?
A. The Dallas Cowboys, with eight--they've been in Super Bowls 5, 6, 10, 12, 13, 27, 28, and 30, with an overall record of 5-3 in the Big Game.
10. ...is the only one to have never been to a Super Bowl that qualified for this year's playoffs?
A. The New Orleans Saints, who grabbed the top seed in the NFC in the 2009 playoffs, and as of this writing, are just one win away from appearing in their first Super Bowl.
11. ...lost a Super Bowl in which its quarterback got sick on the field late in the fourth quarter?
A. The 2004 Philadelphia Eagles. In Super Bowl 39, Eagles QB Donovan McNabb got sick while trying to come back against the Patriots.
12. ...has never even made the playoffs, let alone a Super Bowl?
A. The Houston Texans, who joined the NFL as an expansion team in 2002. The Texans finished the 2009 season at 9-7, their best record ever, missing the playoffs by a tiebreaker.
13. ...has lost Super Bowls to four different teams, yet never won one?
A. The Minnesota Vikings, who were on the short end of the stick in Super Bowls 4 (vs. the Chiefs), 8 (vs. the Dolphins), 9 (vs. the Steelers), and 11 (vs. the Raiders).
14. ...has beaten three different teams in the Super Bowl in four years?
A. The New England Patriots, who beat the Rams in Super Bowl 36, the Panthers in Super Bowl 38, and the Eagles in Super Bowl 39. The Cowboys have also won three in four years, beating the Bills in two of them.
15. ...was the first to lose a Super Bowl, then win a future one?
A. The Kansas City Chiefs lost Super Bowl 1 to the Packers, but redeemed themselves three years later over the Vikings.
16. ...has won the most Super Bowls without losing one?
A. The San Francisco 49ers have a 5-0 record in the Big Game, winning Super Bowls 16, 19, 23, 24, and 29. The Steelers have won six times, but lost Super Bowl 30 to the Cowboys.
17. ...is the only one to cut the New York Giants down to size in a Super Bowl?
A. The Baltimore Ravens beat the Giants 34-7 in Super Bowl 35. The Giants have appeared in three others (beating the Broncos, Bills and Patriots), but the Ravens haven't been in one before or since.
18. ...lost its Super Bowl "virginity" by giving up 49 points to the 49ers?
A. The 1994 San Diego Chargers lost Super Bowl 29 to the Niners, 49-26. The Chargers have yet to return, and come to think of it, the Niners haven't been back since either.
19. ...has appeared in five Super Bowls, with five different starting quarterbacks?
A. The Washington Redskins was the intended answer, but after further research, I found that they actually started Joe Theismann twice. That's what I get for taking a co-worker's word for it :P
20. ...literally came about a foot away from forcing the first ever Super Bowl overtime?
A. The Tennessee Titans lost Super Bowl 34 by seven points when Kevin Dyson made a catch in the final seconds and was tackled inside the Rams' 1 yard line.
21. ...has played in both conferences, but only ever represented the NFC in the Super Bowl?
A. The Seattle Seahawks played in the AFC from their arrival as an expansion team in 1976 until 2001. In 2002, they moved from the AFC West to the NFC West in order to make room for the newly arriving Texans in the AFC. The Hawks went on to make it to Super Bowl 40, losing to the Steelers 21-10.
22. ...has scored the fewest points in a Super Bowl, putting up a measly 3?
A. The Miami Dolphins, who lost Super Bowl 6 to the Cowboys, 24-3. The next lowest total is 6, put up by the Vikings three years later.
23. ...lost its only Super Bowl appearance, allowing John Elway to close out his career with a championship?
A. The Atlanta Falcons, in Super Bowl 33. After Elway and the Broncos failed to win a ring in three tries in the 80's, he closed out his career with a pair of championships, beating the Packers the year before.
24. ...saw its head coach face the team he used to work for in its only Super Bowl appearance?
A. The Arizona Cardinals' Ken Whisenhunt was the Steelers' offensive coordinator in his previous job, before taking the Cards' head coaching position and leading them to Super Bowl 43 against the Steelers.
25. ...has never been to a Super Bowl, AND has never hosted one?
A. The Cleveland Browns are the only team to hold this dubious honor, as the cities of Detroit, Houston, Jacksonville and New Orleans have all hosted at least one Super Bowl. The Browns do have three NFL championships, however, having won them before the Super Bowl era began.
26. ...lost Super Bowls to three different teams in four years, but has since won?
A. The Denver Broncos lost to the Giants in Super Bowl 21, the Redskins in Super Bowl 22, and the 49ers in Super Bowl 24. However, they made their way back to the Big Game in the mid-90's, winning Super Bowls 32 and 33.
27. ...won a Super Bowl in one city, then another one three years later while representing a different city?
A. The Oakland Raiders beat the Eagles in Super Bowl 15. They would make it back to the Big Game to beat the Redskins three years later, but as the Los Angeles Raiders. They would move back to Oakland in the mid-90's.
28. ...lost to only one team all season, yet failed to make the Super Bowl?
A. The Jacksonville Jaguars pulled off this stunning feat in 1999, posting a 14-2 regular season record, with both losses coming against division rival Tennessee. They would advance to the AFC Championship, where as luck would have it, they faced and lost to the Titans again.
29. ...won a Super Bowl with exactly 29 points?
A. The Indianapolis Colts won Super Bowl 41 over the Bears, 29-17.
30. ...lost a Super Bowl with exactly 29 points? (scored by them, not their opponents)
A. The Carolina Panthers lost their only Super Bowl (38) to the Patriots, 32-29.
31. ...has appeared in two Super Bowls, losing to the same team both times?
A. The Cincinnati Bengals made it to Super Bowls 16 and 23, barely losing to the 49ers both times.
32. ...is the only NFC team to win its one and only Super Bowl appearance?
A. The Tampa Bay Buccaneers, beating the Raiders in Super Bowl 37. The Jets and Ravens are also 1-0 in Super Bowls as of this writing, but they both play in the AFC.
0 comments
UNO³ Frustration 11/28/09 11:38 AM
I'm about to pull the plug on UNO³. The final straw was today's Top Winner game.
In order to finish in the money in a progressive or Top Winner game of UNO³, you MUST win all three rounds, and even that's not always enough. You can forget it if you lose a round, and if you lose two rounds, your score will be near the basement.
So I played the Top Winner game this morning. I won all three rounds with a sick score of 292. I also collected 9 Extra points (for making opponents draw cards) and a seemingly impressive 170 in Time Bonus (out of a possible 200), for a total of 471. I have no idea how I could have possibly improved on this score, except maybe to click just a little bit faster, so imagine my surprise when the standings came up and I was in 211th place.
211th!? Are you kidding me? In just a few hours yet.
As I said, I don't know how else I could have done better. If memory serves, I only drew one card total in all three rounds, other than when I was hit with a Draw Two. Yet somehow the leader managed to score 80 points better than me? WTF?
Yes, I know this sounds like whining, and probably is. However, it's now clear to me that there simply isn't enough skill to this game for me to be throwing much more money into it. I'll finish the diploma, of course, but after that, I'll only play it for free, unless I have money to burn, which right now, I don't.
If you continue to play it, take care and good luck. You'll need it!
In order to finish in the money in a progressive or Top Winner game of UNO³, you MUST win all three rounds, and even that's not always enough. You can forget it if you lose a round, and if you lose two rounds, your score will be near the basement.
So I played the Top Winner game this morning. I won all three rounds with a sick score of 292. I also collected 9 Extra points (for making opponents draw cards) and a seemingly impressive 170 in Time Bonus (out of a possible 200), for a total of 471. I have no idea how I could have possibly improved on this score, except maybe to click just a little bit faster, so imagine my surprise when the standings came up and I was in 211th place.
211th!? Are you kidding me? In just a few hours yet.
As I said, I don't know how else I could have done better. If memory serves, I only drew one card total in all three rounds, other than when I was hit with a Draw Two. Yet somehow the leader managed to score 80 points better than me? WTF?
Yes, I know this sounds like whining, and probably is. However, it's now clear to me that there simply isn't enough skill to this game for me to be throwing much more money into it. I'll finish the diploma, of course, but after that, I'll only play it for free, unless I have money to burn, which right now, I don't.
If you continue to play it, take care and good luck. You'll need it!
5 comments
The Man Rules 11/20/09 1:09 AM
We always hear about "The Rules" from the female side...Well, these are our rules!
Please note: They're all numbered 1 on purpose!
1. Men are NOT mind readers. (First and foremost rule)
1. Learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down.
1. Sunday sports: It's like the full moon or the changing of the tides. Let it be.
1. Crying is blackmail.
1. Ask for what you want. Let me be clear on this one: Subtle hints do not work. Strong hints do not work. Obvious hints do not work! Just say it!
1. YES and NO are perfectly acceptable answers to almost every question.
1. Come to us with a problem ONLY if you want help solving it. That's what we do. Sympathy is what your girlfriends are for.
1. Anything we said six months ago is inadmissible in an argument. In fact, all comments become null and void after seven days.
1. If you think you're fat, you probably are. Don't ask us.
1. If something we said can be interpreted two ways and one of the ways makes you sad or angry, we meant the other one.
1. You can either ask us to do something, or tell us how you want it done. Not both. If you already know how best to do it, then just do it yourself.
1. Whenever possible, please say whatever you have to say during commercials.
1. Christopher Columbus did not need directions, and neither do we.
1. All men see in only 16 colors, like the Windows default setting. Peach, for example, is a fruit, not a color. Pumpkin is also a fruit. We have NO idea what mauve is.
1. If it itches, it WILL be scratched. We do that.
1. If we ask what's wrong and you say "nothing", we will act like nothing's wrong. We know you're lying, but it's just not worth the hassle.
1. If you ask a question you don't want an answer to, expect an answer you don't want to hear.
1. When we have to go somewhere, absolutely anything you wear is fine. Really.
1. Don't ask us what we're thinking about unless you're prepared to discuss such topics as football or hockey.
1. You have enough clothes.
1. You have too many shoes.
1. I AM in shape. Round is a shape!
Thank you for reading this. Yes, I know I have to sleep on the couch tonight; but did you know that men really don't mind that? It's kinda like camping.
Please note: They're all numbered 1 on purpose!
1. Men are NOT mind readers. (First and foremost rule)
1. Learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down.
1. Sunday sports: It's like the full moon or the changing of the tides. Let it be.
1. Crying is blackmail.
1. Ask for what you want. Let me be clear on this one: Subtle hints do not work. Strong hints do not work. Obvious hints do not work! Just say it!
1. YES and NO are perfectly acceptable answers to almost every question.
1. Come to us with a problem ONLY if you want help solving it. That's what we do. Sympathy is what your girlfriends are for.
1. Anything we said six months ago is inadmissible in an argument. In fact, all comments become null and void after seven days.
1. If you think you're fat, you probably are. Don't ask us.
1. If something we said can be interpreted two ways and one of the ways makes you sad or angry, we meant the other one.
1. You can either ask us to do something, or tell us how you want it done. Not both. If you already know how best to do it, then just do it yourself.
1. Whenever possible, please say whatever you have to say during commercials.
1. Christopher Columbus did not need directions, and neither do we.
1. All men see in only 16 colors, like the Windows default setting. Peach, for example, is a fruit, not a color. Pumpkin is also a fruit. We have NO idea what mauve is.
1. If it itches, it WILL be scratched. We do that.
1. If we ask what's wrong and you say "nothing", we will act like nothing's wrong. We know you're lying, but it's just not worth the hassle.
1. If you ask a question you don't want an answer to, expect an answer you don't want to hear.
1. When we have to go somewhere, absolutely anything you wear is fine. Really.
1. Don't ask us what we're thinking about unless you're prepared to discuss such topics as football or hockey.
1. You have enough clothes.
1. You have too many shoes.
1. I AM in shape. Round is a shape!
Thank you for reading this. Yes, I know I have to sleep on the couch tonight; but did you know that men really don't mind that? It's kinda like camping.
6 comments
The Diploma Guide Archive, Volume V 11/12/09 12:41 PM
And now, for your viewing pleasure, the entire fifth season of Sholly's Diploma Guide. Enjoy!
201. Crescendo Catcher II: 2 of 3
TASK: Make a chain of 5 or more matches
POINTS REQUIRED: 300
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Remember that you don't have to wait for a chain to finish before making another move. Making several such moves at one time makes this piece easy to claim.
202. Marble Matchup: 3 of 3
TASK: Win a round with at least two marbles remaining
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Variable (depends on opponent's skill)
TIP: Look for carom and combo shots every time you shoot. Taking out multiple marbles whenever possible is key to picking up this piece, as is keeping your own marbles as far apart as possible.
203. Solitaire Swing: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pyramid experience comes in handy in this game, with its "one up-one down" game play. Build sequences until you see the flag turn green and hear the audio cue, then click it off immediately.
204. Zuma II: 2 of 2
TASK: Complete Level 3!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: Just remove balls as fast as you can. The quicker you fill the progress bar, the fewer balls you'll have to deal with, so the more likely you'll be able to clear the level.
205. Crescendo Catcher II: 3 of 3
TASK: Reach Level 4!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: Knowing when - and when NOT, in the case of area bombs - to wait for the crescendo is critical. If you have a bunch of unchanged tiles in a corner with an area bomb in the vicinity, don't wait for the crescendo. Also, don't forget about your Sun power; learn the various patterns available, and use it as soon as it's available, so that you'll be able to charge it up again.
206. Pyramid Quest II: 1 of 2
TASK: Collect a stone
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: When you have a choice between sequences, take the cards that have the best "leave"--in other words, that leave a sequence of cards free whenever possible. Always prefer cards covering other cards, except when stringing together a long sequence. Try to save your Wild Card until you have just two single cards (or sequences) covering stones; once you've freed up and removed one, use the Wild Card to remove the other and advance to the next level.
207. Webracer GP: 1 of 1
TASK: Win a race
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: The hardest part is getting clear of the other cars at the start of the race. You can outrun them, but they'll bump you and slow you down in the beginning. If you have trouble getting free and manage to grab a turbo early, go ahead and use it; otherwise, save your turbos for relatively straight sections of track.
208. Solitaire Swing: 2 of 3
TASK: Score at least 6000 in time bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: You can get 6000 in time bonus in the first two levels if you're really fast. Just complete each stack as quickly as you can, and click it off as soon as it turns green, unless you have a stray card that isn't close to any other stack (for instance, a 6 when all the other stacks are showing face cards).
209. Pyramid Quest II: 2 of 2
TASK: Remove at least 100 cards in one game
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You'll have to get just about through Level 4 to get a point in this one. Nothing special to say here really.
210. Amazon Survival: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Set up chains and groups of six or more of the same color to make color and line bombs, respectively. Do this as often as possible.
211. Solitaire Swing: 3 of 3
TASK: Complete a level without getting a shuffle penalty
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Quickly scan the columns when you think you've run out of moves, and be aware of any "blind spots" you have in your thinking. Mine is Ace-King; over 90% of my errors here are because I missed a King going onto an Ace, or vice versa.
212. Biggest Loser (Kalorie King) II: 1 of 3
TASK: Collect a "good" food with the Running Shoe active
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: When you have a Shoe on the screen, be careful not to release any of the "good" foods until you release the Shoe. Once you've released the Shoe, quickly make your way up to the "good" foods. When I say quickly, I mean it--you only have ten seconds of power-up time.
213. Amazing Adventures: 1 of 2
TASK: Complete the game without any misclicks!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard (Moderate for those who know the boards and item descriptions well)
TIP: For the first level, click on all the items you're sure of before using the Hint button (if you need it) to get one you're stuck on. For the second level, make sure you're lined up reasonably well with the correct spot before clicking. If it's Spot the Difference, try to have part of the "difference" item in the center of the circle, if it's on that side.
214. Amazon Survival: 2 of 3
TASK: Remove a black block
POINTS REQUIRED: 52
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Black blocks can only be removed by Row Blasts. Create a Row Blast by making a match of six or more blocks, then either drop it as far down as you can, or try to line it up with a black block higher up. I recommend dropping them low, as the relative heights of columns can shift whenever you make a match lower on the board.
215. KicKing: 1 of 1
TASK: Score a goal
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: Pass the ball up the field quickly. When you pass, be sure to aim it so that your player is between the ball's landing spot and the opponent. Try to set up a shot from the center of the penalty box, as it's easiest to score from there.
216. Biggest Loser (Kalorie King) II: 2 of 3
TASK: Use a Fat Buster (pill)
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: It's pretty basic, really: Release a pill, then make a match with it. If pills are hard to come by, keep making matches and pushing the bottom of the board up higher. This will cause new rows to come in sooner.
217. Amazon Survival: 3 of 3
TASK: Complete a level with at least one empty row
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: No easy way to describe how to do this, except for columns with an animal on top. The level is not complete if an animal is sticking out of the water, even if all the blocks are submerged. However, when you remove a block from the column, the animal disappears too, leaving you with an empty spot on top.
218. Midas Solitaire II: 1 of 2
TASK: Score at least 3800 points!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Maximum deck value is 2320 (cards up to suit piles) + 420 (turning table cards over) + 480 (cards up from talon to table) = 3220 points. Time bonus is 2 points per second when you complete the layup, which means you'll have to finish with at least 4:50 left if you don't flip the deck. Each flip requires you to finish 1:40 faster, so you'll need 6:30 left if you flip once, 8:10 left if you flip twice, and if you flip a third time, forget it.
219. Biggest Loser (Kalorie King) II: 3 of 3
TASK: Make a chain of at least four matches
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: The easiest way to make chains is to make your way well up a column, then make a match somewhere up the length of that column.
220. Amazing Adventures: 2 of 2
TASK: Earn at least 110 points in Speed Bonus on a level
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Just find as many items as you can remember before you start clicking, then click them off as closely together as possible. Ideally, you should find over half the list before you start clicking.
221. Twist Me Silly II: 1 of 2
TASK: Activate a Row Bomb
POINTS REQUIRED: 67
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: I don't like this piece, because it discourages you from playing well. To make a Row Bomb, you must form a chain of exactly three matches. I usually do this by finding a match that will chain into another one, then quickly setting off a match elsewhere while the two-step chain is going off.
222. Abracadabra: 1 of 3
TASK: Make a chain of at least 20 items
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: You'll get most of your points on Level 2 for this one. There aren't any to get in Level 1, and by the time you reach Level 3 and clear the locks out of the way, you'll likely not have much time left. Use the double and flower pieces to connect chains of different items to get this one, but before you do, try to remove items you're not planning to use for that purpose.
223. Midas Solitaire II: 2 of 2
TASK: Score at least 800 bonus points
POINTS REQUIRED: 6
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Hard
TIP: It might be possible to collect a point here without solving the layup, but I doubt it. The bonus is based on the time remaining, and to get a point here, you need to finish with at least 6:40 left. In other words, solve it in no more than 3 minutes, 20 seconds.
224. Scrabble Zing: 1 of 2
TASK: Make a word of five or more letters
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: Moderate
TIP: Always look for the opportunity to add a prefix or suffix to an already made word, including plurals. I can't give much more advice, as this game is unavailable to North America.
225. Abracadabra: 2 of 3
TASK: Remove all of one kind of piece with one chain
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You can usually get several points on Level 1 if you look carefully. Points are harder to come by on Levels 2 and 3, but if you remove as many of the less-frequent pieces as you can beforehand, you may be able to put a few together.
226. Twist Me Silly II: 2 of 2
TASK: Reach Level 4!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: You have to remove 50 tiles to reach Level 2, then 75 more for Level 3, then 100 more for Level 4. Easy enough if you make a few power-ups on the way.
227. Scrabble Zing: 2 of 2
TASK: Use all seven tiles in a round
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: Moderate
TIP: Again, look for prefixes and suffixes. This is easiest to do when you have a good balance of vowels and consonants (for your language).
228. Monkey Quest: 1 of 3
TASK: Score at least 15500 in a mini-game
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: In Survival, keep aiming for groups holding up low-hanging groups, and remember that bonus is measured from the lowest bubble. In Marksman, accuracy is more important than speed, but if the bubble is falling nearly vertical, be sure to get it quickly. In Mining, think before you click, as bonus is measured by how far up you get.
229. Abracadabra: 3 of 3
TASK: Make a chain worth at least 10,000 points
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: You'll need to join at least three different kinds of pieces together, probably four if you can't manage to use all of at least one group. Look at the double pieces you have, and plan your long chain around them. Then remove as much of the groups you're not going to use as possible. Ideally, this will make enough room for you to hook entire groups together in your big chain.
230. Bacteria Hysteria II: 1 of 2
TASK: Boost a pill "piece" (group of 1-3 pills)
POINTS REQUIRED: 188
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: You'll get a pill "piece" whenever you click off a group of 10 or more. Just make sure there's enough power in the booster before you activate it.
231. Monkey Quest: 2 of 3
TASK: Get Shot Bonus of at least 75000 points
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just play the game as you would play a round of Jungle Bubble. Just be aware that the bubbles in Monkey Quest are not quite as forgiving.
232. Monkey Quest: 3 of 3
TASK: Complete all five mini-games
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: When a mini-game bubble appears, concentrate on dropping it--if you remove too many other bubbles after it appears, you may not be able to get all five mini-games. In the mini-games themselves, just don't let any bubbles come down and touch the line.
233. Storm Chaser: 1 of 3
TASK: Complete a country
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Make as many groups of 5 or more as you can, to create hail. Use hail near the end of a level when you're finding the last few spaces difficult to reach.
234. Orchido: 1 of 3
TASK: Clear a level
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: Pieces of this type are pretty straightforward. Just keep twisting and making matches. Any twist that doesn't make a match reduces your progress bar, so try not to do that any more than necessary.
235. Bacteria Hysteria II: 2 of 2
TASK: Launch five or more columns at once
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: I've found that I'm not quite fast enough to launch five columns at once manually. Thankfully, the end of level launch counts as a task. Maybe you have a quicker clicker finger and can boost five at a time...
236. Storm Chaser: 2 of 3
TASK: Activate a super power-up
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Creating the super versions of the power-ups is the hard part. You have to either make a combo of six or more matches with one move (for the Lightning or Cyclone) or match a group of seven or more (for the Hail). Try to make moves that make matches in more than one spot--the more different matches that are made at once, the more likely that you'll chain together enough for a super power-up.
237. Orchido: 2 of 3
TASK: Make a chain of at least three moves
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: This is just like many other pieces of its type for different games. Find places where you can make three quick matches, then make the moves in quick succession.
238. Jelly Swelly II: 1 of 3
TASK: Splash at least 100 jellyfish in a game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Look for areas that are solid in one color around a line (not necessarily straight) of jellies of the other color, and draw along that line. If the area is completely solid, then draw a crooked line through it, then retrace it. Oh, and get the chalk as soon as you can, so you can splash more jellies in one move.
239. Amazon Survival II: 1 of 2
TASK: Make a group of 7 or more stones
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Probably the best way to do this is by making a color bomb, which you do by making a move that causes a chain of three or more matches. The best time to pick up points for this piece is when activating a color bomb, and a few moves right after it. With one fewer color on the screen, it becomes easier for big groups to come together.
240. Storm Chaser: 3 of 3
TASK: Collect an endangered item
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Fill the meter at the top by making matches, and when you hear the appropriate sound, make a group of five or more clouds.
241. Orchido: 3 of 3
TASK: Collect a Golden Seed
POINTS REQUIRED: 43
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: There are two ways to collect Golden Seeds. Either bring three or more of them together, or collect individual seeds by putting them in the path of a power-up, then activating it. (In other words, next to a Firefly Flower, or in the same row as a Power Vine.)
242. Jelly Swelly II: 2 of 3
TASK: Get the bonus meter up to at least 4x
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You have to collect at least four stars without running out of bonus time. For the best chance to do this, don't activate any stars until you have three on the board, or at least two on the board and one about to be released. You then have 13 seconds for each star activated to get another one. By the way, if you can make higher multiples of 4, you get more points. (8x gives two points, 12x three, etc.)
243. Amazon Survival II: 2 of 2
TASK: Drop a bonus critter into the water
POINTS REQUIRED: 188
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Using both kinds of bombs makes this one easier, but if you're having trouble getting them, then pay attention to the colors in the bottom of the critter's column, and drop matching colored blocks there. Be careful not to wipe critters out with a Row Bomb.
244. Seashell Squeeze: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Make lots of Column Blasts by making matches of two different kinds of shells at the same time, or by chaining two or more matches. Make sure to also use the Shell Bomb, which appears halfway through the level, and also if you use two Area Bombs (made by making a match of four or five shells) in the same match.
245. Jelly Swelly II: 3 of 3
TASK: Have a color vial left at the end of the game!
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just don't use the vials you collect any more than you have to, and if a color starts flashing, be sure to draw on the other color (thus making a group of the flashing color). You get a point for each vial left, so these can add up quickly.
246. Attaqua II: 1 of 2
TASK: Make a chain of two or more steps
POINTS REQUIRED: 66
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: The easy way to get a point is to aim for a group of three or more pieces of the same color bracketed by the same (another) color on either side. The harder way is to find a A B C B A color pattern, and hit C.
247. Seashell Squeeze: 2 of 3
TASK: Activate a Column Blast
POINTS REQUIRED: 250
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Check out #244 for tips on making Column Blasts. It also helps to make the other powerups, as they will activate each other if one is in the other's blast zone.
248. Firefly Fantasies: 1 of 3
TASK: Make a chain of 20 or more pieces
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Of the three different kinds of pieces you get in each level, remove as many as you can of two of them. Eventually, you'll be able to string together a massive chain of the third piece. Also, for every chain you make that's worth 1000 or more points, you'll get a powerup--if you get a Wild piece, you can use it to connect two long chains of different types, and if you get a Bomb, you'll also get credit for the pieces it removes.
249. Mahjong Golden Path: 1 of 3
TASK: Unlock all three Rune Tiles on a level
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Watch the tiles fall in at the beginning of the level, so that you know where the Rune Tiles are. Be careful when removing tiles, that you don't leave the last two of a tile stacked on top of each other AND blocking a Rune Tile.
250. Attaqua II: 2 of 2
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Grab all the power-ups you can find, and use them. Destroy eels as quickly as you can. That's all there is to it.
201. Crescendo Catcher II: 2 of 3
TASK: Make a chain of 5 or more matches
POINTS REQUIRED: 300
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Remember that you don't have to wait for a chain to finish before making another move. Making several such moves at one time makes this piece easy to claim.
202. Marble Matchup: 3 of 3
TASK: Win a round with at least two marbles remaining
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Variable (depends on opponent's skill)
TIP: Look for carom and combo shots every time you shoot. Taking out multiple marbles whenever possible is key to picking up this piece, as is keeping your own marbles as far apart as possible.
203. Solitaire Swing: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pyramid experience comes in handy in this game, with its "one up-one down" game play. Build sequences until you see the flag turn green and hear the audio cue, then click it off immediately.
204. Zuma II: 2 of 2
TASK: Complete Level 3!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: Just remove balls as fast as you can. The quicker you fill the progress bar, the fewer balls you'll have to deal with, so the more likely you'll be able to clear the level.
205. Crescendo Catcher II: 3 of 3
TASK: Reach Level 4!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: Knowing when - and when NOT, in the case of area bombs - to wait for the crescendo is critical. If you have a bunch of unchanged tiles in a corner with an area bomb in the vicinity, don't wait for the crescendo. Also, don't forget about your Sun power; learn the various patterns available, and use it as soon as it's available, so that you'll be able to charge it up again.
206. Pyramid Quest II: 1 of 2
TASK: Collect a stone
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: When you have a choice between sequences, take the cards that have the best "leave"--in other words, that leave a sequence of cards free whenever possible. Always prefer cards covering other cards, except when stringing together a long sequence. Try to save your Wild Card until you have just two single cards (or sequences) covering stones; once you've freed up and removed one, use the Wild Card to remove the other and advance to the next level.
207. Webracer GP: 1 of 1
TASK: Win a race
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: The hardest part is getting clear of the other cars at the start of the race. You can outrun them, but they'll bump you and slow you down in the beginning. If you have trouble getting free and manage to grab a turbo early, go ahead and use it; otherwise, save your turbos for relatively straight sections of track.
208. Solitaire Swing: 2 of 3
TASK: Score at least 6000 in time bonus
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: You can get 6000 in time bonus in the first two levels if you're really fast. Just complete each stack as quickly as you can, and click it off as soon as it turns green, unless you have a stray card that isn't close to any other stack (for instance, a 6 when all the other stacks are showing face cards).
209. Pyramid Quest II: 2 of 2
TASK: Remove at least 100 cards in one game
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You'll have to get just about through Level 4 to get a point in this one. Nothing special to say here really.
210. Amazon Survival: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Set up chains and groups of six or more of the same color to make color and line bombs, respectively. Do this as often as possible.
211. Solitaire Swing: 3 of 3
TASK: Complete a level without getting a shuffle penalty
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Quickly scan the columns when you think you've run out of moves, and be aware of any "blind spots" you have in your thinking. Mine is Ace-King; over 90% of my errors here are because I missed a King going onto an Ace, or vice versa.
212. Biggest Loser (Kalorie King) II: 1 of 3
TASK: Collect a "good" food with the Running Shoe active
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: When you have a Shoe on the screen, be careful not to release any of the "good" foods until you release the Shoe. Once you've released the Shoe, quickly make your way up to the "good" foods. When I say quickly, I mean it--you only have ten seconds of power-up time.
213. Amazing Adventures: 1 of 2
TASK: Complete the game without any misclicks!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard (Moderate for those who know the boards and item descriptions well)
TIP: For the first level, click on all the items you're sure of before using the Hint button (if you need it) to get one you're stuck on. For the second level, make sure you're lined up reasonably well with the correct spot before clicking. If it's Spot the Difference, try to have part of the "difference" item in the center of the circle, if it's on that side.
214. Amazon Survival: 2 of 3
TASK: Remove a black block
POINTS REQUIRED: 52
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Black blocks can only be removed by Row Blasts. Create a Row Blast by making a match of six or more blocks, then either drop it as far down as you can, or try to line it up with a black block higher up. I recommend dropping them low, as the relative heights of columns can shift whenever you make a match lower on the board.
215. KicKing: 1 of 1
TASK: Score a goal
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: Pass the ball up the field quickly. When you pass, be sure to aim it so that your player is between the ball's landing spot and the opponent. Try to set up a shot from the center of the penalty box, as it's easiest to score from there.
216. Biggest Loser (Kalorie King) II: 2 of 3
TASK: Use a Fat Buster (pill)
POINTS REQUIRED: 22
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: It's pretty basic, really: Release a pill, then make a match with it. If pills are hard to come by, keep making matches and pushing the bottom of the board up higher. This will cause new rows to come in sooner.
217. Amazon Survival: 3 of 3
TASK: Complete a level with at least one empty row
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: No easy way to describe how to do this, except for columns with an animal on top. The level is not complete if an animal is sticking out of the water, even if all the blocks are submerged. However, when you remove a block from the column, the animal disappears too, leaving you with an empty spot on top.
218. Midas Solitaire II: 1 of 2
TASK: Score at least 3800 points!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Maximum deck value is 2320 (cards up to suit piles) + 420 (turning table cards over) + 480 (cards up from talon to table) = 3220 points. Time bonus is 2 points per second when you complete the layup, which means you'll have to finish with at least 4:50 left if you don't flip the deck. Each flip requires you to finish 1:40 faster, so you'll need 6:30 left if you flip once, 8:10 left if you flip twice, and if you flip a third time, forget it.
219. Biggest Loser (Kalorie King) II: 3 of 3
TASK: Make a chain of at least four matches
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: The easiest way to make chains is to make your way well up a column, then make a match somewhere up the length of that column.
220. Amazing Adventures: 2 of 2
TASK: Earn at least 110 points in Speed Bonus on a level
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Just find as many items as you can remember before you start clicking, then click them off as closely together as possible. Ideally, you should find over half the list before you start clicking.
221. Twist Me Silly II: 1 of 2
TASK: Activate a Row Bomb
POINTS REQUIRED: 67
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: I don't like this piece, because it discourages you from playing well. To make a Row Bomb, you must form a chain of exactly three matches. I usually do this by finding a match that will chain into another one, then quickly setting off a match elsewhere while the two-step chain is going off.
222. Abracadabra: 1 of 3
TASK: Make a chain of at least 20 items
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: You'll get most of your points on Level 2 for this one. There aren't any to get in Level 1, and by the time you reach Level 3 and clear the locks out of the way, you'll likely not have much time left. Use the double and flower pieces to connect chains of different items to get this one, but before you do, try to remove items you're not planning to use for that purpose.
223. Midas Solitaire II: 2 of 2
TASK: Score at least 800 bonus points
POINTS REQUIRED: 6
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Hard
TIP: It might be possible to collect a point here without solving the layup, but I doubt it. The bonus is based on the time remaining, and to get a point here, you need to finish with at least 6:40 left. In other words, solve it in no more than 3 minutes, 20 seconds.
224. Scrabble Zing: 1 of 2
TASK: Make a word of five or more letters
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: Moderate
TIP: Always look for the opportunity to add a prefix or suffix to an already made word, including plurals. I can't give much more advice, as this game is unavailable to North America.
225. Abracadabra: 2 of 3
TASK: Remove all of one kind of piece with one chain
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You can usually get several points on Level 1 if you look carefully. Points are harder to come by on Levels 2 and 3, but if you remove as many of the less-frequent pieces as you can beforehand, you may be able to put a few together.
226. Twist Me Silly II: 2 of 2
TASK: Reach Level 4!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: You have to remove 50 tiles to reach Level 2, then 75 more for Level 3, then 100 more for Level 4. Easy enough if you make a few power-ups on the way.
227. Scrabble Zing: 2 of 2
TASK: Use all seven tiles in a round
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: ?
DIFFICULTY: Moderate
TIP: Again, look for prefixes and suffixes. This is easiest to do when you have a good balance of vowels and consonants (for your language).
228. Monkey Quest: 1 of 3
TASK: Score at least 15500 in a mini-game
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: In Survival, keep aiming for groups holding up low-hanging groups, and remember that bonus is measured from the lowest bubble. In Marksman, accuracy is more important than speed, but if the bubble is falling nearly vertical, be sure to get it quickly. In Mining, think before you click, as bonus is measured by how far up you get.
229. Abracadabra: 3 of 3
TASK: Make a chain worth at least 10,000 points
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: You'll need to join at least three different kinds of pieces together, probably four if you can't manage to use all of at least one group. Look at the double pieces you have, and plan your long chain around them. Then remove as much of the groups you're not going to use as possible. Ideally, this will make enough room for you to hook entire groups together in your big chain.
230. Bacteria Hysteria II: 1 of 2
TASK: Boost a pill "piece" (group of 1-3 pills)
POINTS REQUIRED: 188
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: You'll get a pill "piece" whenever you click off a group of 10 or more. Just make sure there's enough power in the booster before you activate it.
231. Monkey Quest: 2 of 3
TASK: Get Shot Bonus of at least 75000 points
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just play the game as you would play a round of Jungle Bubble. Just be aware that the bubbles in Monkey Quest are not quite as forgiving.
232. Monkey Quest: 3 of 3
TASK: Complete all five mini-games
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: When a mini-game bubble appears, concentrate on dropping it--if you remove too many other bubbles after it appears, you may not be able to get all five mini-games. In the mini-games themselves, just don't let any bubbles come down and touch the line.
233. Storm Chaser: 1 of 3
TASK: Complete a country
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Make as many groups of 5 or more as you can, to create hail. Use hail near the end of a level when you're finding the last few spaces difficult to reach.
234. Orchido: 1 of 3
TASK: Clear a level
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: Pieces of this type are pretty straightforward. Just keep twisting and making matches. Any twist that doesn't make a match reduces your progress bar, so try not to do that any more than necessary.
235. Bacteria Hysteria II: 2 of 2
TASK: Launch five or more columns at once
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Easy
TIP: I've found that I'm not quite fast enough to launch five columns at once manually. Thankfully, the end of level launch counts as a task. Maybe you have a quicker clicker finger and can boost five at a time...
236. Storm Chaser: 2 of 3
TASK: Activate a super power-up
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Creating the super versions of the power-ups is the hard part. You have to either make a combo of six or more matches with one move (for the Lightning or Cyclone) or match a group of seven or more (for the Hail). Try to make moves that make matches in more than one spot--the more different matches that are made at once, the more likely that you'll chain together enough for a super power-up.
237. Orchido: 2 of 3
TASK: Make a chain of at least three moves
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: This is just like many other pieces of its type for different games. Find places where you can make three quick matches, then make the moves in quick succession.
238. Jelly Swelly II: 1 of 3
TASK: Splash at least 100 jellyfish in a game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Look for areas that are solid in one color around a line (not necessarily straight) of jellies of the other color, and draw along that line. If the area is completely solid, then draw a crooked line through it, then retrace it. Oh, and get the chalk as soon as you can, so you can splash more jellies in one move.
239. Amazon Survival II: 1 of 2
TASK: Make a group of 7 or more stones
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Probably the best way to do this is by making a color bomb, which you do by making a move that causes a chain of three or more matches. The best time to pick up points for this piece is when activating a color bomb, and a few moves right after it. With one fewer color on the screen, it becomes easier for big groups to come together.
240. Storm Chaser: 3 of 3
TASK: Collect an endangered item
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Fill the meter at the top by making matches, and when you hear the appropriate sound, make a group of five or more clouds.
241. Orchido: 3 of 3
TASK: Collect a Golden Seed
POINTS REQUIRED: 43
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: There are two ways to collect Golden Seeds. Either bring three or more of them together, or collect individual seeds by putting them in the path of a power-up, then activating it. (In other words, next to a Firefly Flower, or in the same row as a Power Vine.)
242. Jelly Swelly II: 2 of 3
TASK: Get the bonus meter up to at least 4x
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You have to collect at least four stars without running out of bonus time. For the best chance to do this, don't activate any stars until you have three on the board, or at least two on the board and one about to be released. You then have 13 seconds for each star activated to get another one. By the way, if you can make higher multiples of 4, you get more points. (8x gives two points, 12x three, etc.)
243. Amazon Survival II: 2 of 2
TASK: Drop a bonus critter into the water
POINTS REQUIRED: 188
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Using both kinds of bombs makes this one easier, but if you're having trouble getting them, then pay attention to the colors in the bottom of the critter's column, and drop matching colored blocks there. Be careful not to wipe critters out with a Row Bomb.
244. Seashell Squeeze: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Make lots of Column Blasts by making matches of two different kinds of shells at the same time, or by chaining two or more matches. Make sure to also use the Shell Bomb, which appears halfway through the level, and also if you use two Area Bombs (made by making a match of four or five shells) in the same match.
245. Jelly Swelly II: 3 of 3
TASK: Have a color vial left at the end of the game!
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Just don't use the vials you collect any more than you have to, and if a color starts flashing, be sure to draw on the other color (thus making a group of the flashing color). You get a point for each vial left, so these can add up quickly.
246. Attaqua II: 1 of 2
TASK: Make a chain of two or more steps
POINTS REQUIRED: 66
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: The easy way to get a point is to aim for a group of three or more pieces of the same color bracketed by the same (another) color on either side. The harder way is to find a A B C B A color pattern, and hit C.
247. Seashell Squeeze: 2 of 3
TASK: Activate a Column Blast
POINTS REQUIRED: 250
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Check out #244 for tips on making Column Blasts. It also helps to make the other powerups, as they will activate each other if one is in the other's blast zone.
248. Firefly Fantasies: 1 of 3
TASK: Make a chain of 20 or more pieces
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Of the three different kinds of pieces you get in each level, remove as many as you can of two of them. Eventually, you'll be able to string together a massive chain of the third piece. Also, for every chain you make that's worth 1000 or more points, you'll get a powerup--if you get a Wild piece, you can use it to connect two long chains of different types, and if you get a Bomb, you'll also get credit for the pieces it removes.
249. Mahjong Golden Path: 1 of 3
TASK: Unlock all three Rune Tiles on a level
POINTS REQUIRED: 77
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Watch the tiles fall in at the beginning of the level, so that you know where the Rune Tiles are. Be careful when removing tiles, that you don't leave the last two of a tile stacked on top of each other AND blocking a Rune Tile.
250. Attaqua II: 2 of 2
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Grab all the power-ups you can find, and use them. Destroy eels as quickly as you can. That's all there is to it.
0 comments
2=1 9/29/09 4:46 PM
Ever have one of those days where the numbers just don't seem to add up? Maybe it's because 2=1. Yeah, you read that right. 2 really does equal 1. Don't believe me? Then I'll prove it:
Take the numbers x and y, and make them equal to each other:
x=y
Multiply both sides of this equation by x:
x²=xy
Subtract y²:
x²-y²=xy-y²
Factor both sides of this equation:
(x+y)(x-y)=y(x-y)
Since the factor (x-y) appears on both sides, divide by (x-y) to get rid of it:
x+y=y
Since x and y are equal, substitute y in place of x:
y+y=y
2y=y
Finally, divide by y:
2=1
See, 2 really does equal 1...or does it?
Take the numbers x and y, and make them equal to each other:
x=y
Multiply both sides of this equation by x:
x²=xy
Subtract y²:
x²-y²=xy-y²
Factor both sides of this equation:
(x+y)(x-y)=y(x-y)
Since the factor (x-y) appears on both sides, divide by (x-y) to get rid of it:
x+y=y
Since x and y are equal, substitute y in place of x:
y+y=y
2y=y
Finally, divide by y:
2=1
See, 2 really does equal 1...or does it?
4 comments
SHOLLY'S STRATEGY CORNER 9/12/09 1:24 PM
I will be leaving for Cleveland later tonight to catch my beloved Browns in their season opener against the Minnesota Vikings, headed by the Queen's favorite quarterback, Brett Favre. To mark the occasion (and give you something to do while I'm gone), I'm opening up a special Q&A blog.
First, an announcement: As a result of my recent successes in a few games, I have plans to write THREE Tip Sheets in the near future. I have yet to do one for Pyramid Quest--as for the other two, you'll have to stay tuned and find out.
Anyway, if you have any question at all about any of King's games, feel free to ask it here. Before you do, I suggest you look up my previous Tip Sheets, as the answer might be found there. If it's a diploma question, it's better placed on the Diploma Guide blog. Anything else, fire away, and I'll answer to the best of my knowledge. I might get to some before I leave, but if I don't, I'll answer the rest Monday or Tuesday at the latest.
Have a great weekend, take care and good luck!
First, an announcement: As a result of my recent successes in a few games, I have plans to write THREE Tip Sheets in the near future. I have yet to do one for Pyramid Quest--as for the other two, you'll have to stay tuned and find out.
Anyway, if you have any question at all about any of King's games, feel free to ask it here. Before you do, I suggest you look up my previous Tip Sheets, as the answer might be found there. If it's a diploma question, it's better placed on the Diploma Guide blog. Anything else, fire away, and I'll answer to the best of my knowledge. I might get to some before I leave, but if I don't, I'll answer the rest Monday or Tuesday at the latest.
Have a great weekend, take care and good luck!
5 comments
Clarification of a Few Economic Terms 8/13/09 4:53 PM
A "recession" is when your neighbor loses his job.
A "depression" is when you lose yours.
"Recovery" is when Barack Obama loses his.
Got any other good ones? Post 'em here!
A "depression" is when you lose yours.
"Recovery" is when Barack Obama loses his.
Got any other good ones? Post 'em here!
0 comments
The Diploma Guide Archive, Volume IV 8/6/09 11:22 AM
Without further ado, now that I've finally gotten around to it, Volume IV of the Diploma Guide Archive:
151. Mahjong Masquerade: 2 of 3
TASK: Complete Level 1 with at least half the time remaining
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: This is exactly the same as #43, except that you have to work just a little bit faster, as there are a few more pairs to match than in Masquerade Maze.
152. Crescendo Catcher: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Work on the corners and sides first. Don't forget about using your Sun power to clear difficult spaces when necessary.
153. Zuma: 3 of 3
TASK: Finish a level with at least 20 seconds left
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Don't worry about setting up any combos. Just match the color of the frog's ball to the same color in the line, and do it as quickly as you can. Don't forget to shoot slightly ahead of where you want the ball to go when the line is moving at full speed.
154. Funny Safari: 1 of 2 (deluxe Funny Farm - orange button games only)
TASK: Make a pair with a gold tile third or later in a run of the same animal
POINTS REQUIRED: 23
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: Pick out one animal to save--ideally the one you have the most of. Match away as many of the other tiles as you can. When you have six or more of the same animal on the screen with at least one gold tile, carefully pair them off, being sure to pay attention to the pattern that the tiles follow when a match is made.
155. Mahjong Masquerade: 3 of 3
TASK: Just play the freakin' game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Do you really need help with this one? If so, it's just like #133, just a different game.
156. Crescendo Catcher: 2 of 3
TASK: Collect a golden note
POINTS REQUIRED: 99
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: You collect golden notes by making them drop out the bottom of the board. You can set up moves to drop them manually, but it's just as effective to use power-ups, especially during the crescendo. Note that if you make a move that finishes the level but doesn't drop out a note that's near the bottom, you won't be able to make another move to get the note.
157. Funny Safari: 2 of 2
TASK: Complete a level without using the Rhino
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: When the Rhino appears, try to remove all tiles "ahead" of it on the board (meaning, if you numbered the spaces from 1 to 20 going left to right starting at the top left corner, remove tiles that would have a lower number than the Rhino). This will prevent the Rhino from blocking pairs at the end of a level, but as always, think before you click.
158. Top Ace II: 1 of 2
TASK: Clear both of the first two levels!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Check out my Tip Sheet for this game. In short, remember three things: Remove as many cards as possible before dealing the next row, put only one suit in the sports bag, and keep the fourth column empty once you've locked three Aces in.
159. Crescendo Catcher: 3 of 3
TASK: Trigger two lightning power-ups at the same time (in other words, activate one so it hits another one)
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Hard
TIP: Points are easier to collect during the crescendo, when lightning pieces will fire both horizontally and vertically at the same time. Just watch for two lightning power-ups to appear within one row or column of each other, and try to make a match that will trigger one to hit the other.
160. Cake Mania 2: 1 of 3
TASK: Sell at least $200 worth of cakes in a level (not including tips)
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: This is very hard to do in the first level, but Levels 2 and 3 should be easier due to having more customers. Try to get into a rhythm with your actions, and on Levels 2 and 3, be sure to grab the tips as quickly as possible, in order to free up space for more customers. If you start each level by baking a random cake before the first customer orders, leave it on the table if the first customer doesn't order it, and unless you're unlucky, another customer will probably order that shape and you can get it out quickly.
161. Top Ace II: 2 of 2
TASK: Score at least 6000 points
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Completing one round will get you just about all the points you need. Always eliminate as many cards as you can.
162. Graceful Jewels: 1 of 3
TASK: Complete a necklace
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pay attention to the necklace on the top of the screen to know what jewel to shoot next, or catch the "eye" power-up, which will show you where the correct jewel(s) is in the chain.
163. Cake Mania 2: 2 of 3
TASK: Collect at least $70 in tips on a level
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Hard
TIP: To keep the tips high, serve customers as quickly as possible, and try to eliminate unnecessary back and forth movement.
164. Cat Corner: 1 of 3
TASK: Make a move worth at least 5000 points
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Hard
TIP: You'll need a big rectangle or a herring in a corner to pick up a point with this one. You may have to make several small moves to set up a big one.
165. Bacteria Hysteria: 1 of 2
TASK: Make a pill or group of pills
POINTS REQUIRED: 222
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Every time you click off a group of 10 or more bacteria, you'll make a pill and receive a point. Using a color bomb to eliminate one color will make it easier to make pills from the other two colors.
166. Graceful Jewels: 2 of 3
TASK: Hit five correct jewels in a row
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Put your mouse pointer on the jewel you're trying to hit, and make sure there aren't any jewels in between you and your target. Be sure to lead your target a bit if it's more than about 2/3 of the way up the screen. I'm not sure if Homing Missiles count toward this task or not, but be sure to use all you have before the game ends.
167. Bacteria Hysteria: 2 of 2
TASK: Boost a double or triple gold pill
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Start hitting the space bar to move the screen up. If there's any color bomb on the screen or if one appears within the first few space bar hits, keep hitting the space bar until you fill the screen, then quickly use a color bomb. With only two colors left on the screen, you're sure to be able to make a huge group, which will create a double or triple gold pill. You can usually create a second one right away with the remaining color. Boost these pills immediately. Be careful with this strategy--lay off the space bar if there are no color bombs, and just start clicking off groups to prevent a premature end to your game.
168. Boneyard Bonanza: 1 of 3
TASK: Make a complete skeleton
POINTS REQUIRED: 177
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Pick a spot to start at. Start filling it in until you get a duplicate piece. Put any duplicates in the next space over, then the next, etc. as needed, until you start finishing skeletons, then go back to the newly emptied spots and start again.
169. Graceful Jewels: 3 of 3
TASK: Finish a necklace with at least six jewels remaining in the line
POINTS REQUIRED: 133
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Shoot carefully, as you would for Hunt #166. Use the Eye power-up if you need it to help you find the next correct jewel. Be sure to grab the Magic Mirror power-ups when they appear, as they will conserve many jewels by splitting them when necessary.
170. Boneyard Bonanza: 2 of 3
TASK: Make a skeleton of a single color
POINTS REQUIRED: 69
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Pick three spaces to form a skeleton of each color (I usually use the three top spaces). Sort pieces by color into these three spaces until you get a duplicate, which you can put into one of the other three spaces. I recommend consolidating all duplicate pieces into as few spaces as possible, regardless of color--this makes it less likely that you'll have to break up a "good" skeleton with a piece you can't otherwise place. Note that as you complete skeletons, you'll have to use different spaces to form your "good" skeletons.
171. Cake Mania 2: 3 of 3
TASK: Complete a level without any customer getting angry
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This shouldn't pose a problem on Level 1, and on Level 3, it's likely to be very difficult if you have to decorate any cakes. On Level 2, give menus to the first two customers, then start both of their cakes at the same time if you can. Work through the entire level two at a time, and as long as you don't make any mistakes, you should do fine.
172. Cat Corner: 2 of 3
TASK: Collect a Time Bonus
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: You get a Time Bonus by making a rectangle with a clock in a corner. If you have clocks in two corners, you get two points, etc. Whenever you see a clock, check its row and column for cats of the same color, then if you can't make a rectangle right away, try to make rectangles that will change the fourth corner of the clock rectangle until you get the matching color.
173. Boneyard Bonanza: 3 of 3
TASK: Throw at least five bones into a bonus vortex!
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You can get several points quickly if you can manage to make three single-color skeletons at once. If you can only make one at a time, then try to whip through pieces as quickly as you can when you have a vortex open. Remember that the color of the timer is the color of the next piece, so if you get several in a row, you can move very fast.
174. Cookie Rookie II: 1 of 3
TASK: Reach Level 6!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Ignore the numbers on the cookies and match them by shapes only. This will get you through the level a large majority of the time.
175. Cat Corner: 3 of 3
TASK: Collect a Herring Bonus
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Play this one exactly the same as Hunt #172, except substitute "Herring" for "Clock". The difficulty is slightly higher because herrings are slightly harder to come by.
176. Midas Mahjong II: 1 of 3
TASK: Complete a level without shuffling!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: When presented with a choice of matches, always make the match that unblocks the most tiles. Also, be alert for stacked tiles, so that if two matching tiles are stacked one atop the other, you don't inadvertently pair off the other two.
177. Twist Me Silly: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Make matches as quickly as you can. That's about all I got.
178. Cookie Rookie II: 2 of 3
TASK: Complete a level
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Play this one exactly the same as #174.
179. Midas Mahjong II: 2 of 3
TASK: Complete the first level!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Just find matching pairs and click them off as quickly as you can. It's most important to work on stacks, because if anything's going to trip you up, it's having the last two tiles stacked on top of each other.
180. Attaqua: 1 of 2
TASK: Destroy an eel
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: The easy way to get this one is to play it like Centipede. You can easily destroy all 13 eels in a game, but you won't score much that way.
181. Cookie Rookie: 3 of 3
TASK: Make the third cake
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: If you stick to matching just shapes most of the time, you can usually make the first two cakes in the first two levels. Try to match the cookie from the jar to a matching shape on the table whenever possible, and if there's no shape to match the cookie from the jar, there might be enough shape pairs on the board to finish the cake.
182. Twist Me Silly: 2 of 3
TASK: Activate a Color Bomb
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 11
DIFFICULTY: Moderate
TIP: A Color Bomb is created when you make a chain of at least four matches. Once you create and activate the first one, it gets easier to create more, because the sheer number of pieces removed by a Color Bomb usually causes several other matches to fall into place. Even so, don't forget that like Crescendo Catcher, you can work on a match while another one is playing out.
183. Midas Mahjong II: 3 of 3
TASK: Make four consecutive matches within five seconds of each other
POINTS REQUIRED: 248
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just plan ahead. Find four pairs to take before you start clicking.
184. Chuzzle II: 1 of 3
TASK: Activate a Super Chuzzle
POINTS REQUIRED: 69
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Form a Super Chuzzle (not to be confused with Giant Chuzzles) by making a match of five or more of the same color. I find it easiest to do this when two pairs of the same color are a row or column apart, when you can pull one in between to connect them.
185. Twist Me Silly: 3 of 3
TASK: Make a chain of three or more matches
POINTS REQUIRED: 222
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Child's Play
TIP: The first chain is the hardest. Look several moves in advance as you did with the last piece. Whenever you activate a Color Bomb, a large chain is sure to follow.
186. Jelly Swelly: 1 of 2
TASK: Remove 25 or more jellyfish in one move
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: You can remove a maximum of four rows and three columns (or three rows and four columns) in one move. If you have a large cluster of one color, try drawing a winding path through it that spans as many rows and columns as possible, then trace it again to switch it back and remove the cluster.
187. Attaqua: 2 of 2
TASK: Catch a seashell
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: A seashell will appear whenever you cause an eel to collapse, which you do by shooting out one or more of its segments so that the segments on either side of the gap are the same color. The seashell will drop faster than any power-up(s) that may appear, so watch for it.
188. Chuzzle II: 2 of 3
TASK: Remove three or more groups of Chuzzles with one move
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: When you're in the process of making a move, a group of Chuzzles will shake if they will be removed by that move. Not that this is much help for this piece; your best bet is not to bother trying to set up these "triple combos", but just play your normal game and take the points as they come.
189. Jelly Swelly: 2 of 2
TASK: Make a move worth 1500 or more points
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This is easier to do while you have one or more stars active. Draw a path across several rows and columns to include as many jellyfish in the move as possible, and the more splashes (jellies used in both a row and column match) you make, the more your score gets boosted.
190. Spider King: 1 of 3
TASK: Complete a set from King down to Ace
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Make all the moves you can find, and try to empty out one or more columns. This will make it easier to rearrange sequences. Don't forget that you can move part of a sequence, if you don't need the whole thing to complete a set.
191. Chuzzle II: 3 of 3
TASK: Earn a trophy
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: This is the trophy list, from top left to bottom: Blast 4 Super Chuzzles at once, blast 3 Supers at once, make a triple combo (Hunt #188), make a 7-step cascade, make a quadruple combo, and pop a group of 7 Chuzzles. Some of these are darn near impossible (4x combo, 4 supers) and some you have little control over (cascade), so concentrate on setting up the ones you can.
192. Pyramid II: 1 of 2 (classic Pyramid--green button games only)
TASK: Collect a scarab
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Not much to tell you here if you know how to play Pyramid. Just play quickly, but not so quickly that you screw up.
193. Marble Matchup: 1 of 3
TASK: Win a round
POINTS REQUIRED: 23
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on opponent's skill)
TIP: Unless you've already lost two rounds, you should be able to take out two or more of your opponent's marbles with each of your first two shots if you aim correctly. Once you've done that, don't do anything crazy--just pick off the remaining marbles one at a time, unless a combo shot presents itself.
194. Spider King: 2 of 3
TASK: Score at least 1504 in move bonus! (Not a typo--it's reported that exactly 1500 is not enough)
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Don't make any unnecessary moves. In other words, don't break up any correctly formed sequences unless you absolutely have to (for instance, if you have no more deals and you have to complete a sequence to get to a card underneath it).
195. Crescendo Catcher II: 1 of 3
TASK: Activate a color bomb
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Wait for the crescendo before matching any piece that has a pulsing circle on it. That's about all there is to it.
196. Pyramid II: 2 of 2
TASK: Complete a level in 45 seconds or less
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Hard
TIP: Look for sequences of cards before you start, then when you deal a card that will remove that sequence, click through it as quickly as possible. You simply have to think and act quickly for this one.
197. Marble Matchup: 2 of 3
TASK: Knock out two or marbles with one shot
POINTS REQUIRED: 66
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on opponent's skill)
TIP: You can almost always take out two of your opponents' marbles on your first shot of each round if you aim correctly. If your opponent started the round with 6 or 7 marbles, aim between the second and third marble from one end. You'll get two marbles at least, three if your aim is perfect. If opponent starts with only five marbles, aim between an end marble and the second one, which should get you two marbles.
198. Duck Pond Dash: 1 of 1
TASK: Collect at least 20 flowers of the same color in a row
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Move slowly and carefully when approaching a group containing flowers of both colors. The number to watch for is 69--if you score that much for a flower, you just earned a point.
199. Spider King: 3 of 3
TASK: Score at least 200 in time bonus!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Ummm...Go fast. Yeah, that's about it for this one.
200. Zuma II: 1 of 2
TASK: Remove a group of balls by shooting through a gap
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: Variable (depends on levels played)
DIFFICULTY: Moderate
TIP: You'll create a gap whenever you remove a fairly large group, or take out a group containing an Explosion Ball. When you have a gap and the line runs behind it, watch for the colors the frog is holding to appear through the gap.
151. Mahjong Masquerade: 2 of 3
TASK: Complete Level 1 with at least half the time remaining
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: This is exactly the same as #43, except that you have to work just a little bit faster, as there are a few more pairs to match than in Masquerade Maze.
152. Crescendo Catcher: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Work on the corners and sides first. Don't forget about using your Sun power to clear difficult spaces when necessary.
153. Zuma: 3 of 3
TASK: Finish a level with at least 20 seconds left
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Don't worry about setting up any combos. Just match the color of the frog's ball to the same color in the line, and do it as quickly as you can. Don't forget to shoot slightly ahead of where you want the ball to go when the line is moving at full speed.
154. Funny Safari: 1 of 2 (deluxe Funny Farm - orange button games only)
TASK: Make a pair with a gold tile third or later in a run of the same animal
POINTS REQUIRED: 23
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: Pick out one animal to save--ideally the one you have the most of. Match away as many of the other tiles as you can. When you have six or more of the same animal on the screen with at least one gold tile, carefully pair them off, being sure to pay attention to the pattern that the tiles follow when a match is made.
155. Mahjong Masquerade: 3 of 3
TASK: Just play the freakin' game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Do you really need help with this one? If so, it's just like #133, just a different game.
156. Crescendo Catcher: 2 of 3
TASK: Collect a golden note
POINTS REQUIRED: 99
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: You collect golden notes by making them drop out the bottom of the board. You can set up moves to drop them manually, but it's just as effective to use power-ups, especially during the crescendo. Note that if you make a move that finishes the level but doesn't drop out a note that's near the bottom, you won't be able to make another move to get the note.
157. Funny Safari: 2 of 2
TASK: Complete a level without using the Rhino
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: When the Rhino appears, try to remove all tiles "ahead" of it on the board (meaning, if you numbered the spaces from 1 to 20 going left to right starting at the top left corner, remove tiles that would have a lower number than the Rhino). This will prevent the Rhino from blocking pairs at the end of a level, but as always, think before you click.
158. Top Ace II: 1 of 2
TASK: Clear both of the first two levels!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Check out my Tip Sheet for this game. In short, remember three things: Remove as many cards as possible before dealing the next row, put only one suit in the sports bag, and keep the fourth column empty once you've locked three Aces in.
159. Crescendo Catcher: 3 of 3
TASK: Trigger two lightning power-ups at the same time (in other words, activate one so it hits another one)
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Hard
TIP: Points are easier to collect during the crescendo, when lightning pieces will fire both horizontally and vertically at the same time. Just watch for two lightning power-ups to appear within one row or column of each other, and try to make a match that will trigger one to hit the other.
160. Cake Mania 2: 1 of 3
TASK: Sell at least $200 worth of cakes in a level (not including tips)
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Moderate
TIP: This is very hard to do in the first level, but Levels 2 and 3 should be easier due to having more customers. Try to get into a rhythm with your actions, and on Levels 2 and 3, be sure to grab the tips as quickly as possible, in order to free up space for more customers. If you start each level by baking a random cake before the first customer orders, leave it on the table if the first customer doesn't order it, and unless you're unlucky, another customer will probably order that shape and you can get it out quickly.
161. Top Ace II: 2 of 2
TASK: Score at least 6000 points
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Completing one round will get you just about all the points you need. Always eliminate as many cards as you can.
162. Graceful Jewels: 1 of 3
TASK: Complete a necklace
POINTS REQUIRED: 88
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Pay attention to the necklace on the top of the screen to know what jewel to shoot next, or catch the "eye" power-up, which will show you where the correct jewel(s) is in the chain.
163. Cake Mania 2: 2 of 3
TASK: Collect at least $70 in tips on a level
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Hard
TIP: To keep the tips high, serve customers as quickly as possible, and try to eliminate unnecessary back and forth movement.
164. Cat Corner: 1 of 3
TASK: Make a move worth at least 5000 points
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Hard
TIP: You'll need a big rectangle or a herring in a corner to pick up a point with this one. You may have to make several small moves to set up a big one.
165. Bacteria Hysteria: 1 of 2
TASK: Make a pill or group of pills
POINTS REQUIRED: 222
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Every time you click off a group of 10 or more bacteria, you'll make a pill and receive a point. Using a color bomb to eliminate one color will make it easier to make pills from the other two colors.
166. Graceful Jewels: 2 of 3
TASK: Hit five correct jewels in a row
POINTS REQUIRED: 333
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Put your mouse pointer on the jewel you're trying to hit, and make sure there aren't any jewels in between you and your target. Be sure to lead your target a bit if it's more than about 2/3 of the way up the screen. I'm not sure if Homing Missiles count toward this task or not, but be sure to use all you have before the game ends.
167. Bacteria Hysteria: 2 of 2
TASK: Boost a double or triple gold pill
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Start hitting the space bar to move the screen up. If there's any color bomb on the screen or if one appears within the first few space bar hits, keep hitting the space bar until you fill the screen, then quickly use a color bomb. With only two colors left on the screen, you're sure to be able to make a huge group, which will create a double or triple gold pill. You can usually create a second one right away with the remaining color. Boost these pills immediately. Be careful with this strategy--lay off the space bar if there are no color bombs, and just start clicking off groups to prevent a premature end to your game.
168. Boneyard Bonanza: 1 of 3
TASK: Make a complete skeleton
POINTS REQUIRED: 177
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Pick a spot to start at. Start filling it in until you get a duplicate piece. Put any duplicates in the next space over, then the next, etc. as needed, until you start finishing skeletons, then go back to the newly emptied spots and start again.
169. Graceful Jewels: 3 of 3
TASK: Finish a necklace with at least six jewels remaining in the line
POINTS REQUIRED: 133
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Shoot carefully, as you would for Hunt #166. Use the Eye power-up if you need it to help you find the next correct jewel. Be sure to grab the Magic Mirror power-ups when they appear, as they will conserve many jewels by splitting them when necessary.
170. Boneyard Bonanza: 2 of 3
TASK: Make a skeleton of a single color
POINTS REQUIRED: 69
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Pick three spaces to form a skeleton of each color (I usually use the three top spaces). Sort pieces by color into these three spaces until you get a duplicate, which you can put into one of the other three spaces. I recommend consolidating all duplicate pieces into as few spaces as possible, regardless of color--this makes it less likely that you'll have to break up a "good" skeleton with a piece you can't otherwise place. Note that as you complete skeletons, you'll have to use different spaces to form your "good" skeletons.
171. Cake Mania 2: 3 of 3
TASK: Complete a level without any customer getting angry
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: This shouldn't pose a problem on Level 1, and on Level 3, it's likely to be very difficult if you have to decorate any cakes. On Level 2, give menus to the first two customers, then start both of their cakes at the same time if you can. Work through the entire level two at a time, and as long as you don't make any mistakes, you should do fine.
172. Cat Corner: 2 of 3
TASK: Collect a Time Bonus
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: You get a Time Bonus by making a rectangle with a clock in a corner. If you have clocks in two corners, you get two points, etc. Whenever you see a clock, check its row and column for cats of the same color, then if you can't make a rectangle right away, try to make rectangles that will change the fourth corner of the clock rectangle until you get the matching color.
173. Boneyard Bonanza: 3 of 3
TASK: Throw at least five bones into a bonus vortex!
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You can get several points quickly if you can manage to make three single-color skeletons at once. If you can only make one at a time, then try to whip through pieces as quickly as you can when you have a vortex open. Remember that the color of the timer is the color of the next piece, so if you get several in a row, you can move very fast.
174. Cookie Rookie II: 1 of 3
TASK: Reach Level 6!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Ignore the numbers on the cookies and match them by shapes only. This will get you through the level a large majority of the time.
175. Cat Corner: 3 of 3
TASK: Collect a Herring Bonus
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Play this one exactly the same as Hunt #172, except substitute "Herring" for "Clock". The difficulty is slightly higher because herrings are slightly harder to come by.
176. Midas Mahjong II: 1 of 3
TASK: Complete a level without shuffling!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: When presented with a choice of matches, always make the match that unblocks the most tiles. Also, be alert for stacked tiles, so that if two matching tiles are stacked one atop the other, you don't inadvertently pair off the other two.
177. Twist Me Silly: 1 of 3
TASK: Complete a level
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Make matches as quickly as you can. That's about all I got.
178. Cookie Rookie II: 2 of 3
TASK: Complete a level
POINTS REQUIRED: 55
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Play this one exactly the same as #174.
179. Midas Mahjong II: 2 of 3
TASK: Complete the first level!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Just find matching pairs and click them off as quickly as you can. It's most important to work on stacks, because if anything's going to trip you up, it's having the last two tiles stacked on top of each other.
180. Attaqua: 1 of 2
TASK: Destroy an eel
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: The easy way to get this one is to play it like Centipede. You can easily destroy all 13 eels in a game, but you won't score much that way.
181. Cookie Rookie: 3 of 3
TASK: Make the third cake
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: If you stick to matching just shapes most of the time, you can usually make the first two cakes in the first two levels. Try to match the cookie from the jar to a matching shape on the table whenever possible, and if there's no shape to match the cookie from the jar, there might be enough shape pairs on the board to finish the cake.
182. Twist Me Silly: 2 of 3
TASK: Activate a Color Bomb
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 11
DIFFICULTY: Moderate
TIP: A Color Bomb is created when you make a chain of at least four matches. Once you create and activate the first one, it gets easier to create more, because the sheer number of pieces removed by a Color Bomb usually causes several other matches to fall into place. Even so, don't forget that like Crescendo Catcher, you can work on a match while another one is playing out.
183. Midas Mahjong II: 3 of 3
TASK: Make four consecutive matches within five seconds of each other
POINTS REQUIRED: 248
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just plan ahead. Find four pairs to take before you start clicking.
184. Chuzzle II: 1 of 3
TASK: Activate a Super Chuzzle
POINTS REQUIRED: 69
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Form a Super Chuzzle (not to be confused with Giant Chuzzles) by making a match of five or more of the same color. I find it easiest to do this when two pairs of the same color are a row or column apart, when you can pull one in between to connect them.
185. Twist Me Silly: 3 of 3
TASK: Make a chain of three or more matches
POINTS REQUIRED: 222
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Child's Play
TIP: The first chain is the hardest. Look several moves in advance as you did with the last piece. Whenever you activate a Color Bomb, a large chain is sure to follow.
186. Jelly Swelly: 1 of 2
TASK: Remove 25 or more jellyfish in one move
POINTS REQUIRED: 47
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: You can remove a maximum of four rows and three columns (or three rows and four columns) in one move. If you have a large cluster of one color, try drawing a winding path through it that spans as many rows and columns as possible, then trace it again to switch it back and remove the cluster.
187. Attaqua: 2 of 2
TASK: Catch a seashell
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: A seashell will appear whenever you cause an eel to collapse, which you do by shooting out one or more of its segments so that the segments on either side of the gap are the same color. The seashell will drop faster than any power-up(s) that may appear, so watch for it.
188. Chuzzle II: 2 of 3
TASK: Remove three or more groups of Chuzzles with one move
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Hard
TIP: When you're in the process of making a move, a group of Chuzzles will shake if they will be removed by that move. Not that this is much help for this piece; your best bet is not to bother trying to set up these "triple combos", but just play your normal game and take the points as they come.
189. Jelly Swelly: 2 of 2
TASK: Make a move worth 1500 or more points
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: This is easier to do while you have one or more stars active. Draw a path across several rows and columns to include as many jellyfish in the move as possible, and the more splashes (jellies used in both a row and column match) you make, the more your score gets boosted.
190. Spider King: 1 of 3
TASK: Complete a set from King down to Ace
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Make all the moves you can find, and try to empty out one or more columns. This will make it easier to rearrange sequences. Don't forget that you can move part of a sequence, if you don't need the whole thing to complete a set.
191. Chuzzle II: 3 of 3
TASK: Earn a trophy
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: This is the trophy list, from top left to bottom: Blast 4 Super Chuzzles at once, blast 3 Supers at once, make a triple combo (Hunt #188), make a 7-step cascade, make a quadruple combo, and pop a group of 7 Chuzzles. Some of these are darn near impossible (4x combo, 4 supers) and some you have little control over (cascade), so concentrate on setting up the ones you can.
192. Pyramid II: 1 of 2 (classic Pyramid--green button games only)
TASK: Collect a scarab
POINTS REQUIRED: 150
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Not much to tell you here if you know how to play Pyramid. Just play quickly, but not so quickly that you screw up.
193. Marble Matchup: 1 of 3
TASK: Win a round
POINTS REQUIRED: 23
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on opponent's skill)
TIP: Unless you've already lost two rounds, you should be able to take out two or more of your opponent's marbles with each of your first two shots if you aim correctly. Once you've done that, don't do anything crazy--just pick off the remaining marbles one at a time, unless a combo shot presents itself.
194. Spider King: 2 of 3
TASK: Score at least 1504 in move bonus! (Not a typo--it's reported that exactly 1500 is not enough)
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Don't make any unnecessary moves. In other words, don't break up any correctly formed sequences unless you absolutely have to (for instance, if you have no more deals and you have to complete a sequence to get to a card underneath it).
195. Crescendo Catcher II: 1 of 3
TASK: Activate a color bomb
POINTS REQUIRED: 111
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Wait for the crescendo before matching any piece that has a pulsing circle on it. That's about all there is to it.
196. Pyramid II: 2 of 2
TASK: Complete a level in 45 seconds or less
POINTS REQUIRED: 44
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Hard
TIP: Look for sequences of cards before you start, then when you deal a card that will remove that sequence, click through it as quickly as possible. You simply have to think and act quickly for this one.
197. Marble Matchup: 2 of 3
TASK: Knock out two or marbles with one shot
POINTS REQUIRED: 66
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Variable (depends on opponent's skill)
TIP: You can almost always take out two of your opponents' marbles on your first shot of each round if you aim correctly. If your opponent started the round with 6 or 7 marbles, aim between the second and third marble from one end. You'll get two marbles at least, three if your aim is perfect. If opponent starts with only five marbles, aim between an end marble and the second one, which should get you two marbles.
198. Duck Pond Dash: 1 of 1
TASK: Collect at least 20 flowers of the same color in a row
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Move slowly and carefully when approaching a group containing flowers of both colors. The number to watch for is 69--if you score that much for a flower, you just earned a point.
199. Spider King: 3 of 3
TASK: Score at least 200 in time bonus!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Ummm...Go fast. Yeah, that's about it for this one.
200. Zuma II: 1 of 2
TASK: Remove a group of balls by shooting through a gap
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: Variable (depends on levels played)
DIFFICULTY: Moderate
TIP: You'll create a gap whenever you remove a fairly large group, or take out a group containing an Explosion Ball. When you have a gap and the line runs behind it, watch for the colors the frog is holding to appear through the gap.
2 comments
SHOLLY'S TIP SHEETS, CHAPTER XVII: Pyramid 7/9/09 1:29 PM
One up, one down. Keep it in mind, 'cause that's how you play Pyramid. Clear away as many card pyramids as you can, and you could be well on your way to great treasure!
I don't know where Pyramid originally came from, but I've seen it and games like it before. I've seen it on touch-screen games in arcades and bars, as well as on other gaming sites. However, I still prefer King.com's version, because you can see all the cards--other sites have the blocked cards face down, so that choosing which path to take is more luck than skill. There are also other card games similar to Pyramid--two that come to mind are Golf Solitaire, which is played the same way but with a different (boring) layout, and a two-player game my wife knows called Spit.
The rules are simple: A standard deck of 52 cards is used, along with one wild card. A board of cards is dealt that resembles three four-tiered pyramids connected by the bottom corners. The top card of the rest of the deck is turned over to start the pile that you use to clear the board. A card can only be removed if its rank is one higher or one lower than the top card of the pile (Note: Aces rank both high and low, and can be played on either a King or a 2). You may also use the wild card to help you out at any time. Keep going until you run out of time or fail to complete a board.
The controls for this game are simple: To remove a card from the board, simply click on it. It must have no cards covering it, and be ranked one higher or one lower than the top card of the pile, or else it won't move and you'll be penalized. More on that in a bit.
To deal the next card from the pile, click on the pile.
To use the wild card, click on it. You may play it at any time, and you may play any card on top of it. You don't have to use it - and in fact, you'll get bonus points if you don't - but it's seldom worth it to hold out for this bonus, as you'll see.
The game lasts for five minutes, or until you run out of cards in the pile and have no more moves. You'll receive an achievement point if you make it as far as Level 5.
Let's talk about pyramid points:
The first card you remove from the board after dealing a card from the pile is worth 100 points. Each subsequent card you remove without dealing another pile card is worth 50 more than the previous card. So, if you deal a 9 and then remove 10, Jack, Queen, Jack before dealing another card, that's worth 100+150+200+250=700 points total. Note that the wild card itself is worth nothing, but it will extend a sequence, so in our example, if you played the wild card on the Jack, the next card you play would be worth 300 instead of 100, and so on.
The three "peak" cards on each level are known as the Scarab Cards, as when you remove one, a scarab will scurry away. Scarab Cards carry bonus points--1000 for the first one you remove, 1500 for the second, and 2000 for the third and final card of the level.
If you click on a card that can't be legally played, it will cost you 25 points. Each level's score is kept separately, then added to your total afterward, so if you misclick before playing any cards on the current level, there is no penalty.
At the end of each level, you'll receive bonus points:
Top Run Bonus: 200xlength of longest sequence of cards removed on that level
If you complete the level, you will also receive these bonuses if they apply:
Wild Card Bonus: 2000 points if you don't use the wild card
Unused Card Bonus: 500 for each card remaining in the pile when you finish
ALL scores are multiplied by the Level Multiplier, which is 0.9+0.1xlevel number. In other words, the multiplier for Level 1 is 1, Level 2 is 1.1, Level 3 is 1.2, etc. These multipliers are applied immediately whenever points are scored.
Now, let's talk about pulling big points out of the pyramids:
The easiest way to score big in this game is to have a super-powerful brain that can keep track of the entire deck. It's a standard 52 card deck, and if you can keep track of it all, you're far better than I'll ever be. As for the rest of us...
My favorite saying as relates to strategy in this game is "It's all about the leave." By this, I mean that you should plan each move in terms of what will be left over. It's usually best to unblock as many cards right away as possible, but if unblocking a single card leaves a better sequence than unblocking two other cards, then it's probably better to do that.
When you're playing off a sequence, it's usually best to take as many cards as possible, but pay attention to the rest of the board. If you have several cards that will be difficult to remove by themselves, then it may be better to leave a card behind that links them. For instance, if you have several 3s on the board, you might not want to grab an available 4 right away if no other 2 or 4 is readily available.
when you have a choice of plays, it helps to keep in mind the cards that have already been used. For instance, if you have a 9 showing and are trying to decide between removing an 8 or a 10, and you remember that you've seen quite a few face cards already, you should probably take the 10, as it will be harder to get rid of later.
There are two main ways to use the wild card to help you score big: Either save it for the end to remove the last card or sequence, or use it to connect two long sequences for a massive round score and Top Run bonus. If you're going to do the latter, don't automatically slap it on the first big sequence you make; make sure there's another decent sequence to add on to it. Also, it's safer to do this early in the round; if you've already used up half the deck, you may not be able to clear the remaining cards without the benefit of the wild card. If you're starting a level with fewer than 30 seconds remaining, just slap the wild card onto the first decent sequence you make, in order to get a nice Top Run bonus on your last level.
Another (minor) use for the wild card is to remove a card that's blocking a potentially long sequence, but I seldom do this except in progressive games, when I can tell that I'll be able to cash in on that sequence safely. In any case, don't bother holding on to the wild card for the bonus, unless you know you can clear the last card within four deals of the one before it. It doesn't pay to give up several thousand points in Unused Card bonus just to get 2000 in Wild Card bonus.
Speaking of the leave: When you're down to the last few cards, it's best to have individual Scarab Cards to pick off one at a time, rather than one group of cards covering each other (unless they're in sequence, of course). That makes the level easier to clear. If you find that you can't clear the level, reverse this and try to remove one or two Scarab Cards if you can, just because of the bigger points for them.
That's it for now. Updates are sure to follow once I've proofread all this, and an accompanying Tip Sheet for Pyramid Quest should be up in the next few days. Kindly leave questions or feedback if you have any. Take care and good luck!
I don't know where Pyramid originally came from, but I've seen it and games like it before. I've seen it on touch-screen games in arcades and bars, as well as on other gaming sites. However, I still prefer King.com's version, because you can see all the cards--other sites have the blocked cards face down, so that choosing which path to take is more luck than skill. There are also other card games similar to Pyramid--two that come to mind are Golf Solitaire, which is played the same way but with a different (boring) layout, and a two-player game my wife knows called Spit.
The rules are simple: A standard deck of 52 cards is used, along with one wild card. A board of cards is dealt that resembles three four-tiered pyramids connected by the bottom corners. The top card of the rest of the deck is turned over to start the pile that you use to clear the board. A card can only be removed if its rank is one higher or one lower than the top card of the pile (Note: Aces rank both high and low, and can be played on either a King or a 2). You may also use the wild card to help you out at any time. Keep going until you run out of time or fail to complete a board.
The controls for this game are simple: To remove a card from the board, simply click on it. It must have no cards covering it, and be ranked one higher or one lower than the top card of the pile, or else it won't move and you'll be penalized. More on that in a bit.
To deal the next card from the pile, click on the pile.
To use the wild card, click on it. You may play it at any time, and you may play any card on top of it. You don't have to use it - and in fact, you'll get bonus points if you don't - but it's seldom worth it to hold out for this bonus, as you'll see.
The game lasts for five minutes, or until you run out of cards in the pile and have no more moves. You'll receive an achievement point if you make it as far as Level 5.
Let's talk about pyramid points:
The first card you remove from the board after dealing a card from the pile is worth 100 points. Each subsequent card you remove without dealing another pile card is worth 50 more than the previous card. So, if you deal a 9 and then remove 10, Jack, Queen, Jack before dealing another card, that's worth 100+150+200+250=700 points total. Note that the wild card itself is worth nothing, but it will extend a sequence, so in our example, if you played the wild card on the Jack, the next card you play would be worth 300 instead of 100, and so on.
The three "peak" cards on each level are known as the Scarab Cards, as when you remove one, a scarab will scurry away. Scarab Cards carry bonus points--1000 for the first one you remove, 1500 for the second, and 2000 for the third and final card of the level.
If you click on a card that can't be legally played, it will cost you 25 points. Each level's score is kept separately, then added to your total afterward, so if you misclick before playing any cards on the current level, there is no penalty.
At the end of each level, you'll receive bonus points:
Top Run Bonus: 200xlength of longest sequence of cards removed on that level
If you complete the level, you will also receive these bonuses if they apply:
Wild Card Bonus: 2000 points if you don't use the wild card
Unused Card Bonus: 500 for each card remaining in the pile when you finish
ALL scores are multiplied by the Level Multiplier, which is 0.9+0.1xlevel number. In other words, the multiplier for Level 1 is 1, Level 2 is 1.1, Level 3 is 1.2, etc. These multipliers are applied immediately whenever points are scored.
Now, let's talk about pulling big points out of the pyramids:
The easiest way to score big in this game is to have a super-powerful brain that can keep track of the entire deck. It's a standard 52 card deck, and if you can keep track of it all, you're far better than I'll ever be. As for the rest of us...
My favorite saying as relates to strategy in this game is "It's all about the leave." By this, I mean that you should plan each move in terms of what will be left over. It's usually best to unblock as many cards right away as possible, but if unblocking a single card leaves a better sequence than unblocking two other cards, then it's probably better to do that.
When you're playing off a sequence, it's usually best to take as many cards as possible, but pay attention to the rest of the board. If you have several cards that will be difficult to remove by themselves, then it may be better to leave a card behind that links them. For instance, if you have several 3s on the board, you might not want to grab an available 4 right away if no other 2 or 4 is readily available.
when you have a choice of plays, it helps to keep in mind the cards that have already been used. For instance, if you have a 9 showing and are trying to decide between removing an 8 or a 10, and you remember that you've seen quite a few face cards already, you should probably take the 10, as it will be harder to get rid of later.
There are two main ways to use the wild card to help you score big: Either save it for the end to remove the last card or sequence, or use it to connect two long sequences for a massive round score and Top Run bonus. If you're going to do the latter, don't automatically slap it on the first big sequence you make; make sure there's another decent sequence to add on to it. Also, it's safer to do this early in the round; if you've already used up half the deck, you may not be able to clear the remaining cards without the benefit of the wild card. If you're starting a level with fewer than 30 seconds remaining, just slap the wild card onto the first decent sequence you make, in order to get a nice Top Run bonus on your last level.
Another (minor) use for the wild card is to remove a card that's blocking a potentially long sequence, but I seldom do this except in progressive games, when I can tell that I'll be able to cash in on that sequence safely. In any case, don't bother holding on to the wild card for the bonus, unless you know you can clear the last card within four deals of the one before it. It doesn't pay to give up several thousand points in Unused Card bonus just to get 2000 in Wild Card bonus.
Speaking of the leave: When you're down to the last few cards, it's best to have individual Scarab Cards to pick off one at a time, rather than one group of cards covering each other (unless they're in sequence, of course). That makes the level easier to clear. If you find that you can't clear the level, reverse this and try to remove one or two Scarab Cards if you can, just because of the bigger points for them.
That's it for now. Updates are sure to follow once I've proofread all this, and an accompanying Tip Sheet for Pyramid Quest should be up in the next few days. Kindly leave questions or feedback if you have any. Take care and good luck!
3 comments
Shamelessly Trumpeting Another Accomplishment 6/3/09 9:39 AM
Sunday night was another first for me on King, as I completed all ten levels of Pyramid Quest for the first time. Granted, it was on the last try of the daily progressive, so I knew what cards to look for, but I still managed to win the progressive in the process for a little over $20.
I don't yet have the speed to complete the Quest in a single-play tournament. I usually get to level 8, but I'm working on it...
I don't yet have the speed to complete the Quest in a single-play tournament. I usually get to level 8, but I'm working on it...
1 comments
Another Trip to Level 6 3/16/09 5:34 PM
Yeah, I blogged about it the first time, but it happens infrequently enough (this is only the second time ever for me) that it deserves another entry.
Yes, I just made it to Level 6 in Luxor again, in the daily progressive. These were the boards:
Level 1: Uraeus Nefertari
Level 2: Pharaoh's War Crown
Level 3: Grand Gallery
Level 4: Narmer Palette
Level 5: Riddle of the Sphinx
Level 6: Oasis of the East
Not only that, but I actually had a full seven seconds on Level 6 this time! :D
Yes, I just made it to Level 6 in Luxor again, in the daily progressive. These were the boards:
Level 1: Uraeus Nefertari
Level 2: Pharaoh's War Crown
Level 3: Grand Gallery
Level 4: Narmer Palette
Level 5: Riddle of the Sphinx
Level 6: Oasis of the East
Not only that, but I actually had a full seven seconds on Level 6 this time! :D
2 comments
SHOLLY'S TIP SHEETS, CHAPTER XVI: Freecell 2/23/09 8:18 PM
The King takes on a computer card classic, if you'll pardon the alliteration. I don't know the origin of Freecell and I'm too lazy to look it up, but the PC has proven to be a great breeding ground for this particular form of Solitaire over the years, as Windows Freecell comes with your computer nowadays. Throw in a few gold cards, and King.com has an exciting and fresh take on Freecell!
King's Freecell plays almost exactly like the classic you know and love, with one major difference: Four gold cards have been added to the deck, bringing it to a total of 56 cards. These gold cards play an important role in the game that I'll get into in a bit.
You probably already know the rules for basic Freecell, but I'll go over them again just in case:
At the start of a game of Freecell, you have eight empty cells at the top of the screen: The four home cells on the right, in which suit sequences are built from Ace up to King, and the four free cells on the left, which can hold any card, but only one at a time each. Beneath this row is the board, with the entire deck dealt out into eight columns of 7 cards each (the standard 52-card deck plus four gold cards).
The objective is to move all 52 non-gold cards to the home cells, starting with the Ace of each suit and building on it: 2, 3, 4, etc. all the way up to King. Once a card has been moved to its home cell, it's out of play for the rest of the game, so be careful not to move a card there that you might need to help transfer other cards. Note that any Ace that becomes available will automatically be moved to a home cell, as will any 2 whose Ace is in a home cell.
The bottom card of each column and any cards in free cells are always available, and can be moved to an empty free cell or an empty column. Any available card can also be moved to the bottom of another column, if the bottom card of that column is the opposite color and one rank higher than the card you're putting on it. In other words, you can move a black 7 onto a red 8 or a red Jack onto a black Queen, for example. You may also move a properly built alternating-color sequence from one column to another, provided that you're moving no more than one card greater than the number of empty free cells, and that you're either moving them into an empty column, or the top card you're moving is in sequence with the bottom card of the destination column. For instance, if you have two free cells empty, you can move a sequence of up to three cards, so you could move a stack consisting of black 5-red 4-black 3 onto a red 6. Note that unlike some Freecell programs, King.com Freecell does not count empty columns as free cells for this purpose, so you can never move more than five cards at a time.
Now, let's talk about the King's Freecell invention, the gold cards:
There are four gold cards in the King.com Freecell deck. The gold cards can be used to extract any card buried in a column (if you have somewhere to put it), or can be "cashed" for points if not needed for this purpose. When a gold card becomes available, clicking on it will activate it, at which time you must either extract a card or cash it before you will be able to make another move. Note that by the nature of the gold cards, you can never run out of moves while one is available, though if you don't have many options, you may have to decide what to do with it before you're ready to.
When you activate a gold card, you can extract a card that's buried in a column. You may extract any card at all if you have any empty free cells; if all your free cells are full, you may only extract a card that you can legally play, either to a home cell or the bottom of a column.
The game lasts for ten minutes, or until you solve the board or click "Exit Game" in the bottom right corner. King.com Freecell has an auto-solving feature, which means that when you've brought the board to a position in which no card is being blocked by a card of higher rank, the remaining cards will be automatically transferred to the home cells. (Gold cards do not affect the auto-solver in any way.) Oh, and solving the board will score you an achievement point.
The controls are simple. Click and drag any card to where you want it to go. (Dragging a card to the home cell area will automatically play it to the proper home cell if it's playable there.) The card will be moved if it can legally be played there, and will snap back to its original position if it can't. To move a sequence of cards, drag the top card of the sequence. Note that you won't be able to pick it up if the pile is too big or is not a properly-built sequence.
Click on a gold card to activate it. A chime will play to indicate that you've activated a gold card. You may click on the home area to cash the card, or click on the card you want to extract. (If all free cells are full, you can only extract a lit card.) An extracted card will automatically be played to its home cell if it legally can, and couldn't be used in a sequence on the board (in other words, the 4 of hearts won't be moved to a home cell if you still have a black 3 on the board). Otherwise, the card will be moved to an empty free cell, or the bottom of a legal column if all free cells are full.
In order to have meaningful tournament competition in King.com Freecell, your performance is translated into points. Let's talk about how:
Each card played to the home cells is worth 100 points.
Every cashed gold card is worth 400 points. This makes for a deck total of 6800 points, if the board is solved and no gold card is used to extract a card, which is the ideal.
At the end of the game, you will receive a Time Bonus of 2000x(% of time left)x(% of cards played to home cells).
If you solve the board, you will also receive a Move Bonus. This bonus starts at 10000 points, and is reduced by 100 every time you make a move other than playing to a home cell or cashing a gold card.
Scores for solved boards vary depending on the difficulty of the board, by which I mean the number of moves necessary to untangle it. The maximum (theoretically) possible score is 6800(deck)+10000(moves)+2000(time)=18800, but I don't often see scores over 16K. I've broken 16K myself exactly once as of this writing, though I usually score in the 13-16K range when I solve the board, which I do about 90% of the time.
Now, let's talk about how you too can cash in:
First and foremost, think before you click! Based on the scoring, your priorities are as follows:
1. Solving the board
2. Efficiency
3. Speed
In other words, it doesn't matter how fast you can move cards if you get yourself stuck.
When the board first appears, look for the Aces and 2s. It's a good idea to get the Aces out right away whenever practical, in order to help you get rid of other low cards. Another effective strategy is to clear out one column at a time, as an empty column is even better than a free cell for sorting the board out.
Most if not all boards can be solved without using any gold cards, so it's usually best to cash them for extra points. However, always be sure to think ahead; if it looks like you won't be able to get to a critical card, it's better to extract that card than to get stuck.
Use your free cells with care. Be especially wary of putting two cards of the same rank and color in free cells, such as both red 8s. If you don't empty a column or have the next higher card available to build on, this can jam you up in a hurry.
If you need to move a large stack of cards, it's good to use a technique I call "handing off". Look for available cards of the same rank and color as cards in the stack you're trying to move, then transfer parts of the big stack onto these cards. However, once you have a column correctly sequenced and headed by a King, you don't have to move it again.
Other things to be alert for on the board include two cards of the same color and rank in the same column, and a card buried in a column above a sequence it fits. These situations are easier to handle if you've managed to clear a column or two.
Toward the end of the game, if only one card is buried above a card of higher rank, try to release it by playing the card(s) covering it to the home cells if you can, rather than moving the covering card(s). Each move you make that doesn't play a card to a home cell costs 100 points of bonus, which is the value of 30 seconds of Time Bonus. This means that if you can dig out a card in less than 30 seconds by just playing to home cells, you'll save yourself some points.
As always, I'm sure I'll think of more to say after I post this, but this is what I have for now. As always, questions and feedback are welcome. Take care and good luck!
King's Freecell plays almost exactly like the classic you know and love, with one major difference: Four gold cards have been added to the deck, bringing it to a total of 56 cards. These gold cards play an important role in the game that I'll get into in a bit.
You probably already know the rules for basic Freecell, but I'll go over them again just in case:
At the start of a game of Freecell, you have eight empty cells at the top of the screen: The four home cells on the right, in which suit sequences are built from Ace up to King, and the four free cells on the left, which can hold any card, but only one at a time each. Beneath this row is the board, with the entire deck dealt out into eight columns of 7 cards each (the standard 52-card deck plus four gold cards).
The objective is to move all 52 non-gold cards to the home cells, starting with the Ace of each suit and building on it: 2, 3, 4, etc. all the way up to King. Once a card has been moved to its home cell, it's out of play for the rest of the game, so be careful not to move a card there that you might need to help transfer other cards. Note that any Ace that becomes available will automatically be moved to a home cell, as will any 2 whose Ace is in a home cell.
The bottom card of each column and any cards in free cells are always available, and can be moved to an empty free cell or an empty column. Any available card can also be moved to the bottom of another column, if the bottom card of that column is the opposite color and one rank higher than the card you're putting on it. In other words, you can move a black 7 onto a red 8 or a red Jack onto a black Queen, for example. You may also move a properly built alternating-color sequence from one column to another, provided that you're moving no more than one card greater than the number of empty free cells, and that you're either moving them into an empty column, or the top card you're moving is in sequence with the bottom card of the destination column. For instance, if you have two free cells empty, you can move a sequence of up to three cards, so you could move a stack consisting of black 5-red 4-black 3 onto a red 6. Note that unlike some Freecell programs, King.com Freecell does not count empty columns as free cells for this purpose, so you can never move more than five cards at a time.
Now, let's talk about the King's Freecell invention, the gold cards:
There are four gold cards in the King.com Freecell deck. The gold cards can be used to extract any card buried in a column (if you have somewhere to put it), or can be "cashed" for points if not needed for this purpose. When a gold card becomes available, clicking on it will activate it, at which time you must either extract a card or cash it before you will be able to make another move. Note that by the nature of the gold cards, you can never run out of moves while one is available, though if you don't have many options, you may have to decide what to do with it before you're ready to.
When you activate a gold card, you can extract a card that's buried in a column. You may extract any card at all if you have any empty free cells; if all your free cells are full, you may only extract a card that you can legally play, either to a home cell or the bottom of a column.
The game lasts for ten minutes, or until you solve the board or click "Exit Game" in the bottom right corner. King.com Freecell has an auto-solving feature, which means that when you've brought the board to a position in which no card is being blocked by a card of higher rank, the remaining cards will be automatically transferred to the home cells. (Gold cards do not affect the auto-solver in any way.) Oh, and solving the board will score you an achievement point.
The controls are simple. Click and drag any card to where you want it to go. (Dragging a card to the home cell area will automatically play it to the proper home cell if it's playable there.) The card will be moved if it can legally be played there, and will snap back to its original position if it can't. To move a sequence of cards, drag the top card of the sequence. Note that you won't be able to pick it up if the pile is too big or is not a properly-built sequence.
Click on a gold card to activate it. A chime will play to indicate that you've activated a gold card. You may click on the home area to cash the card, or click on the card you want to extract. (If all free cells are full, you can only extract a lit card.) An extracted card will automatically be played to its home cell if it legally can, and couldn't be used in a sequence on the board (in other words, the 4 of hearts won't be moved to a home cell if you still have a black 3 on the board). Otherwise, the card will be moved to an empty free cell, or the bottom of a legal column if all free cells are full.
In order to have meaningful tournament competition in King.com Freecell, your performance is translated into points. Let's talk about how:
Each card played to the home cells is worth 100 points.
Every cashed gold card is worth 400 points. This makes for a deck total of 6800 points, if the board is solved and no gold card is used to extract a card, which is the ideal.
At the end of the game, you will receive a Time Bonus of 2000x(% of time left)x(% of cards played to home cells).
If you solve the board, you will also receive a Move Bonus. This bonus starts at 10000 points, and is reduced by 100 every time you make a move other than playing to a home cell or cashing a gold card.
Scores for solved boards vary depending on the difficulty of the board, by which I mean the number of moves necessary to untangle it. The maximum (theoretically) possible score is 6800(deck)+10000(moves)+2000(time)=18800, but I don't often see scores over 16K. I've broken 16K myself exactly once as of this writing, though I usually score in the 13-16K range when I solve the board, which I do about 90% of the time.
Now, let's talk about how you too can cash in:
First and foremost, think before you click! Based on the scoring, your priorities are as follows:
1. Solving the board
2. Efficiency
3. Speed
In other words, it doesn't matter how fast you can move cards if you get yourself stuck.
When the board first appears, look for the Aces and 2s. It's a good idea to get the Aces out right away whenever practical, in order to help you get rid of other low cards. Another effective strategy is to clear out one column at a time, as an empty column is even better than a free cell for sorting the board out.
Most if not all boards can be solved without using any gold cards, so it's usually best to cash them for extra points. However, always be sure to think ahead; if it looks like you won't be able to get to a critical card, it's better to extract that card than to get stuck.
Use your free cells with care. Be especially wary of putting two cards of the same rank and color in free cells, such as both red 8s. If you don't empty a column or have the next higher card available to build on, this can jam you up in a hurry.
If you need to move a large stack of cards, it's good to use a technique I call "handing off". Look for available cards of the same rank and color as cards in the stack you're trying to move, then transfer parts of the big stack onto these cards. However, once you have a column correctly sequenced and headed by a King, you don't have to move it again.
Other things to be alert for on the board include two cards of the same color and rank in the same column, and a card buried in a column above a sequence it fits. These situations are easier to handle if you've managed to clear a column or two.
Toward the end of the game, if only one card is buried above a card of higher rank, try to release it by playing the card(s) covering it to the home cells if you can, rather than moving the covering card(s). Each move you make that doesn't play a card to a home cell costs 100 points of bonus, which is the value of 30 seconds of Time Bonus. This means that if you can dig out a card in less than 30 seconds by just playing to home cells, you'll save yourself some points.
As always, I'm sure I'll think of more to say after I post this, but this is what I have for now. As always, questions and feedback are welcome. Take care and good luck!
2 comments
PERSONAL UPDATE 2/16/09 6:07 PM
Some of you may have noticed that I've turned off all private messaging. This is not an accident, and it has nothing to do with any of you. I have some issues in my personal life that I really need to address--some demons to slay, if you will. Because of this, I will not be engaging in any private messaging whatsoever until further notice.
I will still be around on King, playing games, commenting on the Fool's blog or the Town page, or maybe writing my own stuff. In addition, I will continue to update the Diploma Guide on as regular a basis as I can manage.
If you have any questions on games or well-wishes or anything like that, you can leave them here or in my guestbook. Please be advised that my Queen can and does check my profile out from time to time.
I wish you all nothing but the best in your lives and the best of luck in your games, except when you're playing against me, of course ;) Take care and good luck!
I will still be around on King, playing games, commenting on the Fool's blog or the Town page, or maybe writing my own stuff. In addition, I will continue to update the Diploma Guide on as regular a basis as I can manage.
If you have any questions on games or well-wishes or anything like that, you can leave them here or in my guestbook. Please be advised that my Queen can and does check my profile out from time to time.
I wish you all nothing but the best in your lives and the best of luck in your games, except when you're playing against me, of course ;) Take care and good luck!
5 comments
My biggest Christmas gift in 2008... 12/17/08 8:00 PM
...goes to my car. $650 for a brake job. Merry freakin' Christmas :P
2 comments
Thoughts on the 2008 Election 11/5/08 5:39 PM
Well, it seems that We the People have chosen our new leader. A majority of the American people believe that Barack Obama is the right man to guide us through the next four years, and I hope they're right.
I find it rather odd that no one seems to be complaining about the election being stolen or fixed, like we heard ad nauseum the last two times we did this. Maybe this is because of the margin of victory; maybe the noisy ones hated George W. Bush so much that they couldn't handle the idea that he was fairly elected; maybe they were just sore losers; or perhaps a combination of all three.
I also contemplate our return to one-party rule after putting an end to it just two years ago. Recent experience has shown that putting the White House and both houses of Congress all in the hands of one party is not a good idea, as the ruling party assumes carte blanche to do whatever they feel like. In 1992, we put the Democrats in charge of all three houses, and they gave us higher taxes and tried to socialize our health care system. The voters were so angry about this that the 1994 election saw the Republicans take over both houses of Congress for the first time since the Eisenhower administration.
I'm not trying to suggest that the Republicans have done better in the same position. In 2002, we put the Republicans in absolute control, and they gave us war in Iraq and more out-of-control spending. This time, it took four years to rein in the ruling party, as the Democrats didn't take back Congress until 2006. (NOTE: The Republicans actually were voted into total power in 2000, but the defection of Sen. Jeffords in a 50-50 Senate in May 2001 scuttled that. It was in 2002 that the voters made their intentions completely clear there.)
Given this track record, what makes us think that it will be different this time? Will President-elect Obama truly change things, or was it all campaign rhetoric? I'm turning comments on for this entry, but I'm not entirely sure it's a good idea. Feel free to leave your honest opinion, but please don't abuse it.
As always, take care and good luck!
I find it rather odd that no one seems to be complaining about the election being stolen or fixed, like we heard ad nauseum the last two times we did this. Maybe this is because of the margin of victory; maybe the noisy ones hated George W. Bush so much that they couldn't handle the idea that he was fairly elected; maybe they were just sore losers; or perhaps a combination of all three.
I also contemplate our return to one-party rule after putting an end to it just two years ago. Recent experience has shown that putting the White House and both houses of Congress all in the hands of one party is not a good idea, as the ruling party assumes carte blanche to do whatever they feel like. In 1992, we put the Democrats in charge of all three houses, and they gave us higher taxes and tried to socialize our health care system. The voters were so angry about this that the 1994 election saw the Republicans take over both houses of Congress for the first time since the Eisenhower administration.
I'm not trying to suggest that the Republicans have done better in the same position. In 2002, we put the Republicans in absolute control, and they gave us war in Iraq and more out-of-control spending. This time, it took four years to rein in the ruling party, as the Democrats didn't take back Congress until 2006. (NOTE: The Republicans actually were voted into total power in 2000, but the defection of Sen. Jeffords in a 50-50 Senate in May 2001 scuttled that. It was in 2002 that the voters made their intentions completely clear there.)
Given this track record, what makes us think that it will be different this time? Will President-elect Obama truly change things, or was it all campaign rhetoric? I'm turning comments on for this entry, but I'm not entirely sure it's a good idea. Feel free to leave your honest opinion, but please don't abuse it.
As always, take care and good luck!
6 comments
The Diploma Guide Archive, Volume III 11/4/08 4:14 PM
And now, for Volume III of the Diploma Guide Archive:
101. Royale 55: 1 of 1
TASK: Make at least one Royale 55, Royal Flush, and/or Straight Flush
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Proper use of your wild cards is critical. Don't waste them on lesser hands, as you can't make a Royale 55 without one, and you'll usually need one for the other two hands. Whenever you have three of a kind or three parts of a straight flush in three different rows, save those cards in hopes of drawing the cards you need (or wild cards) in the other rows. Note that you can get up to one point for each of the three hands listed in one game.
102. Biggest Loser (Kalorie King): 2 of 3
TASK: Clear a group of at least 12 junk foods
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: The Fat Buster really comes in handy for this one. Using it eliminates all of one kind of junk food, causing the other kinds to group together more. Also, look for large groups entering the board, and use a few of that item to connect two groups whenever possible.
103. Jungle Rumble: 2 of 2
TASK: Send a full-power Black Curse to your opponents
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5, depending on frequency of Black Curse balls
DIFFICULTY: Easy
TIP: You must collect six Black Curse balls to fill the gauge. You can do this by either popping or dropping them. Once filled, launch the Black Curse to get a diploma point.
104. King Pin Bowling: 1 of 2
TASK: Score at least 120 (pins, not King score)
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: What can I say? Either you can bowl or you can't...
105. Biggest Loser (Kalorie King): 3 of 3
TASK: Remove Gum from the board with a Barbell
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2, depending on boards
DIFFICULTY: Hard
TIP: When you have Gum on the board, move items out of another column so that the bottom of that column is even with the top of the Gum. Once you've done this, dig your way up to a Barbell - carefully, so as not to disturb the aforementioned columns - and release it into the column you've prepared.
106. Block Party: 1 of 3
TASK: Drop at least three Popstars with one move
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: If you play by optimal strategy (in other words, to win), this piece will take about 10 games. The easy way to get this piece is to lower three adjacent Popstars down to one level above the floor, then switch blocks so that the same color is under two of them, then bring a third block of the same color in from the side.
107. King Pin Bowling: 2 of 2
TASK: Knock down all the pins (strike or spare) in three consecutive frames
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: The difficulty of this piece is Moderate if you throw splits as often as I do. Yeesh.
108. Freecell: 1 of 2
TASK: Solve the layup!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: It's usually best to untangle one column at a time. Use the gold cards to extract buried low cards that can be quickly moved to the home cells. Try not to build one color too far ahead of the other, as you might find yourself unable to move a card you need to move later.
109. Block Party: 2 of 3
TASK: Complete a level without dropping a Rocker to the stage
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Moderate
TIP: As I suggest in my Tip Sheet, don't make matches in the columns containing Rockers until you absolutely have to. That should keep you from accidentally dropping them to the stage most of the time.
110. Four Seasons: 1 of 3
TASK: Spell B-O-N-U-S
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You need to link six kids together to get credit for a letter. Your time is limited, so pay attention to which letters you already have, and concentrate on the ones you still need. Note that it's not always possible to complete the word in every season, so if you're having trouble getting the letters you need, complete the season as quickly as possible and move on to the next one.
111. Freecell: 2 of 2
TASK: "Cash" a gold card (use it for points instead of extracting a card with it)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Child's Play
TIP: If you're good at standard Freecell (without special cards), then there's nothing to this piece. Just cash in every gold card you free up. Even if you suck at Freecell without the gold cards, you can still get some diploma points by moving cards to free cells to get to the gold cards beneath them.
112. Midas Mahjong: 1 of 2
TASK: Complete a layup!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Unlike the old version, the winning technique now is to just go as quickly as possible. I've never cleared three boards in a game, but I'm sure someone has.
113. Four Seasons: 2 of 3
TASK: Make a group of 10 or more kids!
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy (it would be funny to say this one is Child's Play, wouldn't it?)
TIP: Bring groups of four kids of the same color close together, then quickly connect the groups. You picked up a point if you hear them laugh.
114. Block Party: 3 of 3
TASK: Complete all three levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Moderate
TIP: If the Diploma piece is your only goal, just work on one or two Popstars at a time, like my girlfriend does. You won't win many games that way, but you'll pick up points.
115. Midas Mahjong: 2 of 2
TASK: Make a match worth at least 45 points
POINTS REQUIRED: 333 (three hundred thirty-three...not a typo)
APPROX. MINIMUM GAMES NEEDED: 3 (also not a typo)
DIFFICULTY: Easy
TIP: Just as you would play Mahjong Fortuna and Treasure, look several matches ahead, so that you can click them off in rapid succession. You have to click a pair within one second of the previous pair to score 45 points.
116. Klicker Klacker 2: 1 of 3
TASK: Clear at least 95% of a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Another one where you have to think before you click. Work out how the blocks will line up after you remove a group. Don't forget about your Column Blast--The game ends immediately if you run out of moves, even if your Column Blast is ready to be used.
117. Pool King: 1 of 2
TASK: Sink two balls in a row
POINTS REQUIRED: 18
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: I've been told that this includes scratches (sinking the cue ball) as well, but I don't know this for certain. I also don't know if combo shots count, though they should. Anyway, when lining up a shot, if your aim is too jittery, hit the space bar and use the left and right arrows to fine-tune it. If you're going to put spin on the ball, you should "lock in" your aim this way first.
118. Four Seasons: 3 of 3
TASK: Make a group containing at least two stars
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Points can be fairly hard to come by in this one, as you don't always get two star kids of the same color. But when you do, move them together carefully, without catching either one of them up in a group of five until you're ready.
119. Flower Power: 1 of 1
TASK: Clear at least three groups of flowers with one move
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Don't attempt this one in one sitting! I don't have enough space to accurately describe how to place the flowers to do this, so I'm going to do something I don't normally do and refer you to someone else. Check out dark_dwaggie's Youtube video for this game--this is one I think you have to see to understand.
120. Klicker Klacker 2: 2 of 3
TASK: Score 50,000 points
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Extreme!
TIP: For each game, try to group together as many radioactive blocks of the same color as you can and make as big a color group as possible on each level. Be sure to play the daily progressive at least once a day, and if you get a set of boards that scores well enough, then keep playing that tournament until you get your points or you run out of entries.
121. Pool King: 2 of 2
TASK: Sink the 9 ball within ten shots
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Hard
TIP: Not all your shots have to be legal. You can use deliberate fouls to position the 9 near a pocket (as long as you don't scratch, which will reset the table position), then smack the target ball into the 9 and in. You won't win many games this way, but you'll get this otherwise difficult piece.
122. Chuzzle: 1 of 3
TASK: Remove three Giant Chuzzles
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Giant Chuzzles begin to appear on Level 2. The instructions aren't quite correct about making them appear, because I've had them appear after clearing non-square formations. When a Giant Chuzzle appears, try not to clear Chuzzles of the same color without removing the Giant Chuzzle with that move. The more Chuzzles you have on the board of the same color, the easier it will be. Note that you get a point for every three removed, and I'm not sure if blowing one up with a Super Chuzzle counts or not.
123. Klicker Klacker 2: 3 of 3
TASK: Use five bombs in a game
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 14
DIFFICULTY: Moderate
TIP: Click on every bomb that touches the bottom of the screen, as they only activate then. If a bomb is in one of the three columns above an active bomb, bring it down to the third row from the bottom before blasting the active bomb. If you bring it down to the second row, it will be taken out by the detonation, which doesn't count.
124. Memo Matcher: 1 of 2
TASK: Make five consecutive matches without a mistake(!)
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Don't try to memorize all the tiles, unless your memory is that good. Focus on the light bulb tiles, as matching them correctly will tell you what's next to them. When you run out of matches you're sure of, study the tiles about to fall, and if any of them match, just remember which columns match each other, then click off the top tile of each of those columns once they fall. Oh yeah: The exclamation point is in parentheses because you also get an achievement point for this task, but only when you do it on Level 3.
125. Chuzzle: 2 of 3
TASK: Make a chain of four or more matches
POINTS REQUIRED: 125
APPROX. MINIMUM GAMES NEEDED: 13
DIFFICULTY: Moderate
TIP: Make your matches near the bottom of the screen when possible. When you're using a Super Chuzzle in a match, try to put it on the outer edges of the group you're matching, rather than the middle, as it will take out more Chuzzles that way.
126. Chuzzle: 3 of 3
TASK: Remove 100 Chuzzles
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just play as fast as you can, and remove Giant and locked Chuzzles as quickly as you can, so that they don't impede your progress any more than necessary.
127. Memo Matcher: 2 of 2
TASK: Make a match with a star with the meter full
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Pay attention to what the star tiles are, and watch for tiles from the incoming row that match them. Also, pay close attention whenever you match a light bulb tile, to find more matches for star tiles.
128. Quiz Queen: 1 of 1
TASK: Get at least 7 questions right
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 14
DIFFICULTY: Hard (goes up to Extreme! if you're not from the US or UK)
TIP: Not much to tell you here. Either you know your US and UK trivia or you don't. Use your lifeline if you have no clue whatsoever.
129. Word Seance: 1 of 2
TASK: Make two accepted six-letter words
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Either you know your six-letter words, or you don't. This game is not available to Americans, so I'm writing tips for this diploma from memory of when I was able to play it. If I remember correctly, the six-letter words don't usually show up until the last few rounds.
130. Word Seance: 2 of 2
TASK: Complete all rounds without losing a life
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: The important thing is to remember what words you've used, in order to avoid repeating them. A repeated word doesn't count, and if you do that on a level that requires perfection, you lose a life. Think of using various forms of the same word if the given letters allow it, such as plurals, different suffixes, etc.
131. Midas Solitaire: 1 of 3
TASK: Solve the layup with two or fewer turns of the deck!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Hard
TIP: Keep in mind that you can transfer part of a stack to another stack if necessary. For instance, if you have a layup pile that ends with the 6 of spades and another one that has the 6 of clubs in the middle, you can lift off from the red 5 down and move them to the 6 of spades, in order to move the 6 of clubs to the foundation. This will really help you wade your way through layup piles.
132. Midas Solitaire: 2 of 3
TASK: Solve the layup in five minutes or less!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Playing the progressives can get you this one quickly. The layup and deck will be the same each time you re-enter, so you'll know what's coming and how to play it.
133. Midas Solitaire: 3 of 3
TASK: Just play the freakin' game
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20 (ok, this one isn't approximate)
DIFFICULTY: Child's Play
TIP: If you need help with this one, then you're beyond my help. Good luck with the rest of your life, 'cause you're gonna need it.
134. Daisy Defender: 1 of 2
TASK: Complete a wave with all daisies intact
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: The description for this piece says "Complete a level with all flowers left", but if this were correct, you'd only be able to get 3 points a game, and I've gotten 6; yet I've made it through entire games (9 waves) without losing any flowers and still only got 6 points, so it must be that they take no hits at all. Anyway, just shoot the bugs as high up on the screen as you can for this piece.
135. Daisy Defender: 2 of 2
TASK: Kill four or more bugs with one shot
POINTS REQUIRED: 200
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Several bits of advice for this piece. First, watch for bugs whose paths will intersect or come close together, and aim for the meeting point. Second, watch for the little green bugs and the maggots to flash--this means that they are about to release up to five bugs. When you see one of these bugs flash, immediately fire about an inch beneath the main bug. Finally, hit the Sweet Soda if you see it. This will cause the bugs to speed up, making it more likely that they will reach your poison cloud before it dissipates.
136. Candy Rail: 1 of 1
TASK: Make a chain of 3 or more matches
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Just look for places to make sequences of A A B B A A B A, A A B B C C B A, etc. The balls move very slowly, especially if you're used to Zuma's fast pace, so this one should be a snap. This piece is exactly the same as #80, other than that #80 is for Luxor, of course.
137. Bunny Bon Bon: 1 of 3
TASK: Catch 12 or more jelly babies with one jump
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5 (wildly variable, depending on boards appearing)
DIFFICULTY: Easy
TIP: Pay attention to the surfaces you're jumping from and to. You'll get your longest jumps when jumping from jelly (orange), and if your landing area is milk chocolate, then the greater your horizontal trajectory, the farther you'll slide when you land, collecting jelly babies all the way.
138. Bunny Bon Bon: 2 of 3
TASK: Get combo bonus of at least 5000 in a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You get combo bonus by grabbing multiple jelly babies in one jump. Look for places on the level where you can grab a very large number of jelly babies. Oh, and you have to exit the level for the point to count--if you run out of time, you don't get the point.
139. Bunny Bon Bon: 3 of 3
TASK: Collect all jelly babies on Level 2 and finish the game
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate (varies, depending on what board comes up for Level 2)
TIP: Not much to say here. Just jump quickly and accurately, and don't try to get too cute with it. Bubble power-ups are a big help for this piece.
140. Match Blocks: 1 of 2 (classic Match Blocks - green button games only)
TASK: Isolate five bombs
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: When you see a bomb, immediately look to remove the blocks surrounding it. Don't get cute with this, as you may find yourself unable to remove a block that you didn't think was a problem. If you're lucky, you might get up to 10 bombs between the three levels, which will give you two points.
141. Match Blocks: 2 of 2
TASK: Complete all three levels
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 17
DIFFICULTY: Moderate
TIP: Full speed ahead works pretty well for this one. Clear out any bombs as soon as they appear, and be on the lookout for "orphan" blocks, which have no visible match. You'll have to isolate those to get rid of them, unless scrolling the screen causes another one to appear.
142. Klick, Klack & Turn: 1 of 3 (deluxe Klick, Klack & Roll - orange button games only)
TASK: Click off a group worth at least 7000 points
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: At the start of each level, pick the group that is most numerous on the board, or has the most radioactive pieces. Clear out as many of the other-colored pieces as you can, then spin the board. Keep turning and turning until you either eliminate as many of the other-colored pieces as possible, or you manage to bring all pieces of the target color together into one group.
143. Klick, Klack & Turn: 2 of 3
TASK: Clear 100% of a level
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Be careful not to leave just one of any color on the board, unless you'll be able to remove it with a bomb. Also, keep in mind that if you reach a position where nothing can legally be clicked off, the level will end immediately, even if turning the board will open up a legal move.
144. Klick, Klack & Turn: 3 of 3
TASK: Clear a group of 12 or more
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Approach this one the same way you do the first piece--clear out as much as you can of all but one color, then keep turning until you bring that last color together.
145. Dart Duel: 1 of 3
TASK: Score at least 170 points in one turn!
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Hard
TIP: You're gonna have to hit some big triples for this one. Even if you hit an inner bull (center circle), you'll still have to hit two triple-20's. All three of your darts must hit either the inner bull (as just described), or triples of at least 17--any non-triple or lesser triple won't cut it. I suggest trying for one side of the triple-20 area with your first dart and the other side with your second dart, which will give you options with the third.
146. Dart Duel: 2 of 3
TASK: Win the game in five or fewer turns
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate (depending on quality of opponents)
TIP: Hit big triples early and often, and don't "doink" any of your darts if you can help it. If I hit the triple-20 with my first two darts, I prefer to hit the triple-19 with the third, if I haven't already. If your score is 170 or less after your turn, use your opponent's turn to do the math--in other words, to figure out what you need to hit to win.
147. Dart Duel: 3 of 3
TASK: Score a total of at least 300 in two consecutive rounds
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 3(?)
DIFFICULTY: Moderate
TIP: If you've already played the previous hunts for this game, you get the idea of hitting high triples and bulls. The only thing I'm unsure of is if you can get two points in one game, as I haven't tried it. You can't make two separate pairs of rounds totalling 300, of course, but "overlapping" pairs might count. For instance, if you score 120 in round 1, 180 in round 2, and 140 in round 30, you've scored a total of 440 points. However, rounds 1 and 2 equal 300 points, and rounds 2 and 3 total 320. See if that works for ya.
148. Zuma: 1 of 3
TASK: Collect a coin
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: There's a trigger to cause coins to appear, but I have yet to figure out what it is. You'll usually have to shoot through a gap in the line to collect a coin. The best way to do this is to wait for a pair or group of balls of a color that you currently have (if you have time), then when the front of that group passes in front of the coin, quickly fire off two shots. If done properly, the first ball will remove the group and the second one will hit the coin. Careful though: If you shoot too quickly, the second ball will get caught in the removal of the group. You'll get the hang of it with practice.
149. Mahjong Masquerade: 1 of 3 (regular Mahjong Masquerade - green button games only)
TASK: Complete the game without mis-matching!
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 11
DIFFICULTY: Moderate
TIP: Take your time, but watch your time at the same...uh...time.
150. Zuma: 2 of 3
TASK: Make a combo of three or more hits
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: This one is exactly the same idea as #80...just a different game.
101. Royale 55: 1 of 1
TASK: Make at least one Royale 55, Royal Flush, and/or Straight Flush
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Proper use of your wild cards is critical. Don't waste them on lesser hands, as you can't make a Royale 55 without one, and you'll usually need one for the other two hands. Whenever you have three of a kind or three parts of a straight flush in three different rows, save those cards in hopes of drawing the cards you need (or wild cards) in the other rows. Note that you can get up to one point for each of the three hands listed in one game.
102. Biggest Loser (Kalorie King): 2 of 3
TASK: Clear a group of at least 12 junk foods
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: The Fat Buster really comes in handy for this one. Using it eliminates all of one kind of junk food, causing the other kinds to group together more. Also, look for large groups entering the board, and use a few of that item to connect two groups whenever possible.
103. Jungle Rumble: 2 of 2
TASK: Send a full-power Black Curse to your opponents
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5, depending on frequency of Black Curse balls
DIFFICULTY: Easy
TIP: You must collect six Black Curse balls to fill the gauge. You can do this by either popping or dropping them. Once filled, launch the Black Curse to get a diploma point.
104. King Pin Bowling: 1 of 2
TASK: Score at least 120 (pins, not King score)
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: What can I say? Either you can bowl or you can't...
105. Biggest Loser (Kalorie King): 3 of 3
TASK: Remove Gum from the board with a Barbell
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2, depending on boards
DIFFICULTY: Hard
TIP: When you have Gum on the board, move items out of another column so that the bottom of that column is even with the top of the Gum. Once you've done this, dig your way up to a Barbell - carefully, so as not to disturb the aforementioned columns - and release it into the column you've prepared.
106. Block Party: 1 of 3
TASK: Drop at least three Popstars with one move
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: If you play by optimal strategy (in other words, to win), this piece will take about 10 games. The easy way to get this piece is to lower three adjacent Popstars down to one level above the floor, then switch blocks so that the same color is under two of them, then bring a third block of the same color in from the side.
107. King Pin Bowling: 2 of 2
TASK: Knock down all the pins (strike or spare) in three consecutive frames
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: The difficulty of this piece is Moderate if you throw splits as often as I do. Yeesh.
108. Freecell: 1 of 2
TASK: Solve the layup!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Easy
TIP: It's usually best to untangle one column at a time. Use the gold cards to extract buried low cards that can be quickly moved to the home cells. Try not to build one color too far ahead of the other, as you might find yourself unable to move a card you need to move later.
109. Block Party: 2 of 3
TASK: Complete a level without dropping a Rocker to the stage
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Moderate
TIP: As I suggest in my Tip Sheet, don't make matches in the columns containing Rockers until you absolutely have to. That should keep you from accidentally dropping them to the stage most of the time.
110. Four Seasons: 1 of 3
TASK: Spell B-O-N-U-S
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: You need to link six kids together to get credit for a letter. Your time is limited, so pay attention to which letters you already have, and concentrate on the ones you still need. Note that it's not always possible to complete the word in every season, so if you're having trouble getting the letters you need, complete the season as quickly as possible and move on to the next one.
111. Freecell: 2 of 2
TASK: "Cash" a gold card (use it for points instead of extracting a card with it)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Child's Play
TIP: If you're good at standard Freecell (without special cards), then there's nothing to this piece. Just cash in every gold card you free up. Even if you suck at Freecell without the gold cards, you can still get some diploma points by moving cards to free cells to get to the gold cards beneath them.
112. Midas Mahjong: 1 of 2
TASK: Complete a layup!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Unlike the old version, the winning technique now is to just go as quickly as possible. I've never cleared three boards in a game, but I'm sure someone has.
113. Four Seasons: 2 of 3
TASK: Make a group of 10 or more kids!
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy (it would be funny to say this one is Child's Play, wouldn't it?)
TIP: Bring groups of four kids of the same color close together, then quickly connect the groups. You picked up a point if you hear them laugh.
114. Block Party: 3 of 3
TASK: Complete all three levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Moderate
TIP: If the Diploma piece is your only goal, just work on one or two Popstars at a time, like my girlfriend does. You won't win many games that way, but you'll pick up points.
115. Midas Mahjong: 2 of 2
TASK: Make a match worth at least 45 points
POINTS REQUIRED: 333 (three hundred thirty-three...not a typo)
APPROX. MINIMUM GAMES NEEDED: 3 (also not a typo)
DIFFICULTY: Easy
TIP: Just as you would play Mahjong Fortuna and Treasure, look several matches ahead, so that you can click them off in rapid succession. You have to click a pair within one second of the previous pair to score 45 points.
116. Klicker Klacker 2: 1 of 3
TASK: Clear at least 95% of a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Another one where you have to think before you click. Work out how the blocks will line up after you remove a group. Don't forget about your Column Blast--The game ends immediately if you run out of moves, even if your Column Blast is ready to be used.
117. Pool King: 1 of 2
TASK: Sink two balls in a row
POINTS REQUIRED: 18
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: I've been told that this includes scratches (sinking the cue ball) as well, but I don't know this for certain. I also don't know if combo shots count, though they should. Anyway, when lining up a shot, if your aim is too jittery, hit the space bar and use the left and right arrows to fine-tune it. If you're going to put spin on the ball, you should "lock in" your aim this way first.
118. Four Seasons: 3 of 3
TASK: Make a group containing at least two stars
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Points can be fairly hard to come by in this one, as you don't always get two star kids of the same color. But when you do, move them together carefully, without catching either one of them up in a group of five until you're ready.
119. Flower Power: 1 of 1
TASK: Clear at least three groups of flowers with one move
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: Don't attempt this one in one sitting! I don't have enough space to accurately describe how to place the flowers to do this, so I'm going to do something I don't normally do and refer you to someone else. Check out dark_dwaggie's Youtube video for this game--this is one I think you have to see to understand.
120. Klicker Klacker 2: 2 of 3
TASK: Score 50,000 points
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Extreme!
TIP: For each game, try to group together as many radioactive blocks of the same color as you can and make as big a color group as possible on each level. Be sure to play the daily progressive at least once a day, and if you get a set of boards that scores well enough, then keep playing that tournament until you get your points or you run out of entries.
121. Pool King: 2 of 2
TASK: Sink the 9 ball within ten shots
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Hard
TIP: Not all your shots have to be legal. You can use deliberate fouls to position the 9 near a pocket (as long as you don't scratch, which will reset the table position), then smack the target ball into the 9 and in. You won't win many games this way, but you'll get this otherwise difficult piece.
122. Chuzzle: 1 of 3
TASK: Remove three Giant Chuzzles
POINTS REQUIRED: 60
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: Giant Chuzzles begin to appear on Level 2. The instructions aren't quite correct about making them appear, because I've had them appear after clearing non-square formations. When a Giant Chuzzle appears, try not to clear Chuzzles of the same color without removing the Giant Chuzzle with that move. The more Chuzzles you have on the board of the same color, the easier it will be. Note that you get a point for every three removed, and I'm not sure if blowing one up with a Super Chuzzle counts or not.
123. Klicker Klacker 2: 3 of 3
TASK: Use five bombs in a game
POINTS REQUIRED: 27
APPROX. MINIMUM GAMES NEEDED: 14
DIFFICULTY: Moderate
TIP: Click on every bomb that touches the bottom of the screen, as they only activate then. If a bomb is in one of the three columns above an active bomb, bring it down to the third row from the bottom before blasting the active bomb. If you bring it down to the second row, it will be taken out by the detonation, which doesn't count.
124. Memo Matcher: 1 of 2
TASK: Make five consecutive matches without a mistake(!)
POINTS REQUIRED: 100
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Don't try to memorize all the tiles, unless your memory is that good. Focus on the light bulb tiles, as matching them correctly will tell you what's next to them. When you run out of matches you're sure of, study the tiles about to fall, and if any of them match, just remember which columns match each other, then click off the top tile of each of those columns once they fall. Oh yeah: The exclamation point is in parentheses because you also get an achievement point for this task, but only when you do it on Level 3.
125. Chuzzle: 2 of 3
TASK: Make a chain of four or more matches
POINTS REQUIRED: 125
APPROX. MINIMUM GAMES NEEDED: 13
DIFFICULTY: Moderate
TIP: Make your matches near the bottom of the screen when possible. When you're using a Super Chuzzle in a match, try to put it on the outer edges of the group you're matching, rather than the middle, as it will take out more Chuzzles that way.
126. Chuzzle: 3 of 3
TASK: Remove 100 Chuzzles
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Just play as fast as you can, and remove Giant and locked Chuzzles as quickly as you can, so that they don't impede your progress any more than necessary.
127. Memo Matcher: 2 of 2
TASK: Make a match with a star with the meter full
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Pay attention to what the star tiles are, and watch for tiles from the incoming row that match them. Also, pay close attention whenever you match a light bulb tile, to find more matches for star tiles.
128. Quiz Queen: 1 of 1
TASK: Get at least 7 questions right
POINTS REQUIRED: 14
APPROX. MINIMUM GAMES NEEDED: 14
DIFFICULTY: Hard (goes up to Extreme! if you're not from the US or UK)
TIP: Not much to tell you here. Either you know your US and UK trivia or you don't. Use your lifeline if you have no clue whatsoever.
129. Word Seance: 1 of 2
TASK: Make two accepted six-letter words
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Either you know your six-letter words, or you don't. This game is not available to Americans, so I'm writing tips for this diploma from memory of when I was able to play it. If I remember correctly, the six-letter words don't usually show up until the last few rounds.
130. Word Seance: 2 of 2
TASK: Complete all rounds without losing a life
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: The important thing is to remember what words you've used, in order to avoid repeating them. A repeated word doesn't count, and if you do that on a level that requires perfection, you lose a life. Think of using various forms of the same word if the given letters allow it, such as plurals, different suffixes, etc.
131. Midas Solitaire: 1 of 3
TASK: Solve the layup with two or fewer turns of the deck!
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Hard
TIP: Keep in mind that you can transfer part of a stack to another stack if necessary. For instance, if you have a layup pile that ends with the 6 of spades and another one that has the 6 of clubs in the middle, you can lift off from the red 5 down and move them to the 6 of spades, in order to move the 6 of clubs to the foundation. This will really help you wade your way through layup piles.
132. Midas Solitaire: 2 of 3
TASK: Solve the layup in five minutes or less!
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Playing the progressives can get you this one quickly. The layup and deck will be the same each time you re-enter, so you'll know what's coming and how to play it.
133. Midas Solitaire: 3 of 3
TASK: Just play the freakin' game
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20 (ok, this one isn't approximate)
DIFFICULTY: Child's Play
TIP: If you need help with this one, then you're beyond my help. Good luck with the rest of your life, 'cause you're gonna need it.
134. Daisy Defender: 1 of 2
TASK: Complete a wave with all daisies intact
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: The description for this piece says "Complete a level with all flowers left", but if this were correct, you'd only be able to get 3 points a game, and I've gotten 6; yet I've made it through entire games (9 waves) without losing any flowers and still only got 6 points, so it must be that they take no hits at all. Anyway, just shoot the bugs as high up on the screen as you can for this piece.
135. Daisy Defender: 2 of 2
TASK: Kill four or more bugs with one shot
POINTS REQUIRED: 200
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: Several bits of advice for this piece. First, watch for bugs whose paths will intersect or come close together, and aim for the meeting point. Second, watch for the little green bugs and the maggots to flash--this means that they are about to release up to five bugs. When you see one of these bugs flash, immediately fire about an inch beneath the main bug. Finally, hit the Sweet Soda if you see it. This will cause the bugs to speed up, making it more likely that they will reach your poison cloud before it dissipates.
136. Candy Rail: 1 of 1
TASK: Make a chain of 3 or more matches
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Just look for places to make sequences of A A B B A A B A, A A B B C C B A, etc. The balls move very slowly, especially if you're used to Zuma's fast pace, so this one should be a snap. This piece is exactly the same as #80, other than that #80 is for Luxor, of course.
137. Bunny Bon Bon: 1 of 3
TASK: Catch 12 or more jelly babies with one jump
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5 (wildly variable, depending on boards appearing)
DIFFICULTY: Easy
TIP: Pay attention to the surfaces you're jumping from and to. You'll get your longest jumps when jumping from jelly (orange), and if your landing area is milk chocolate, then the greater your horizontal trajectory, the farther you'll slide when you land, collecting jelly babies all the way.
138. Bunny Bon Bon: 2 of 3
TASK: Get combo bonus of at least 5000 in a level
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate
TIP: You get combo bonus by grabbing multiple jelly babies in one jump. Look for places on the level where you can grab a very large number of jelly babies. Oh, and you have to exit the level for the point to count--if you run out of time, you don't get the point.
139. Bunny Bon Bon: 3 of 3
TASK: Collect all jelly babies on Level 2 and finish the game
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate (varies, depending on what board comes up for Level 2)
TIP: Not much to say here. Just jump quickly and accurately, and don't try to get too cute with it. Bubble power-ups are a big help for this piece.
140. Match Blocks: 1 of 2 (classic Match Blocks - green button games only)
TASK: Isolate five bombs
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Moderate
TIP: When you see a bomb, immediately look to remove the blocks surrounding it. Don't get cute with this, as you may find yourself unable to remove a block that you didn't think was a problem. If you're lucky, you might get up to 10 bombs between the three levels, which will give you two points.
141. Match Blocks: 2 of 2
TASK: Complete all three levels
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 17
DIFFICULTY: Moderate
TIP: Full speed ahead works pretty well for this one. Clear out any bombs as soon as they appear, and be on the lookout for "orphan" blocks, which have no visible match. You'll have to isolate those to get rid of them, unless scrolling the screen causes another one to appear.
142. Klick, Klack & Turn: 1 of 3 (deluxe Klick, Klack & Roll - orange button games only)
TASK: Click off a group worth at least 7000 points
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Moderate
TIP: At the start of each level, pick the group that is most numerous on the board, or has the most radioactive pieces. Clear out as many of the other-colored pieces as you can, then spin the board. Keep turning and turning until you either eliminate as many of the other-colored pieces as possible, or you manage to bring all pieces of the target color together into one group.
143. Klick, Klack & Turn: 2 of 3
TASK: Clear 100% of a level
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Moderate
TIP: Be careful not to leave just one of any color on the board, unless you'll be able to remove it with a bomb. Also, keep in mind that if you reach a position where nothing can legally be clicked off, the level will end immediately, even if turning the board will open up a legal move.
144. Klick, Klack & Turn: 3 of 3
TASK: Clear a group of 12 or more
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: Approach this one the same way you do the first piece--clear out as much as you can of all but one color, then keep turning until you bring that last color together.
145. Dart Duel: 1 of 3
TASK: Score at least 170 points in one turn!
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 9
DIFFICULTY: Hard
TIP: You're gonna have to hit some big triples for this one. Even if you hit an inner bull (center circle), you'll still have to hit two triple-20's. All three of your darts must hit either the inner bull (as just described), or triples of at least 17--any non-triple or lesser triple won't cut it. I suggest trying for one side of the triple-20 area with your first dart and the other side with your second dart, which will give you options with the third.
146. Dart Duel: 2 of 3
TASK: Win the game in five or fewer turns
POINTS REQUIRED: 7
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Moderate (depending on quality of opponents)
TIP: Hit big triples early and often, and don't "doink" any of your darts if you can help it. If I hit the triple-20 with my first two darts, I prefer to hit the triple-19 with the third, if I haven't already. If your score is 170 or less after your turn, use your opponent's turn to do the math--in other words, to figure out what you need to hit to win.
147. Dart Duel: 3 of 3
TASK: Score a total of at least 300 in two consecutive rounds
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 3(?)
DIFFICULTY: Moderate
TIP: If you've already played the previous hunts for this game, you get the idea of hitting high triples and bulls. The only thing I'm unsure of is if you can get two points in one game, as I haven't tried it. You can't make two separate pairs of rounds totalling 300, of course, but "overlapping" pairs might count. For instance, if you score 120 in round 1, 180 in round 2, and 140 in round 30, you've scored a total of 440 points. However, rounds 1 and 2 equal 300 points, and rounds 2 and 3 total 320. See if that works for ya.
148. Zuma: 1 of 3
TASK: Collect a coin
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: There's a trigger to cause coins to appear, but I have yet to figure out what it is. You'll usually have to shoot through a gap in the line to collect a coin. The best way to do this is to wait for a pair or group of balls of a color that you currently have (if you have time), then when the front of that group passes in front of the coin, quickly fire off two shots. If done properly, the first ball will remove the group and the second one will hit the coin. Careful though: If you shoot too quickly, the second ball will get caught in the removal of the group. You'll get the hang of it with practice.
149. Mahjong Masquerade: 1 of 3 (regular Mahjong Masquerade - green button games only)
TASK: Complete the game without mis-matching!
POINTS REQUIRED: 11
APPROX. MINIMUM GAMES NEEDED: 11
DIFFICULTY: Moderate
TIP: Take your time, but watch your time at the same...uh...time.
150. Zuma: 2 of 3
TASK: Make a combo of three or more hits
POINTS REQUIRED: 80
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: This one is exactly the same idea as #80...just a different game.
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Ballin' in the South Y'all! 10/25/08 12:22 PM
The Queen and I are on the road again for our third annual NFL trip. Yes, I know, I haven't gotten around to reporting on the last trip yet, but hush. This time we're blazing a trail across the Deep South.
It starts with my sister's wedding today (which probably deserves its own entry, but I don't have time). We'll be leaving from her reception tonight and making our way down to Jacksonville, to see the Browns-Jaguars game.
We'll stay in Jacksonville tomorrow night, then make our way across the South. We'll see St. Augustine FL, Savannah, Atlanta, Hattiesburg MS (home of Southern Miss, where Brett Favre went to college), New Orleans, Houston, Dallas, Memphis (again), and finally Nashville, for next week's Packers-Titans game. We expect to be home sometime next Monday night.
We'll get lots of pictures, see some great (hopefully) games, and have a blast. I'll miss you all, but I'll be back before you know it. Take care and good luck!
It starts with my sister's wedding today (which probably deserves its own entry, but I don't have time). We'll be leaving from her reception tonight and making our way down to Jacksonville, to see the Browns-Jaguars game.
We'll stay in Jacksonville tomorrow night, then make our way across the South. We'll see St. Augustine FL, Savannah, Atlanta, Hattiesburg MS (home of Southern Miss, where Brett Favre went to college), New Orleans, Houston, Dallas, Memphis (again), and finally Nashville, for next week's Packers-Titans game. We expect to be home sometime next Monday night.
We'll get lots of pictures, see some great (hopefully) games, and have a blast. I'll miss you all, but I'll be back before you know it. Take care and good luck!
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The Closer to Home Tour 9/19/08 4:40 PM
Tomorrow morning, the Queen and I - collectively known as the King and Queen of Road Trips, or Larger than Life Productions - will take our act on the road again, our first (but not last) major road trip of 2008. I'm calling it the Closer to Home Tour, as it will be the closest to home that a road trip of this size has been.
We'll leave bright and early in the morning and head down to the Jersey shore, spend the day there, and stay a night. Sunday, we're headed up through NJ and across New York toward Buffalo. We'll be at Niagara Falls on Monday, then head east across New York toward New England, stopping to see Lake Ontario along the way. The next four days will see us zipping through the six New England states, visiting the campuses of Harvard and Yale on our travels. We'll be home on Saturday. I hope to update the photo album when we get back.
Because we'll be gone all week, I've already updated the Diploma Guide for this week, and next week's Guide will be delayed. I'll be sure to get it out before the diploma week is up.
See you all in a week. Try not to miss me too much, ya hear?
We'll leave bright and early in the morning and head down to the Jersey shore, spend the day there, and stay a night. Sunday, we're headed up through NJ and across New York toward Buffalo. We'll be at Niagara Falls on Monday, then head east across New York toward New England, stopping to see Lake Ontario along the way. The next four days will see us zipping through the six New England states, visiting the campuses of Harvard and Yale on our travels. We'll be home on Saturday. I hope to update the photo album when we get back.
Because we'll be gone all week, I've already updated the Diploma Guide for this week, and next week's Guide will be delayed. I'll be sure to get it out before the diploma week is up.
See you all in a week. Try not to miss me too much, ya hear?
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SHOLLY'S TIP SHEETS, CHAPTER XV: Zuma 9/5/08 5:22 PM
Ah, the little stone frog. The origin of the shoot-3 genre finally makes it to King. If you've played Luxor, you already have a good idea how to play Zuma. For that reason, this Tip Sheet will make many comparisons between Zuma and Luxor, just so you know.
Zuma is a creation of PopCap games, the people who brought us Bejeweled and several other casual game hits. Zuma is five years old this year, and in that time, has inspired several other games in this new genre; games like Tumblebugs, Sparkle, and the best known of the bunch, Luxor. The idea is simple: Shoot colored balls into the oncoming line of balls to prevent them from reaching the end of the track.
Though it's faithful to the retail version in many ways, including using boards from the retail game, King.com Zuma has several differences, which will be discussed in more detail as we go along.
King.com's version of Zuma is four levels long. You control the stone frog, which rotates and fires colored balls, but doesn't move from its original position. Put the pointer where you want to shoot, and click to fire. The color of the next ball available appears on the back of the frog's head; if you'd rather fire that one next instead of the one in the frog's mouth, press the space bar to switch them. A continuous string of colored balls appears from the entrance (usually off screen, except on the Zumaic Exodus stage), or entrances, on two-track boards. You must prevent these balls from reaching the skull at the end of the track, by firing colored balls into the line and making groups of three or more of the same color. Keep collecting points by removing balls and hitting coins until you fill the progress meter, then eliminate the rest of the balls to complete the level before time runs out. You have one minute to finish the first level, 1:20 for Level 2, 1:40 for Level 3, and two minutes for the last level. The first two levels contain red, yellow, blue and green balls; purple is added in Level 3, and white in Level 4, for a total of six colors.
Each ball you shoot will travel in the direction shot until it hits another ball or leaves the screen. If it hits another ball, it will stick and be added to the line, which will push the balls ahead of it forward a bit if there's no empty space in the line. If the fired ball creates a group of three or more of the same color, the entire group will be removed and the progress bar will fill a bit. Whenever a gap is formed in the line, the balls ahead of the gap will stop moving until the balls behind reach them, unless the balls on either side of the gap are the same color, in which case the group in front will be pulled back to close the gap. If this pull-back creates another group of three or more, it will be removed as well, and will knock the rear group back a bit farther. This will continue as long as the balls on either side of a gap in the line are the same color, which is a very important strategic point that will be discussed later.
You have a few power-ups to help you get through the line. The power-ups are similar to the equivalent power-ups in Luxor, but unlike Luxor, the power-ups in Zuma appear on the balls themselves, and are activated by forming a group containing that ball, if hit before the power-up disappears. There are three kinds of power-ups in Zuma (the Slowdown Ball didn't make it to the King version): The Accuracy Ball, which speeds up your shots and shoots a ray of light out from the frog's mouth to show you where your shot will go; the Backwards Ball, which will reverse the line for a few seconds, starting with the forward-most balls; and the Explosion Ball, which will destroy a circular area of balls around it when it's removed. Unlike the retail version, the Explosion Ball will NOT activate any other power-up balls caught in its blast radius; those power-ups are lost. Oh, and the Backwards Ball will only reverse the line of balls on the track it's on; on two-track boards, the other line will continue to move normally.
In each level, you must fill the progress meter in the upper right to complete the level; once you do, the meter will turn green, you'll hear the game shout "ZUMA!" and no more new balls will be generated. You still have to remove the remaining balls on the screen to finish the level. You fill the meter by scoring points--I don't know exactly how many points it takes, but you score by removing balls and hitting coins, which will appear every now and then in various spots on the board. Coins usually appear in areas that require you to make a gap in the line first, then shoot a ball through it.
You play through four levels this way, or until you run out of time on a level or a line of balls reaches the skull. As the balls get closer to the skull, its mouth will open as a warning. It takes very little contact with the open mouth to suck the balls in and end your game, so be very careful when the balls get close. Also, if the timer drops to 15 seconds, it will begin to pulse in the upper left as a warning. In both of these circumstances, you'll also hear a warning heartbeat, which will get faster as you get closer to dying.
All of the boards from the retail version of Zuma (except Space) have been incorporated into the King.com version. Each board has been assigned to a "level pool", meaning that it will only appear in one particular level of a game. This is a listing of all the boards that appear, in roughly increasing order of difficulty. The board names don't appear on the screen in King.com Zuma, but you can look them up if you have the retail version, and in case you don't, I've provided a brief description of what it looks like so that you'll know it when you see it. Without further ado, here's the board list:
LEVEL 1: The following boards will only ever appear in Level 1 of your game, listed from easiest (for me) to most difficult
Zumaic Exodus (reverse spiral, with balls coming out from the center toward the skull in the bottom left)
Spiral of Doom (circular spiral)
When Spirals Attack (an oval-shaped spiral)
Osprey Talon (shaped like a giant letter C)
Switchback (somewhat resembles a giant number 3)
Riverbed Mosaic (looks like the head of a serpent or a golf club)
LEVEL 2: You'll get one of these boards, listed in roughly increasing difficulty
Breath of Ehecatl (balls start at lower right, move across the bottom to the upper left, then turn around and spiral the other way)
Mouth of Centeotl (looks like a giant letter U, or a mouth...duh)
Landing Pad (a sort of triangular spiral)
Long Range (another giant C, but you have to shoot the balls all the way across the screen)
Rorschach (balls start at the top right, move down to the bottom right, come back across the top to the bottom left, then spiral toward the bottom center)
LEVEL 3: Board selection, again from easiest to toughest
Altar of Tlaloc (red background, balls start at upper left, circle the board passing under the original path, circle around again to the upper right, where they go under the path again and circle back the other way)
Codex of Mixtec (squared-off board, balls move from upper right to upper left, then double back and trace a rectangular path around the bottom portion of the screen)
Snake Pit (Level 3's only two-track board--not hard if you don't let it get out of hand)
Sand Garden (balls come from the upper right straight at you, then circle around the board with an S curve at the end, partly in a tunnel)
Mud Slide (balls come from the upper right straight across to the middle left, then loop around--the initial straight path is beneath the loop, making the line hard to hit at the beginning, which is what makes this board so difficult)
LEVEL 4: Finish it off with one of these, if you can
Sun Stone (balls travel around 2½ ovals--rather easy board if you keep it under control)
Lair of the Mud Snake (looks kinda like a beak stretching across the board)
Shrine of Quetzalcoatl (another somewhat squared-off board, with a dark beige-ish background)
Mirror Serpent (two-track board on a reddish background)
Dark Vortex (two tracks, two intertwined spirals--easily the hardest board in the game. I seldom finish this one in time)
Let's talk about how you get those points:
Every shot that removes balls is worth 10 points for each ball removed.
A combo, which is formed when a single shot causes multiple groups to be pulled back and removed, is worth 100 points for the first pull-back, with each subsequent pull-back worth 100 more than the last.
A chain, which occurs when consecutive shots each remove a group of balls, is worth bonus points once you reach five in a row. If the next shot scores, 100 bonus is awarded, with each successive scoring shot worth 10 more than the last.
Note on combos and chains: The meaning of these two terms is reversed from Luxor. Keep this in mind if you're comparing notes.
Gap bonus is awarded when you shoot a ball through a hole in the line and remove a group on the other side. This is worth anywhere from 10 to 500 points; the smaller the gap the ball goes through, the bigger the bonus. Note that multiple gap bonuses are possible, if the ball goes through two or more gaps; in this case, the biggest of the gap bonuses is multiplied by the number of gaps.
Coins are worth 500 points.
If you complete a level, you receive distance and time bonus. 100 points Distance Bonus is awarded for every 60 pixels the last (farthest ahead) ball cleared is from the skull. Time Bonus is 10,000 points times the percentage of time remaining.
I normally score between 45-50K in a game, but if my reflexes and accuracy are on, I can often break 50K.
Now, let's talk about how you too can break 50K:
The most critical part of scoring well in Zuma is the Distance and Time Bonuses. Yeah, combos, chains, and gaps are all nice, but unlike Luxor, the scores for them are not worth the time it takes to set them up. Take them if they're there, of course, but don't go out of your way for them.
The best way to get high Distance and Time Bonuses is to clear the level as quickly as you possibly can, and to keep the line pushed back as far as you can. This requires good reflexes and accuracy, and mastery of what will become your most valuable weapon, the one I call the "Pull-Back Shot". More on the Pull-Back Shot in a bit. It's vital to keep the line pushed back as far as possible, because the longer you take to clear the level, the more balls you'll have to remove, which will eat into your Time Bonus rather rapidly. I've found that a few balls and seconds of difference can cost you over 2000 points in total bonus in some cases. That's how important it is.
Unlike the retail version of Zuma, you can start firing as soon as balls appear on the screen. You absolutely should do this--keep firing as much as practical, either to remove groups or to set up groups to be taken out. The less time you spend idle, the better. Those seconds are even more valuable here than they are in Luxor. For instance, on Level 1, every six seconds it takes you to clear the level costs you 1000 points in Time Bonus. Keep that in mind when you think about setting up 100-point combos or gaps worth a few hundred a shot.
You can fire more than one ball at a time, though this will kill any Chain Bonus you have going. If both balls are the same color and the second one removes a group created by the first one, you'll still get Chain Bonus for that group, but you'll have to start your chain over from there. Multiple shots is also the most effective way of hitting coins behind the line--when a group of balls of the same color is passing in front of the coin and you have a ball of that color ready to fire, quickly double-clicking will shoot the first ball to clear the group, then send the second ball through to hit the coin before the gap closes. Just be careful that you're not TOO quick, or else the second ball will stick to the group before it can be removed. Oh, by the way...Hitting coins does not end a chain.
If a section of balls is being pulled back and you fire a ball of the same color to hit the ball on either side before the sections meet, it will count as a combo and will push the rear section back farther than if you had waited for the sections to come together before firing. Do this whenever possible and practical.
When you keep the line pushed all the way back, it will get faster and faster, making accuracy even more important. Also, you will only receive colors to shoot that are either on the screen or about to appear, so if you can completely take a color off the board, it will make removing the remaining balls that much easier.
If you set up a combo of more than two groups, each succesive group will push the rear side back more and more. This will buy you more time to set up your next shot, but if you push the rear group all the way back off the screen, you have to wait for it to come back out, which can take up valuable time. The ideal way to finish a level is with a combo that pushes the line almost all the way back just as you hear the magic word "ZUMA!"
Once you've reached ZUMA and are clearing the remaining balls, try to remove the rearmost group of balls last. If you take out the rearmost group with an ordinary shot, it will push the rest of the line forward as it's removed. If you take out the rearmost group with a combo, it will cause the line to lurch forward as it disappears, in a way that it won't if the rearmost group isn't removed. You'll see what I mean when you've done it a few times.
A tip for increasing your accuracy: You can put the pointer anywhere along the path you want to shoot, but it will help your aim if you put the pointer on the track where you want to hit. Remember to lead the line of balls with your shot, unless you have an Accuracy Ball in effect, in which case you can just about put the pointer right where you want the ball to go.
And now, for my secret weapon, the Pull-Back Shot. Once I mastered this technique, my average score jumped up because I was getting bigger Distance Bonus by not losing control of the line of balls (most of the time).
The Pull-Back Shot isn't really that hard to do, once you get the hang of it. Whenever you create a gap in the line, pay attention to the colors of the balls on either side of the gap. If either of those colors becomes available to shoot, quickly hit the opposite side of the gap with it, which will pull the front of the line back (hence the name "Pull-Back Shot"...Get it?) Keep pulling the front section back as much as you can, and don't be afraid to throw balls away that you can't use. Using a combination of the Pull-Back Shot and the Combo Shot technique described above will give you more control of the line of balls, which will cause your scores to improve dramatically.
That's all that comes to mind at the moment. I might take this Tip Sheet down and modify or add to it if I think of something else. As always, feel free to leave any questions or comments you may have. Happy shooting, take care and good luck!
Zuma is a creation of PopCap games, the people who brought us Bejeweled and several other casual game hits. Zuma is five years old this year, and in that time, has inspired several other games in this new genre; games like Tumblebugs, Sparkle, and the best known of the bunch, Luxor. The idea is simple: Shoot colored balls into the oncoming line of balls to prevent them from reaching the end of the track.
Though it's faithful to the retail version in many ways, including using boards from the retail game, King.com Zuma has several differences, which will be discussed in more detail as we go along.
King.com's version of Zuma is four levels long. You control the stone frog, which rotates and fires colored balls, but doesn't move from its original position. Put the pointer where you want to shoot, and click to fire. The color of the next ball available appears on the back of the frog's head; if you'd rather fire that one next instead of the one in the frog's mouth, press the space bar to switch them. A continuous string of colored balls appears from the entrance (usually off screen, except on the Zumaic Exodus stage), or entrances, on two-track boards. You must prevent these balls from reaching the skull at the end of the track, by firing colored balls into the line and making groups of three or more of the same color. Keep collecting points by removing balls and hitting coins until you fill the progress meter, then eliminate the rest of the balls to complete the level before time runs out. You have one minute to finish the first level, 1:20 for Level 2, 1:40 for Level 3, and two minutes for the last level. The first two levels contain red, yellow, blue and green balls; purple is added in Level 3, and white in Level 4, for a total of six colors.
Each ball you shoot will travel in the direction shot until it hits another ball or leaves the screen. If it hits another ball, it will stick and be added to the line, which will push the balls ahead of it forward a bit if there's no empty space in the line. If the fired ball creates a group of three or more of the same color, the entire group will be removed and the progress bar will fill a bit. Whenever a gap is formed in the line, the balls ahead of the gap will stop moving until the balls behind reach them, unless the balls on either side of the gap are the same color, in which case the group in front will be pulled back to close the gap. If this pull-back creates another group of three or more, it will be removed as well, and will knock the rear group back a bit farther. This will continue as long as the balls on either side of a gap in the line are the same color, which is a very important strategic point that will be discussed later.
You have a few power-ups to help you get through the line. The power-ups are similar to the equivalent power-ups in Luxor, but unlike Luxor, the power-ups in Zuma appear on the balls themselves, and are activated by forming a group containing that ball, if hit before the power-up disappears. There are three kinds of power-ups in Zuma (the Slowdown Ball didn't make it to the King version): The Accuracy Ball, which speeds up your shots and shoots a ray of light out from the frog's mouth to show you where your shot will go; the Backwards Ball, which will reverse the line for a few seconds, starting with the forward-most balls; and the Explosion Ball, which will destroy a circular area of balls around it when it's removed. Unlike the retail version, the Explosion Ball will NOT activate any other power-up balls caught in its blast radius; those power-ups are lost. Oh, and the Backwards Ball will only reverse the line of balls on the track it's on; on two-track boards, the other line will continue to move normally.
In each level, you must fill the progress meter in the upper right to complete the level; once you do, the meter will turn green, you'll hear the game shout "ZUMA!" and no more new balls will be generated. You still have to remove the remaining balls on the screen to finish the level. You fill the meter by scoring points--I don't know exactly how many points it takes, but you score by removing balls and hitting coins, which will appear every now and then in various spots on the board. Coins usually appear in areas that require you to make a gap in the line first, then shoot a ball through it.
You play through four levels this way, or until you run out of time on a level or a line of balls reaches the skull. As the balls get closer to the skull, its mouth will open as a warning. It takes very little contact with the open mouth to suck the balls in and end your game, so be very careful when the balls get close. Also, if the timer drops to 15 seconds, it will begin to pulse in the upper left as a warning. In both of these circumstances, you'll also hear a warning heartbeat, which will get faster as you get closer to dying.
All of the boards from the retail version of Zuma (except Space) have been incorporated into the King.com version. Each board has been assigned to a "level pool", meaning that it will only appear in one particular level of a game. This is a listing of all the boards that appear, in roughly increasing order of difficulty. The board names don't appear on the screen in King.com Zuma, but you can look them up if you have the retail version, and in case you don't, I've provided a brief description of what it looks like so that you'll know it when you see it. Without further ado, here's the board list:
LEVEL 1: The following boards will only ever appear in Level 1 of your game, listed from easiest (for me) to most difficult
Zumaic Exodus (reverse spiral, with balls coming out from the center toward the skull in the bottom left)
Spiral of Doom (circular spiral)
When Spirals Attack (an oval-shaped spiral)
Osprey Talon (shaped like a giant letter C)
Switchback (somewhat resembles a giant number 3)
Riverbed Mosaic (looks like the head of a serpent or a golf club)
LEVEL 2: You'll get one of these boards, listed in roughly increasing difficulty
Breath of Ehecatl (balls start at lower right, move across the bottom to the upper left, then turn around and spiral the other way)
Mouth of Centeotl (looks like a giant letter U, or a mouth...duh)
Landing Pad (a sort of triangular spiral)
Long Range (another giant C, but you have to shoot the balls all the way across the screen)
Rorschach (balls start at the top right, move down to the bottom right, come back across the top to the bottom left, then spiral toward the bottom center)
LEVEL 3: Board selection, again from easiest to toughest
Altar of Tlaloc (red background, balls start at upper left, circle the board passing under the original path, circle around again to the upper right, where they go under the path again and circle back the other way)
Codex of Mixtec (squared-off board, balls move from upper right to upper left, then double back and trace a rectangular path around the bottom portion of the screen)
Snake Pit (Level 3's only two-track board--not hard if you don't let it get out of hand)
Sand Garden (balls come from the upper right straight at you, then circle around the board with an S curve at the end, partly in a tunnel)
Mud Slide (balls come from the upper right straight across to the middle left, then loop around--the initial straight path is beneath the loop, making the line hard to hit at the beginning, which is what makes this board so difficult)
LEVEL 4: Finish it off with one of these, if you can
Sun Stone (balls travel around 2½ ovals--rather easy board if you keep it under control)
Lair of the Mud Snake (looks kinda like a beak stretching across the board)
Shrine of Quetzalcoatl (another somewhat squared-off board, with a dark beige-ish background)
Mirror Serpent (two-track board on a reddish background)
Dark Vortex (two tracks, two intertwined spirals--easily the hardest board in the game. I seldom finish this one in time)
Let's talk about how you get those points:
Every shot that removes balls is worth 10 points for each ball removed.
A combo, which is formed when a single shot causes multiple groups to be pulled back and removed, is worth 100 points for the first pull-back, with each subsequent pull-back worth 100 more than the last.
A chain, which occurs when consecutive shots each remove a group of balls, is worth bonus points once you reach five in a row. If the next shot scores, 100 bonus is awarded, with each successive scoring shot worth 10 more than the last.
Note on combos and chains: The meaning of these two terms is reversed from Luxor. Keep this in mind if you're comparing notes.
Gap bonus is awarded when you shoot a ball through a hole in the line and remove a group on the other side. This is worth anywhere from 10 to 500 points; the smaller the gap the ball goes through, the bigger the bonus. Note that multiple gap bonuses are possible, if the ball goes through two or more gaps; in this case, the biggest of the gap bonuses is multiplied by the number of gaps.
Coins are worth 500 points.
If you complete a level, you receive distance and time bonus. 100 points Distance Bonus is awarded for every 60 pixels the last (farthest ahead) ball cleared is from the skull. Time Bonus is 10,000 points times the percentage of time remaining.
I normally score between 45-50K in a game, but if my reflexes and accuracy are on, I can often break 50K.
Now, let's talk about how you too can break 50K:
The most critical part of scoring well in Zuma is the Distance and Time Bonuses. Yeah, combos, chains, and gaps are all nice, but unlike Luxor, the scores for them are not worth the time it takes to set them up. Take them if they're there, of course, but don't go out of your way for them.
The best way to get high Distance and Time Bonuses is to clear the level as quickly as you possibly can, and to keep the line pushed back as far as you can. This requires good reflexes and accuracy, and mastery of what will become your most valuable weapon, the one I call the "Pull-Back Shot". More on the Pull-Back Shot in a bit. It's vital to keep the line pushed back as far as possible, because the longer you take to clear the level, the more balls you'll have to remove, which will eat into your Time Bonus rather rapidly. I've found that a few balls and seconds of difference can cost you over 2000 points in total bonus in some cases. That's how important it is.
Unlike the retail version of Zuma, you can start firing as soon as balls appear on the screen. You absolutely should do this--keep firing as much as practical, either to remove groups or to set up groups to be taken out. The less time you spend idle, the better. Those seconds are even more valuable here than they are in Luxor. For instance, on Level 1, every six seconds it takes you to clear the level costs you 1000 points in Time Bonus. Keep that in mind when you think about setting up 100-point combos or gaps worth a few hundred a shot.
You can fire more than one ball at a time, though this will kill any Chain Bonus you have going. If both balls are the same color and the second one removes a group created by the first one, you'll still get Chain Bonus for that group, but you'll have to start your chain over from there. Multiple shots is also the most effective way of hitting coins behind the line--when a group of balls of the same color is passing in front of the coin and you have a ball of that color ready to fire, quickly double-clicking will shoot the first ball to clear the group, then send the second ball through to hit the coin before the gap closes. Just be careful that you're not TOO quick, or else the second ball will stick to the group before it can be removed. Oh, by the way...Hitting coins does not end a chain.
If a section of balls is being pulled back and you fire a ball of the same color to hit the ball on either side before the sections meet, it will count as a combo and will push the rear section back farther than if you had waited for the sections to come together before firing. Do this whenever possible and practical.
When you keep the line pushed all the way back, it will get faster and faster, making accuracy even more important. Also, you will only receive colors to shoot that are either on the screen or about to appear, so if you can completely take a color off the board, it will make removing the remaining balls that much easier.
If you set up a combo of more than two groups, each succesive group will push the rear side back more and more. This will buy you more time to set up your next shot, but if you push the rear group all the way back off the screen, you have to wait for it to come back out, which can take up valuable time. The ideal way to finish a level is with a combo that pushes the line almost all the way back just as you hear the magic word "ZUMA!"
Once you've reached ZUMA and are clearing the remaining balls, try to remove the rearmost group of balls last. If you take out the rearmost group with an ordinary shot, it will push the rest of the line forward as it's removed. If you take out the rearmost group with a combo, it will cause the line to lurch forward as it disappears, in a way that it won't if the rearmost group isn't removed. You'll see what I mean when you've done it a few times.
A tip for increasing your accuracy: You can put the pointer anywhere along the path you want to shoot, but it will help your aim if you put the pointer on the track where you want to hit. Remember to lead the line of balls with your shot, unless you have an Accuracy Ball in effect, in which case you can just about put the pointer right where you want the ball to go.
And now, for my secret weapon, the Pull-Back Shot. Once I mastered this technique, my average score jumped up because I was getting bigger Distance Bonus by not losing control of the line of balls (most of the time).
The Pull-Back Shot isn't really that hard to do, once you get the hang of it. Whenever you create a gap in the line, pay attention to the colors of the balls on either side of the gap. If either of those colors becomes available to shoot, quickly hit the opposite side of the gap with it, which will pull the front of the line back (hence the name "Pull-Back Shot"...Get it?) Keep pulling the front section back as much as you can, and don't be afraid to throw balls away that you can't use. Using a combination of the Pull-Back Shot and the Combo Shot technique described above will give you more control of the line of balls, which will cause your scores to improve dramatically.
That's all that comes to mind at the moment. I might take this Tip Sheet down and modify or add to it if I think of something else. As always, feel free to leave any questions or comments you may have. Happy shooting, take care and good luck!
1 comments
Level 6! 8/16/08 6:14 PM
Just broke another barrier today. At around 6pm EDT today, I reached Level 6 in King.com Luxor for the very first time. Granted, I only had two seconds left when I got there, but I got there nonetheless. Unfortunately, I didn't have time to get a screen shot, as the game screens change too quickly. Oh well...
Anyone else make it to Level 6 out there? Let's hear about it. I know someone wrote about doing it in my guestbook, but I haven't gone back and looked.
Oh, by the way, these were the boards I played, to the best of my recollection...
Level 1: Grand Gallery
Level 2: Pharaoh's War Crown
Level 3: Mummy Dearest
Level 4: Den of the Hyenas
Level 5: Riddle of the Sphinx
Level 6: Flight of the Sacred Ibis
Anyone else make it to Level 6 out there? Let's hear about it. I know someone wrote about doing it in my guestbook, but I haven't gone back and looked.
Oh, by the way, these were the boards I played, to the best of my recollection...
Level 1: Grand Gallery
Level 2: Pharaoh's War Crown
Level 3: Mummy Dearest
Level 4: Den of the Hyenas
Level 5: Riddle of the Sphinx
Level 6: Flight of the Sacred Ibis
2 comments
Despotism 7/28/08 9:46 AM
Whew. Finally, after a long and often frustrating climb, I've broken through and reached the rank of Despot for the first time ever, in Jungle Bubble. I kept hitting walls on the way up--it took me a while to get past 14800, then I struggled to reach 14900, and even then, I'd get within about 50 points and start falling back again. But I made the final push this morning, and now I'm mentally exhausted. By the way, you get 25,000 jewels for reaching Despot.
I'd like to celebrate the achievement by doing something special on King - probably with the blog - but I'm not sure what. Any suggestions?
I'd like to celebrate the achievement by doing something special on King - probably with the blog - but I'm not sure what. Any suggestions?
1 comments
SHOLLY'S QUICK SHOTS #1: The Mahjong Collection 7/18/08 7:23 PM
Welcome to my first-ever Quick Shot! The idea here is to do a "bite-size" Tip Sheet for several similar games at once--games that aren't deep enough to merit their own Tip Sheet.
In this first installment, I'm covering three of the Mahjong games: Midas Mahjong, Mahjongg Fortuna, and Mahjong Treasure. These three games vary slightly, but they all play essentially the same (which is why Mahjong Masquerade is not included).
In all three of these games, the idea is to click off the matching pairs, which has been a staple of computer gaming ever since the game Shanghai came out what seems like eons ago. The original game of Mah Jongg is actually a four-player rummy-like game of Chinese origin that uses the tile set found in Midas Mahjong.
Each game is a bit different from the other two, and I'll cover those differences first. After that, we'll talk about general strategy for all three games, followed by individual strategy tips for each game.
MIDAS MAHJONG:
Now that King.com has revamped its classic tile-matcher, the objective of the game has changed. The idea is no longer to find the correct path through the layup, but to blow through as many layups as you can. You get seven minutes to click your way through as many boards as you can handle. Each level layup has the same shape, by which I mean that every time you play, Level 1 is always the same shape; Level 2 will always be the same shape, though different from Level 1; etc. Complete at least one level to get an achievement point.
You may shuffle at any time, and a freshly shuffled board will always have an available match, but if there were any available pairs on the board when you hit the Shuffle button, you'll be penalized ten seconds. The other games have this feature as well, but only in Midas Mahjong do I know exactly how much time is taken away, as it's the only one that uses an actual clock.
MAHJONGG FORTUNA:
Just two levels in this one, with the second one twice the size of the first. The tile set features all zodiac-related symbols, as do all the available layups. Be aware of the Sun Tiles, which don't match each other in any way except for the little circle in the upper left corner.
As with the other two games, shuffling when there is an available pair will cost you time off the bar. You get a 500 point bonus for clearing the first level, and 1000 for the second. You must clear both levels to get an achievement point.
MAHJONG TREASURE:
This one is a bit different, with its hexagonal tiles and allowing "simple" (number only) matches, but the basic mechanics are similar. This one has three levels, each larger than the last. There is a bonus of 500 for clearing the first level, 1000 for the second, and 1500 for the third. You must clear all three levels to pick up an achievement point.
Shuffling with an available match on the board will cost you time, as the compass needle will move closer to the North position, and you'll literally get laughed at. This penalty applies even if only a simple match is available, so be careful.
The actual number of points you score varies from game to game, and I won't bore you with the details of each one, but the mechanics are the same in all three. Each time you remove a pair, you get a base score, plus a time bonus depending on how much time elapsed since the previous pair you removed. (Note that in Mahjong Treasure, perfect matches are worth 15 points more than simple matches.)
Now, let's talk strategy.
GENERAL TIPS FOR ALL GAMES:
Study the board before you click off your first pair. Look for several pairs you can click off in quick succession. If it takes you longer than five seconds to find the next match, then stop and study the board for another bunch of matches before proceeding. If it takes you more than ten seconds to find a match, you should probably shuffle.
When deciding which two of three matching tiles to remove, give priority to the tiles that will open up a long chain of matches. If none of them will do this, then remove the pair that is blocking the most other tiles. If none of the tiles are blocking any others, remove the one(s) farthest from the main group, as this will save you from having to look from one part of the screen to the other.
The game ends if you run out of moves or time on any level, but you should never run out of moves if you're careful. When you're down to the last four tiles, be extra careful if you have a loose pair and a stack of two. If the two loose tiles match each other, DO NOT click them, or you're dead. You'll have to shuffle them away and take the time penalty, but better that than running out of moves. You may have to shuffle more than once, as you should only click off the pair when the stacked tile matches one of the loose ones. (Note: You can actually run out of moves with four tiles left in Mahjong Treasure, if one tile sits atop a triangle of tiles. Be alert, and don't let that happen.)
MIDAS MAHJONG TIPS:
Don't even look at the clock. You play for seven minutes regardless of your performance on each level, unless you screw up and run out of moves as mentioned above. Just stay focused the whole seven minutes, and click away.
MAHJONGG FORTUNA TIPS:
The tiles in this game are quite small, and sometimes the relative heights of tile stacks is hard to determine. Lowering your screen resolution may help with the tile size issue; as for the tile stack issue, mousing over any questionable tile will tell you if it's free or not. (It'll blink if it is.)
MAHJONG TREASURE TIPS:
I've had most of my success making only perfect matches as far as I can, even though this means taking a penalty every time I shuffle away a simple match. I'm not overly stubborn about this, of course; I start making simple matches when I judge that I can no longer afford a time penalty. However, taking simple matches as they come may work better for you, as long as you can click them off quickly enough to make up for the 15 fewer points you get for each one.
So there you have it, the inaugural Quick Shot. As always, feel free to leave any questions, comments, or suggestions you may have. Take care and good luck!
In this first installment, I'm covering three of the Mahjong games: Midas Mahjong, Mahjongg Fortuna, and Mahjong Treasure. These three games vary slightly, but they all play essentially the same (which is why Mahjong Masquerade is not included).
In all three of these games, the idea is to click off the matching pairs, which has been a staple of computer gaming ever since the game Shanghai came out what seems like eons ago. The original game of Mah Jongg is actually a four-player rummy-like game of Chinese origin that uses the tile set found in Midas Mahjong.
Each game is a bit different from the other two, and I'll cover those differences first. After that, we'll talk about general strategy for all three games, followed by individual strategy tips for each game.
MIDAS MAHJONG:
Now that King.com has revamped its classic tile-matcher, the objective of the game has changed. The idea is no longer to find the correct path through the layup, but to blow through as many layups as you can. You get seven minutes to click your way through as many boards as you can handle. Each level layup has the same shape, by which I mean that every time you play, Level 1 is always the same shape; Level 2 will always be the same shape, though different from Level 1; etc. Complete at least one level to get an achievement point.
You may shuffle at any time, and a freshly shuffled board will always have an available match, but if there were any available pairs on the board when you hit the Shuffle button, you'll be penalized ten seconds. The other games have this feature as well, but only in Midas Mahjong do I know exactly how much time is taken away, as it's the only one that uses an actual clock.
MAHJONGG FORTUNA:
Just two levels in this one, with the second one twice the size of the first. The tile set features all zodiac-related symbols, as do all the available layups. Be aware of the Sun Tiles, which don't match each other in any way except for the little circle in the upper left corner.
As with the other two games, shuffling when there is an available pair will cost you time off the bar. You get a 500 point bonus for clearing the first level, and 1000 for the second. You must clear both levels to get an achievement point.
MAHJONG TREASURE:
This one is a bit different, with its hexagonal tiles and allowing "simple" (number only) matches, but the basic mechanics are similar. This one has three levels, each larger than the last. There is a bonus of 500 for clearing the first level, 1000 for the second, and 1500 for the third. You must clear all three levels to pick up an achievement point.
Shuffling with an available match on the board will cost you time, as the compass needle will move closer to the North position, and you'll literally get laughed at. This penalty applies even if only a simple match is available, so be careful.
The actual number of points you score varies from game to game, and I won't bore you with the details of each one, but the mechanics are the same in all three. Each time you remove a pair, you get a base score, plus a time bonus depending on how much time elapsed since the previous pair you removed. (Note that in Mahjong Treasure, perfect matches are worth 15 points more than simple matches.)
Now, let's talk strategy.
GENERAL TIPS FOR ALL GAMES:
Study the board before you click off your first pair. Look for several pairs you can click off in quick succession. If it takes you longer than five seconds to find the next match, then stop and study the board for another bunch of matches before proceeding. If it takes you more than ten seconds to find a match, you should probably shuffle.
When deciding which two of three matching tiles to remove, give priority to the tiles that will open up a long chain of matches. If none of them will do this, then remove the pair that is blocking the most other tiles. If none of the tiles are blocking any others, remove the one(s) farthest from the main group, as this will save you from having to look from one part of the screen to the other.
The game ends if you run out of moves or time on any level, but you should never run out of moves if you're careful. When you're down to the last four tiles, be extra careful if you have a loose pair and a stack of two. If the two loose tiles match each other, DO NOT click them, or you're dead. You'll have to shuffle them away and take the time penalty, but better that than running out of moves. You may have to shuffle more than once, as you should only click off the pair when the stacked tile matches one of the loose ones. (Note: You can actually run out of moves with four tiles left in Mahjong Treasure, if one tile sits atop a triangle of tiles. Be alert, and don't let that happen.)
MIDAS MAHJONG TIPS:
Don't even look at the clock. You play for seven minutes regardless of your performance on each level, unless you screw up and run out of moves as mentioned above. Just stay focused the whole seven minutes, and click away.
MAHJONGG FORTUNA TIPS:
The tiles in this game are quite small, and sometimes the relative heights of tile stacks is hard to determine. Lowering your screen resolution may help with the tile size issue; as for the tile stack issue, mousing over any questionable tile will tell you if it's free or not. (It'll blink if it is.)
MAHJONG TREASURE TIPS:
I've had most of my success making only perfect matches as far as I can, even though this means taking a penalty every time I shuffle away a simple match. I'm not overly stubborn about this, of course; I start making simple matches when I judge that I can no longer afford a time penalty. However, taking simple matches as they come may work better for you, as long as you can click them off quickly enough to make up for the 15 fewer points you get for each one.
So there you have it, the inaugural Quick Shot. As always, feel free to leave any questions, comments, or suggestions you may have. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER XIV: Polar Bear Bounce 6/30/08 5:10 PM
Wanna see the first Tip Sheet I ever wrote for a King.com game? This one is so old that the site's name was still Midasplayer (though it was officially changed two days later).
I wrote out these tips - I wasn't calling them Tip Sheets back then - on December 13, 2005. I wasn't publishing tips at the time, as I had no blog--I was just helping a friend out in Polar Bear Bounce. This is shortly after I won the first-ever progressive in PBB, which netted me just over $163 and vaulted me directly to King status. It should be noted that my winning score was a little over 27K, which won't even get you noticed these days. Players have gotten a LOT better at this game in the last 2½ years, so take this info for what it's worth.
OK, enough with the back story. Here's what I wrote, unedited except for spacing:
First, a little basic info on the game:
As you know, it's divided into three levels. You get 60 seconds on each level to rescue the required number of bears - 5 on level 1, 12 on level 2, and 15 on level 3. It's vitally important to reach these goals, as your game ends on levels 1 and 2 if you fail to make it, and if you make it on level 3, you get a 2000 point bonus, which is huge.
Small bears are worth a base of 200 points, large bears a base of 300, and Santas 1000. The value of bears increases for each successive bear of the same color you put into the proper door, with an additional 50 points added for each one. Let me explain that: Assuming we're talking about all small bears for the moment, you get 200 points for EVERY blue bear you put in a different color door, 200 for the FIRST blue bear you put in the blue door, 250 for the second "blue in blue", 300 for the third, etc. (If the third blue bear were a large one, you would get 400 instead - 300 base + 100 for the third correct placement of a blue.) These bonuses accumulate separately for each color - you might put three blues in correctly, but if the next one is your first small red one, it's still worth only 200. This can be very important toward the end of a round. All scores are multiplied by 1.1 on level 2, and 1.2 on level 3.
On level 1, the bears come one at a time, unless you grab an Extra Bear powerup. I strongly recommend grabbing the Extra Bear on level 1 if you can safely do so, and ALWAYS grabbing the Santa powerup if you can safely get it. I don't make too big a deal over the Ice Sheet powerup, as I don't lose too many bears.
Anyway, on level 1, with only one bear to deal with, it's very important to get it into the correct color door. You need the points while you can still get them easily. On levels 2 and 3, as it becomes more difficult and time-consuming to move a bear across the board to the correct door, you will more often have to settle for just getting it into any door. However, if you've put several bears of one color into the correct door, it's often worth the extra effort to put the next bear of that color into the proper door. However, don't lose sight of the primary goal, which is to make sure to reach the goal number before time runs out! You get credit (and the points) for a saved bear as soon as it hits a ledge, but a replacement bear won't come out until the current bear disappears into the door.
As for the best way to save the bears? I recommend using small lines rather than big ones whenever possible, as this gives you greater control of the bear's movement. Less bounce is usually better, unless you have to move the bear a long distance. The key to saving bears quickly, which is very important, is to minimize the upward movement by drawing your lines at a 45 degree or sharper angle when possible. For the lower doors, you often want to draw a line that's almost vertical to try to direct the bear straight at the door. Remember, move the bear left or right with your bounces, not so much upward except when necessary. You can also bounce the bears off the side walls to reach the ledge, but if you bounce it too hard, you can save valuable time by drawing a vertical line along the edge of the ledge to bounce the bear back toward the wall.
Also, if you happen to draw a line you end up not using and it's in the way, you can get rid of it by drawing two quick short lines near the bottom of the screen.
Be sure to save every Santa you can, as the 1000 points (1100 on level 2, 1200 on level 3) often make the difference between winning
and losing. Oh, and one more thing - the game's instructions recommend giving up on a bear near the bottom of the screen, but I don't. Every bear you lose deducts one from your saved total, and you'll kick yourself (as I often have) if that one you let go leaves you one short of the goal.
I hope this helps you some. If there's anything else I can help with, or if any of this doesn't make sense, just let me know. Oh, and one more thing - when you have two or more bears coming at once, try to "stagger" the saves - in other words, try not to send them into doors at the same time, as if you do, the new ones will then come out at the same time and surely get in each other's way.
Hope you enjoyed this blast from the past as much as I did. As always, feel free to leave questions or other feedback. Take care and good luck!
I wrote out these tips - I wasn't calling them Tip Sheets back then - on December 13, 2005. I wasn't publishing tips at the time, as I had no blog--I was just helping a friend out in Polar Bear Bounce. This is shortly after I won the first-ever progressive in PBB, which netted me just over $163 and vaulted me directly to King status. It should be noted that my winning score was a little over 27K, which won't even get you noticed these days. Players have gotten a LOT better at this game in the last 2½ years, so take this info for what it's worth.
OK, enough with the back story. Here's what I wrote, unedited except for spacing:
First, a little basic info on the game:
As you know, it's divided into three levels. You get 60 seconds on each level to rescue the required number of bears - 5 on level 1, 12 on level 2, and 15 on level 3. It's vitally important to reach these goals, as your game ends on levels 1 and 2 if you fail to make it, and if you make it on level 3, you get a 2000 point bonus, which is huge.
Small bears are worth a base of 200 points, large bears a base of 300, and Santas 1000. The value of bears increases for each successive bear of the same color you put into the proper door, with an additional 50 points added for each one. Let me explain that: Assuming we're talking about all small bears for the moment, you get 200 points for EVERY blue bear you put in a different color door, 200 for the FIRST blue bear you put in the blue door, 250 for the second "blue in blue", 300 for the third, etc. (If the third blue bear were a large one, you would get 400 instead - 300 base + 100 for the third correct placement of a blue.) These bonuses accumulate separately for each color - you might put three blues in correctly, but if the next one is your first small red one, it's still worth only 200. This can be very important toward the end of a round. All scores are multiplied by 1.1 on level 2, and 1.2 on level 3.
On level 1, the bears come one at a time, unless you grab an Extra Bear powerup. I strongly recommend grabbing the Extra Bear on level 1 if you can safely do so, and ALWAYS grabbing the Santa powerup if you can safely get it. I don't make too big a deal over the Ice Sheet powerup, as I don't lose too many bears.
Anyway, on level 1, with only one bear to deal with, it's very important to get it into the correct color door. You need the points while you can still get them easily. On levels 2 and 3, as it becomes more difficult and time-consuming to move a bear across the board to the correct door, you will more often have to settle for just getting it into any door. However, if you've put several bears of one color into the correct door, it's often worth the extra effort to put the next bear of that color into the proper door. However, don't lose sight of the primary goal, which is to make sure to reach the goal number before time runs out! You get credit (and the points) for a saved bear as soon as it hits a ledge, but a replacement bear won't come out until the current bear disappears into the door.
As for the best way to save the bears? I recommend using small lines rather than big ones whenever possible, as this gives you greater control of the bear's movement. Less bounce is usually better, unless you have to move the bear a long distance. The key to saving bears quickly, which is very important, is to minimize the upward movement by drawing your lines at a 45 degree or sharper angle when possible. For the lower doors, you often want to draw a line that's almost vertical to try to direct the bear straight at the door. Remember, move the bear left or right with your bounces, not so much upward except when necessary. You can also bounce the bears off the side walls to reach the ledge, but if you bounce it too hard, you can save valuable time by drawing a vertical line along the edge of the ledge to bounce the bear back toward the wall.
Also, if you happen to draw a line you end up not using and it's in the way, you can get rid of it by drawing two quick short lines near the bottom of the screen.
Be sure to save every Santa you can, as the 1000 points (1100 on level 2, 1200 on level 3) often make the difference between winning
and losing. Oh, and one more thing - the game's instructions recommend giving up on a bear near the bottom of the screen, but I don't. Every bear you lose deducts one from your saved total, and you'll kick yourself (as I often have) if that one you let go leaves you one short of the goal.
I hope this helps you some. If there's anything else I can help with, or if any of this doesn't make sense, just let me know. Oh, and one more thing - when you have two or more bears coming at once, try to "stagger" the saves - in other words, try not to send them into doors at the same time, as if you do, the new ones will then come out at the same time and surely get in each other's way.
Hope you enjoyed this blast from the past as much as I did. As always, feel free to leave questions or other feedback. Take care and good luck!
1 comments
A Perfect Match 5/30/08 3:42 PM
Yesterday in a Jungle Bubble cup, I had something happen that I've never seen before, and doubt that I'll see again. My score in the game I played - 13194 - happened to EXACTLY match my ranking in Jungle Bubble at the time (also 13194). I simply had to get a screen shot, but you can't really see it unless I figure out how to blow it up.
Ever have any score anomalies like that in your play? Other than King bugs, I mean...
Ever have any score anomalies like that in your play? Other than King bugs, I mean...
1 comments
SHOLLY'S TIP SHEETS, CHAPTER XIII: Block Party 5/9/08 8:32 AM
I'm overdue for another Tip Sheet, and with the diploma for this game started last week, I figured it was a good time to do this one.
I've seen a game like Block Party before, but I don't remember its title or where I saw it. If you're looking for a similar retail game, check out a title called Ouba, in which you swap and match to drop the Oubas to the ground.
In Block Party, you must use your swap and match skills - skills that we didn't know we had until Bejeweled came out several years ago - to put together a band of Popstars before time runs out. In the second and third rounds, you need more Popstars to fill out the band, and you also have to avoid adding Rockers, who will scare your target audience. (As for me personally, I would have switched the Popstar and Rocker roles, as I prefer rock myself.)
The game lasts for three rounds, as many King.com games do. You get 1½ minutes to complete the first round, 1:40 for the second, and 1:50 for the third. Each board consists of 11 columns of blocks, with a Popstar (or Rocker, in rounds 2 and 3) standing on top of each column. You must swap and match the colored blocks to remove them, which will lower the Popstar toward the stage. Roughly every ten seconds, a new row of blocks is added to the bottom of the board, increasing the challenge. Any matches formed by the new row of blocks are immediately removed. Note that the next row of blocks will not appear until the move you've made is completed and all matches removed, nor can you make another move until then.
This game has a few similarities to Bomp Bomp: You may switch any two adjacent blocks, even if they don't match, and there are special Star and Bomb blocks that have comparable functions, as I'll get to in a bit.
Click on a block to select it, then click on any adjacent block to swap them. You can also drag blocks like in Bejeweled 2 and Bomp Bomp Party, as well as "swap" a block with an empty space. (You have to drag the block to the space.) If the move makes a match, the matching blocks will disappear, and the blocks and character above them will drop into the gap. When a Popstar touches the stage floor, (s)he will join the band, as shown by the stars on the left side of the screen. You need 6 band members in round 1, 7 in round 2, and 8 in round 3.
There are two special blocks: The Star Block, which will double the score of any match it's a part of, and the Bomb Block, which will wipe out the entire row or column in which it's matched. (Row if it's matched horizontally, column if vertically, or both if it's matched in both directions at once.) If a Star Block and Bomb Block are both part of the same match, the Bomb Block will not function as it normally does, but instead, will eliminate all blocks of the same color on the board, exactly the same way as the Star-Bomb Special Match works in Bomp Bomp.
In round 2, one randomly selected column will have a Rocker on top instead of a Popstar. You can move and match the blocks of this column normally, but if you lower the Rocker to the stage, he will join the band as well and throw out one of your Popstars, and lower your score on top of that. You can't complete the band with a Rocker in it, but he will be replaced by the next Popstar you bring down. In round 3, you'll have two Rockers to deal with.
Each round lasts until you complete the band with Popstars, you run out of time, or you let any column of blocks grow so high that the character on top hits the stage lights--the last two of which will end your game immediately. You'll be warned if a stack of blocks is getting too high, as it will flash and you'll hear an annoying screech-like sound. Note that you can't let a Rocker hit the lights either, even though they're undesirable.
Let's talk about how this game is scored:
You get 100 points for making a basic match of three blocks, 200 for four, and 300 for five. If you manage to pull together a row of more than five matching blocks (which usually only happens spontaneously, when a new row of blocks comes in), each additional block is worth another 100 points. Each additional match in the same move is worth 50 more than the last one.
The Star-Bomb Special Match is worth only 500 points in this game, and frankly, isn't nearly as useful.
Dropping Popstars to the stage is worth 250x(number dropped)². In other words, if you drop three Popstars with one move, you'll receive a total of 250x3x3=2250 points. It doesn't matter if the Popstars all hit the stage at once or are brought down with successive matches, as long as it's all from one swap. Note also that "extra" Popstars (more than enough to complete the band) are worth the same amount, so it's worth the effort to drop as many as you can.
Dropping a Rocker to the stage will cost you 1000 points. In round 3, if you're unlucky enough to bring down both Rockers, the second one will cost you a whopping 2000 points.
If you complete a round, you'll receive a Move Bonus which starts at 3000 points and is reduced by 50 for every move you make. Note that even if you accidentally swap two blocks of the same color, it's still counted as a move, and still costs you 50 points off the bonus.
If you successfully complete all three rounds, you'll receive an additional bonus of 2000 points.
Now, let's talk about how to get this party started:
In the beginning of a round, it's a good idea just to take out a bunch of blocks and bring the Popstars closer to the stage, which makes it easier to set up your big moves later on. Just be careful about leaving a Popstar standing on just two blocks of the same color--if the next row comes up with a matching block in that column, the Popstar will drop to the stage whether you're ready for it or not.
Speaking of the new row of blocks, be sure to sneak the occasional peek at the stage floor. You'll see what appears to be reflections of the blocks, but in reality, they're the next incoming row. You'll even see if any Star or Bomb Blocks are coming. Plan your moves accordingly. You can use this information to your advantage if you've cleared out most of the blocks, as you can stack two same-colored blocks above an incoming block of the same color in several columns, which will cause several Popstars to drop at once. I learned this strategy from dark_dwaggie's Youtube video--I strongly recommend you give it a look.
The key to big scores, of course, is to drop as many Popstars in one move as you can. After all, if you can drop all 11 Popstars in one move in round 1, it's worth an incredible 30,250 points, not counting the points for removing the blocks. The easiest way to do this is by using your Bomb Blocks wisely. Bring as many Popstars as you can within one row of the stage, then make a Bomb Block match in that last row. This will take out the entire row, dropping all those Popstars to the stage at once! You have to act quickly though, as you only have about ten seconds until the next row of blocks appears.
Another way to remove several Popstars at once is to set up a chain of matches, something like this:
x x B x G x Y
B B G G Y Y P (The x's represent empty space, not blocks)
This way, when you swap the yellow and purple blocks, the chain reaction will cause the Popstars above this whole setup to drop at once. However, I don't normally recommend trying this, as it just takes too long to set up. If you're like me, you know the frustration of setting up a perfect move, but not being able to pull it off before the next row appears.
Bomb Blocks will not always appear, and so the row-blasting mega-move will not always be available. Of course, if you're playing a progressive, you'll already know if and when the Bomb Blocks are coming, and plan accordingly. If you have multiple Bomb Blocks, it's a very good idea to keep them on separate rows, so as not to accidentally take any out when you start blasting rows. Oh, by the way: You should only be blasting rows with Bomb Blocks, not columns. Take care not to keep your Bomb Blocks directly above or below another block of the same color, star or no star. Be sure not to use a Star Block to set off your Bomb Block, as removing an entire color is not nearly as useful in this game as it is in Bomp Bomp, and in fact is a waste of a Bomb Block.
Beware of the Rockers in rounds 2 and 3. If you drop a Rocker to the stage, you'll need to drop an additional Popstar to complete the round. For instance, if you have five Popstars in place on round 2 and then drop a Rocker, you'll need to drop another Popstar to replace him, then two more to complete the band, for a total of 8 when you only need 7 to complete the band. If you're unfortunate enough to drop both Rockers in round 3, you won't be able to complete the band, unless you dropped one (or both) of them before dropping any Popstars. A good way to deal with Rockers is to not make any matches in their columns until you have to--in other words, when the game starts screeching at you. Oh, one more thing about Rockers: They don't replace a Popstar until the end of the move, and if you complete the band with a move that also drops a Rocker, it will still complete the round, though you'll still lose the points.
If you listen to the in-game music, you'll know when time is running out. When there's roughly 15 seconds left, clapping will be added to the beat, then a few seconds later, you'll get a warning tone. Use as much of the round time as you need, as there is no time bonus, but don't run out of time, of course. If a match is playing out when time expires, you'll still get credit for the entire move, and if you complete the band with that move, it still counts.
Oh, and don't worry about the Move Bonus--it pales in comparison to the scores you get for dropping multiple Popstars.
That's all that comes to me at the moment, though as with all my Tip Sheets, it is subject to modification if I think of anything new. As always, questions and feedback are welcome. Take care, rock (er, pop) on, and good luck!
I've seen a game like Block Party before, but I don't remember its title or where I saw it. If you're looking for a similar retail game, check out a title called Ouba, in which you swap and match to drop the Oubas to the ground.
In Block Party, you must use your swap and match skills - skills that we didn't know we had until Bejeweled came out several years ago - to put together a band of Popstars before time runs out. In the second and third rounds, you need more Popstars to fill out the band, and you also have to avoid adding Rockers, who will scare your target audience. (As for me personally, I would have switched the Popstar and Rocker roles, as I prefer rock myself.)
The game lasts for three rounds, as many King.com games do. You get 1½ minutes to complete the first round, 1:40 for the second, and 1:50 for the third. Each board consists of 11 columns of blocks, with a Popstar (or Rocker, in rounds 2 and 3) standing on top of each column. You must swap and match the colored blocks to remove them, which will lower the Popstar toward the stage. Roughly every ten seconds, a new row of blocks is added to the bottom of the board, increasing the challenge. Any matches formed by the new row of blocks are immediately removed. Note that the next row of blocks will not appear until the move you've made is completed and all matches removed, nor can you make another move until then.
This game has a few similarities to Bomp Bomp: You may switch any two adjacent blocks, even if they don't match, and there are special Star and Bomb blocks that have comparable functions, as I'll get to in a bit.
Click on a block to select it, then click on any adjacent block to swap them. You can also drag blocks like in Bejeweled 2 and Bomp Bomp Party, as well as "swap" a block with an empty space. (You have to drag the block to the space.) If the move makes a match, the matching blocks will disappear, and the blocks and character above them will drop into the gap. When a Popstar touches the stage floor, (s)he will join the band, as shown by the stars on the left side of the screen. You need 6 band members in round 1, 7 in round 2, and 8 in round 3.
There are two special blocks: The Star Block, which will double the score of any match it's a part of, and the Bomb Block, which will wipe out the entire row or column in which it's matched. (Row if it's matched horizontally, column if vertically, or both if it's matched in both directions at once.) If a Star Block and Bomb Block are both part of the same match, the Bomb Block will not function as it normally does, but instead, will eliminate all blocks of the same color on the board, exactly the same way as the Star-Bomb Special Match works in Bomp Bomp.
In round 2, one randomly selected column will have a Rocker on top instead of a Popstar. You can move and match the blocks of this column normally, but if you lower the Rocker to the stage, he will join the band as well and throw out one of your Popstars, and lower your score on top of that. You can't complete the band with a Rocker in it, but he will be replaced by the next Popstar you bring down. In round 3, you'll have two Rockers to deal with.
Each round lasts until you complete the band with Popstars, you run out of time, or you let any column of blocks grow so high that the character on top hits the stage lights--the last two of which will end your game immediately. You'll be warned if a stack of blocks is getting too high, as it will flash and you'll hear an annoying screech-like sound. Note that you can't let a Rocker hit the lights either, even though they're undesirable.
Let's talk about how this game is scored:
You get 100 points for making a basic match of three blocks, 200 for four, and 300 for five. If you manage to pull together a row of more than five matching blocks (which usually only happens spontaneously, when a new row of blocks comes in), each additional block is worth another 100 points. Each additional match in the same move is worth 50 more than the last one.
The Star-Bomb Special Match is worth only 500 points in this game, and frankly, isn't nearly as useful.
Dropping Popstars to the stage is worth 250x(number dropped)². In other words, if you drop three Popstars with one move, you'll receive a total of 250x3x3=2250 points. It doesn't matter if the Popstars all hit the stage at once or are brought down with successive matches, as long as it's all from one swap. Note also that "extra" Popstars (more than enough to complete the band) are worth the same amount, so it's worth the effort to drop as many as you can.
Dropping a Rocker to the stage will cost you 1000 points. In round 3, if you're unlucky enough to bring down both Rockers, the second one will cost you a whopping 2000 points.
If you complete a round, you'll receive a Move Bonus which starts at 3000 points and is reduced by 50 for every move you make. Note that even if you accidentally swap two blocks of the same color, it's still counted as a move, and still costs you 50 points off the bonus.
If you successfully complete all three rounds, you'll receive an additional bonus of 2000 points.
Now, let's talk about how to get this party started:
In the beginning of a round, it's a good idea just to take out a bunch of blocks and bring the Popstars closer to the stage, which makes it easier to set up your big moves later on. Just be careful about leaving a Popstar standing on just two blocks of the same color--if the next row comes up with a matching block in that column, the Popstar will drop to the stage whether you're ready for it or not.
Speaking of the new row of blocks, be sure to sneak the occasional peek at the stage floor. You'll see what appears to be reflections of the blocks, but in reality, they're the next incoming row. You'll even see if any Star or Bomb Blocks are coming. Plan your moves accordingly. You can use this information to your advantage if you've cleared out most of the blocks, as you can stack two same-colored blocks above an incoming block of the same color in several columns, which will cause several Popstars to drop at once. I learned this strategy from dark_dwaggie's Youtube video--I strongly recommend you give it a look.
The key to big scores, of course, is to drop as many Popstars in one move as you can. After all, if you can drop all 11 Popstars in one move in round 1, it's worth an incredible 30,250 points, not counting the points for removing the blocks. The easiest way to do this is by using your Bomb Blocks wisely. Bring as many Popstars as you can within one row of the stage, then make a Bomb Block match in that last row. This will take out the entire row, dropping all those Popstars to the stage at once! You have to act quickly though, as you only have about ten seconds until the next row of blocks appears.
Another way to remove several Popstars at once is to set up a chain of matches, something like this:
x x B x G x Y
B B G G Y Y P (The x's represent empty space, not blocks)
This way, when you swap the yellow and purple blocks, the chain reaction will cause the Popstars above this whole setup to drop at once. However, I don't normally recommend trying this, as it just takes too long to set up. If you're like me, you know the frustration of setting up a perfect move, but not being able to pull it off before the next row appears.
Bomb Blocks will not always appear, and so the row-blasting mega-move will not always be available. Of course, if you're playing a progressive, you'll already know if and when the Bomb Blocks are coming, and plan accordingly. If you have multiple Bomb Blocks, it's a very good idea to keep them on separate rows, so as not to accidentally take any out when you start blasting rows. Oh, by the way: You should only be blasting rows with Bomb Blocks, not columns. Take care not to keep your Bomb Blocks directly above or below another block of the same color, star or no star. Be sure not to use a Star Block to set off your Bomb Block, as removing an entire color is not nearly as useful in this game as it is in Bomp Bomp, and in fact is a waste of a Bomb Block.
Beware of the Rockers in rounds 2 and 3. If you drop a Rocker to the stage, you'll need to drop an additional Popstar to complete the round. For instance, if you have five Popstars in place on round 2 and then drop a Rocker, you'll need to drop another Popstar to replace him, then two more to complete the band, for a total of 8 when you only need 7 to complete the band. If you're unfortunate enough to drop both Rockers in round 3, you won't be able to complete the band, unless you dropped one (or both) of them before dropping any Popstars. A good way to deal with Rockers is to not make any matches in their columns until you have to--in other words, when the game starts screeching at you. Oh, one more thing about Rockers: They don't replace a Popstar until the end of the move, and if you complete the band with a move that also drops a Rocker, it will still complete the round, though you'll still lose the points.
If you listen to the in-game music, you'll know when time is running out. When there's roughly 15 seconds left, clapping will be added to the beat, then a few seconds later, you'll get a warning tone. Use as much of the round time as you need, as there is no time bonus, but don't run out of time, of course. If a match is playing out when time expires, you'll still get credit for the entire move, and if you complete the band with that move, it still counts.
Oh, and don't worry about the Move Bonus--it pales in comparison to the scores you get for dropping multiple Popstars.
That's all that comes to me at the moment, though as with all my Tip Sheets, it is subject to modification if I think of anything new. As always, questions and feedback are welcome. Take care, rock (er, pop) on, and good luck!
2 comments
The Diploma Guide Archive, Volume II 5/1/08 5:15 PM
And now, for the next 50 pieces of the Diploma Guide Archive:
51. Goldfish Bowl: 1 of 2
TASK: Catch at least four of the same item in a row
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5 (depending on the boards)
DIFFICULTY: Easy
TIP: When the level starts, quickly scan the board for items of which there are four or more. (NOTE: There may not be any) You may need to clear other objects out of the way before catching the item in question, but be sure to leave yourself enough time to catch your multiples.
52. 5 Card Solitaire: 2 of 2
TASK: Use a Gold card in a Required hand
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Remember that a better hand can be used as a Required hand if it also fits the requirements. For instance, if "Three of a Kind" is on the list, using the Gold card in a Four (or Five) of a Kind also counts.
53. Model Studio: 2 of 2
TASK: Get 2 perfect poses (choreography)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Just like the other piece for this game, it's all in the timing. The only difference is that you can only get points for this one on Level 3.
54. Jungle Bubble: 2 of 3
TASK: Take out at least 25 bubbles with one shot!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Watch for groups of bubbles that are held up by a string of bubbles of all one color. Build up the group with enough other bubbles, then take out the supporting string.
55. Funny Farm: 1 of 2
TASK: Make three consecutive matches of the same animal
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick one animal to "collect", and remove any pairs in between tiles of the animal you've chosen. When you have six of the same tile together, pair them all off. Be sure to pay attention to how the tiles shift when you make a match!
56. Goldfish Bowl: 2 of 2
TASK: Catch two cans of caviar
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Watch for the sturgeon. He doesn't come out on every level, but when he does come out, it will ALWAYS be at the 49 second mark of the round, and he will make five passes across the screen. If your aim is good and you've cleared yourself a shot, you could hit him as many as five times in a round. Especially if you've scored more than one hit, go after the caviar immediately--don't fool around with any other items, because time will be short.
57. Klick, Klack & Roll: 1 of 3
TASK: Clear a level 100%
POINTS REQUIRED: 3
APPROX. MINIMUM GAMES NEEDED: 1 (Yes, really--It took me 3 though)
DIFFICULTY: Easy
TIP: Pay attention to how blocks fall and come together when a group is clicked off, and when they drop through the break in the belt. Be sure not to leave any stragglers (lone unmatched blocks) if possible. Don't forget to use the Column Blast to help clean up any loose blocks, and when you use the Belt Break, use it on the far left, unless you can clear out the blocks on the far left without it.
58. Jungle Bubble: 3 of 3
TASK: Finish with at least 10,000 bonus points (Not sure if this means total or just Shot Bonus)
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
DIFFICULTY: Moderate
TIP: Use as few shots as possible. To do this, take your time, shoot slowly and accurately, and always pay attention to what color bubble is coming next. Don't leave yourself with an odd bubble if you can avoid it, as described in my Tip Sheet. And of course, look for opportunities to remove a large group all at once, as in the second Diploma piece.
59. Funny Farm: 2 of 2
TASK: Complete all three levels!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: The only real concern is the final 20 tiles of each level. Make sure you don't leave an interlocking pattern (ABAB, ABCABC, or something like that). If you have four interlocking tiles but you have multiple pairs of one of them left on the board, try to make matches in such a way that you can remove one of the "inside" tiles of the interlock.
60. GoGo 21: 1 of 2
TASK: Make at least two blackjacks in a round
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Child's Play
TIP: This one's easy if you're only concerned about getting the Diploma piece. Just reserve one column for "Aces and Faces" only, at least until you've paired up two of the four Aces.
61. Sudoku Sweep: 1 of 1
TASK: Make six vertical triples
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Look at the board as three sections of three columns each. Pick a section to fill with only numbers, and another section to put all the wild tiles in. If you successfully fill in an entire section with numbers, you'll have 9 triples, meaning that getting just three more in the other two sections will give you two points.
62. Klick, Klack & Roll: 2 of 3
TASK: Remove 20 or more blocks with one click
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick a target color, preferably one that is already well bunched together. You'll usually have to break the belt to get enough cubes together to get the point.
63. GoGo 21: 2 of 2
TASK: Make a 5 card Charlie (5 cards totalling less than 21)
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Reserve one column for all low cards (6 and below). If you go for several (diploma) points in one game, you won't score much.
64. Midas Miner: 1 of 2
TASK: Make a match of 5 gems in a horizontal or vertical row!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: I have nothing new to say. This hunt is exactly the same as #15 (first Bejeweled 2 piece).
65. Pyramid: 1 of 3 (regular Pyramid - green button games only)
TASK: Complete a level with at least 10 cards left in the deck
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: ? (Depends on luck of the layup)
DIFFICULTY: Hard
TIP: Just make runs as long as you can, and use your wild card wisely--either to string together a large run, or to clear out a card(s) obstructing a potential long run.
66. Klick, Klack & Roll: 3 of 3
TASK: Remove a group containing at least three radioactive cubes
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Hard
TIP: At the start of each level, look for three or more radioactive cubes of the same color. Click off groups in such a way as to bring them as close together as possible. If the cubes are on opposite sides of the belt, use your Belt Break wisely and line up the cubes carefully.
67. Midas Miner: 2 of 2
TASK: Create a combo of at least four matches
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Child's Play
TIP: Make matches near the bottom of the screen. This makes it more likely that gems will come together in matches as they fall.
68. Silver Screen: 1 of 2
TASK: Make it to the light blue blocks
POINTS REQUIRED: 18
APPROX. MINIMUM GAMES NEEDED: 18
DIFFICULTY: Child's Play
TIP: I'm not sure what the trigger is. I think it's number of matches. Just keep at it, and remember that you can invert a cube by double-clicking it, in a pinch.
69. Chain Reaction: 1 of 1
TASK: Collect 10 coins
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Child's Play
TIP: A point is awarded for EVERY 10 coins you collect, so 30 coins is worth three points. Try to keep removable groups near the top of the board, so that you can collect coins more quickly when they appear.
70. Pyramid: 2 of 3
TASK: Make a run of at least 13 cards (the description says "longer than 12", and 12 card runs don't count)
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 3, depending on luck of the cards
DIFFICULTY: Hard
TIP: This is exactly the same as Hunt #10, except that you don't need quite as long a run.
71. Silver Screen: 2 of 2
TASK: Activate 10 Fire cubes (called Bombs on the hunt description)
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: The Fire cubes start appearing shortly before the light blue cubes. Just double-click on every Fire cube you get. Note that you get a point for EVERY ten cubes you use, so if you get 30 in one game (which is roughly what I get), you'll get three points.
72. Word Link: 1 of 3
TASK: Reach Level 3
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: It takes 20 words to advance to the next level, so you need to make 40 words to get a point. Just make the first words you find, as length is irrelevant. Don't forget to scramble if you get stuck.
73. Luxor: 1 of 3
TASK: Collect 10 gems in one game
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
DIFFICULTY: Easy
TIP: You get a gem for each segment you destroy. If you get all single-track levels, this will be 3 on Levels 1 and 2, and 3 or 4 on Level 3, depending on how efficiently you clear the segments. By "efficiently", I mean this: If you add too many balls to the segments in Level 3, you'll clear the level after 3 segments, but if you don't, the meter won't quite be full, and you'll get a fourth segment. If you're lucky enough to get a double-track level, that should do the trick. Oh, and the entire-segment Lightning Ball tactic I described in my Tip Sheet? It works on ANY level that has an entrance at the top of the screen, if you're quick enough. You can even do it with a Fire Ball as well!
74. Bomp Bomp Party: 1 of 3 (deluxe Bomp Bomp - orange button games only)
TASK: Activate Party Mode
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: You activate Party Mode by eliminating all the Police Bomps, which you can only do with Special Matches. Move your Star-Bomps down to the row just above the Police Bomps, and make Tri-Star Special Matches to take up to five Police Bomps out at once.
75. Word Link: 2 of 3
TASK: Make a word of 7-10 letters!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Moderate
TIP: Look for prefixes and suffixes that you can attach to words, such as RE-, PRE-, -ED, -ER, -ING, etc. Make smaller words to bring the right letters together to form a big word.
76. BB Bathtub: 1 of 1
TASK: Catch four of the same item in a row
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is almost exactly the same as Hunt #51, except that you have to watch both above and below the water. There are more "feeder" items in this game than in Goldfish Bowl, so when you see one, hit it repeatedly.
77. Pyramid: 3 of 3
TASK: Collect at least 16 scarabs!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Extreme!
TIP: To date, this is the only piece I've failed to get on the first try. It's that hard. You have to clear five levels and get a scarab on Level 6, without running out of time. Not much I can say, except to play quickly and carefully...
78. Bomp Bomp Party: 2 of 3
TASK: Remove 15 Police Bomps
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 17
DIFFICULTY: Moderate
TIP: To get a point, you must make it to Party Mode once, then to the next level (which replenishes the Police Bomps), then take out half of that row. You can quickly take out half a row by lining up three Star-Bomps on one side just above the Police Bomps, starting with the second column from the edge. Repeat on the other side to complete the row.
79. Word Link: 3 of 3
TASK: Use at least five gold tiles
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Make words of five or more letters to trigger gold tiles. Use it as soon as you can. It's as simple as that.
80. Luxor: 2 of 3
TASK: Make a chain of 3 or longer
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Look for a pattern something like A A B B C C B A, then fire a ball of color C into the group. These are easiest to spot (and set up) in the early levels.
81. Katana Kaunto: 1 of 2
TASK: Complete a level without making any mistakes
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Child's Play
TIP: Click slowly (if you don't care too much about winning) and carefully, and beware of "Holes" levels. Note that on Holes and Inverted Holes levels, it will never skip two numbers at once; for instance, if 4 is on the board and 5 is skipped, then 6 WILL be on the board. On Double Holes boards, the holes consist of two numbers in a row appearing only once, and no number is ever skipped entirely. For instance, if there are two 21s and only one 22, then there will be only one 23 and two 24s.
82. Bomp Bomp Party: 3 of 3
TASK: Make 5 vertical gem combos
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2, if you're as good as Rezzo :D
DIFFICULTY: Hard
TIP: Gather Star-Bomps on the row just above the Police Bomps, and three rows above each Police Bomp that will be removed, place a Bomp of the same color as that Police Bomp, with another Bomp of the same color above it. Then, when you remove the Police Bomps, these Bomps will drop right into position to make a vertical gem combo. If you have two Police Bomps of the same color next to each other and have already removed a Bomp next to them, you can place a matching Bomp next to the ensuing gems horizontally. Finally, if you're lucky enough to get three Police Bomps of the same color in a row, remove them all in one move to automatically pick up three vertical gem combos.
83. Luxor: 3 of 3
TASK: Reach Level 4
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Just play as fast as you can, and be sure to match the colors you shoot.
84. Hex Combo: 1 of 2
TASK: Make the Prince's legs (or more) appear!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Hard
TIP: As the Fool has reported, this requires reaching the yellow level on the first round, and the green on the second. The sooner you recognize combinations that add up to 17, the better off you'll be. 8+9 will do it when you have a bunch of high numbers, but be sure not to forget your shuffle and bats when you get stuck.
85. Katana Kaunto: 2 of 2
TASK: Complete all five levels!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: This has to be the easiest of all Diploma pieces released up to this point, which is why you only get 5000 jewels for this one, instead of 10,000. If you need help getting this one, you may be in over your head with this Diploma stuff.
86. Pinball King: 1 of 3
TASK: Hit ten ramps in one game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: From what I've experienced, it seems easier to hit the ramps when the ball is travelling at full speed, as opposed to stopping it or setting it up and trying to hit it. That's just me though--I still haven't mastered the art of making ramp shots at will.
87. Top Ace: 1 of 2
TASK: Put an Ace at the top of a column
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Always remove as many cards as possible, which will make it easier to get the Aces to the top. See my Tip Sheet for more info on how to do this.
88. Hex Combo: 2 of 2
TASK: Isolate 10 hexes
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Make combinations that cause heated hexes to "stick out" from the rest, then work from them. Note that you'll get a point for every ten hexes you isolate.
89. Pinball King: 2 of 3
TASK: Complete the minigame
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: The Minigame light turns on when you complete a task. In the minigame itself, try to stay near the center as much as possible, and dodge 15 rocks to pick up a point.
90. Cookie Rookie: 1 of 3
TASK: Make a cake
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You make cakes by making long unbroken strings of matches. The best way to do this is to use the cookie from the jar in the next match whenever possible, as this gives you a fresh cookie to try to make a match with. Also, concentrate on matching only shapes, and forget about the numbers if you're focusing solely on the Diploma piece (except at the very end of a round, when applicable).
91. Top Ace: 2 of 2
TASK: Put all four Aces up in a level!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: There's nothing I can tell you here that isn't in my Tip Sheet for this game. Check out Chapter X.
92. Word Battle: 1 of 2
TASK: Score at least 6000 points
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Longer words and words containing gold and silver tiles are worth more points, but if a word is formed by more than one player, the score for that word will be split between the players making it. Therefore, if you can find a fairly common word that scores well but you think your opponents will also find easily, try taking a letter off or using the letters in a different order. This may make a slightly lesser-valued word on the face of it, but it'll pay off if an opponent used the word you originally found.
93. Pinball King: 3 of 3
TASK: Light the Volcano Special!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Light the Volcano Special by completing three tasks. Aim for the flashing red arrows to complete a task. The actual difficulty of getting each point depends on which randomly selected tasks are chosen in each game, and your skill at hitting each of them.
94. Cookie Rookie: 2 of 3
TASK: Make at least three number matches in a level
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You can just click off two of the same number whenever you see them, but it will take you quite a few games to get this piece that way, as you'll run out of moves a lot. To get as many levels in a game as you can, only make "safe" number matches, which is two numbers at a time with cookies of the same shapes (more on that in a bit) or at the very end of a level. By two pairs of matching shapes, I mean something like this: Two 3's and two 6's, for instance, with each number appearing once on a square cookie and once on a red-numbered cookie. This way, you won't get stuck at the end, unless you have stacking problems.
95. Word Battle: 2 of 2
TASK: Make a word of at least six letters
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Either you know your 6+ letter words or you don't. Just remember to look for plurals, prefixes, suffixes, and that both British and American spellings are accepted.
96. Colour Connect: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: To complete a level, you must connect every tile on the board to two or more corners. I prefer to build a "network" of one color, then hook the other corners up to it.
97. Cookie Rookie: 3 of 3
TASK: Finish a level with at least ten unused cookies
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Do just about the opposite of what I suggested for the first piece; in other words, match the cookies on the board with each other as much as possible, though I still recommend only making number matches when it's safe if you don't want short, low-scoring games.
98. Biggest Loser (Kalorie King): 1 of 3
TASK: Collect five "good" foods in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4, depending on boards
DIFFICULTY: Easy
TIP: Just dig your way up to the good foods as quickly as you can. You get a point for every five you collect in a level. I managed to collect 15 in a level in one of my games, which was good for 3 points. You have to be fast and a bit lucky to pull that off.
99. Colour Connect: 2 of 2
TASK: Connect at least three colors
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 1 (Technically...Though if you play to win, you'll need about 10)
DIFFICULTY: Easy
TIP: Bring lines of pipe from two colors together so that they meet at a cross or "T" shaped piece, then turn one of the straight pieces the other way to deliberately break the connection before it scores. Once you've done that, connect a third color to this line, then quickly turn back the piece you broke the connection with. If the connection turns silver or gold, it's worth a point.
100. Jungle Rumble: 1 of 2
TASK: Send at least five flowers to your opponents
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: You earn flowers by popping (big groups) and dropping bubbles. Watch the rock that has flowers on it, and when you have at least five, click them all away. (You have to click once for each flower.) The "flower power" works best when you send them all at once anyway.
51. Goldfish Bowl: 1 of 2
TASK: Catch at least four of the same item in a row
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5 (depending on the boards)
DIFFICULTY: Easy
TIP: When the level starts, quickly scan the board for items of which there are four or more. (NOTE: There may not be any) You may need to clear other objects out of the way before catching the item in question, but be sure to leave yourself enough time to catch your multiples.
52. 5 Card Solitaire: 2 of 2
TASK: Use a Gold card in a Required hand
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Remember that a better hand can be used as a Required hand if it also fits the requirements. For instance, if "Three of a Kind" is on the list, using the Gold card in a Four (or Five) of a Kind also counts.
53. Model Studio: 2 of 2
TASK: Get 2 perfect poses (choreography)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Easy
TIP: Just like the other piece for this game, it's all in the timing. The only difference is that you can only get points for this one on Level 3.
54. Jungle Bubble: 2 of 3
TASK: Take out at least 25 bubbles with one shot!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Watch for groups of bubbles that are held up by a string of bubbles of all one color. Build up the group with enough other bubbles, then take out the supporting string.
55. Funny Farm: 1 of 2
TASK: Make three consecutive matches of the same animal
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick one animal to "collect", and remove any pairs in between tiles of the animal you've chosen. When you have six of the same tile together, pair them all off. Be sure to pay attention to how the tiles shift when you make a match!
56. Goldfish Bowl: 2 of 2
TASK: Catch two cans of caviar
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: Watch for the sturgeon. He doesn't come out on every level, but when he does come out, it will ALWAYS be at the 49 second mark of the round, and he will make five passes across the screen. If your aim is good and you've cleared yourself a shot, you could hit him as many as five times in a round. Especially if you've scored more than one hit, go after the caviar immediately--don't fool around with any other items, because time will be short.
57. Klick, Klack & Roll: 1 of 3
TASK: Clear a level 100%
POINTS REQUIRED: 3
APPROX. MINIMUM GAMES NEEDED: 1 (Yes, really--It took me 3 though)
DIFFICULTY: Easy
TIP: Pay attention to how blocks fall and come together when a group is clicked off, and when they drop through the break in the belt. Be sure not to leave any stragglers (lone unmatched blocks) if possible. Don't forget to use the Column Blast to help clean up any loose blocks, and when you use the Belt Break, use it on the far left, unless you can clear out the blocks on the far left without it.
58. Jungle Bubble: 3 of 3
TASK: Finish with at least 10,000 bonus points (Not sure if this means total or just Shot Bonus)
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
DIFFICULTY: Moderate
TIP: Use as few shots as possible. To do this, take your time, shoot slowly and accurately, and always pay attention to what color bubble is coming next. Don't leave yourself with an odd bubble if you can avoid it, as described in my Tip Sheet. And of course, look for opportunities to remove a large group all at once, as in the second Diploma piece.
59. Funny Farm: 2 of 2
TASK: Complete all three levels!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: The only real concern is the final 20 tiles of each level. Make sure you don't leave an interlocking pattern (ABAB, ABCABC, or something like that). If you have four interlocking tiles but you have multiple pairs of one of them left on the board, try to make matches in such a way that you can remove one of the "inside" tiles of the interlock.
60. GoGo 21: 1 of 2
TASK: Make at least two blackjacks in a round
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Child's Play
TIP: This one's easy if you're only concerned about getting the Diploma piece. Just reserve one column for "Aces and Faces" only, at least until you've paired up two of the four Aces.
61. Sudoku Sweep: 1 of 1
TASK: Make six vertical triples
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Easy
TIP: Look at the board as three sections of three columns each. Pick a section to fill with only numbers, and another section to put all the wild tiles in. If you successfully fill in an entire section with numbers, you'll have 9 triples, meaning that getting just three more in the other two sections will give you two points.
62. Klick, Klack & Roll: 2 of 3
TASK: Remove 20 or more blocks with one click
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Pick a target color, preferably one that is already well bunched together. You'll usually have to break the belt to get enough cubes together to get the point.
63. GoGo 21: 2 of 2
TASK: Make a 5 card Charlie (5 cards totalling less than 21)
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 3
DIFFICULTY: Easy
TIP: Reserve one column for all low cards (6 and below). If you go for several (diploma) points in one game, you won't score much.
64. Midas Miner: 1 of 2
TASK: Make a match of 5 gems in a horizontal or vertical row!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
DIFFICULTY: Easy
TIP: I have nothing new to say. This hunt is exactly the same as #15 (first Bejeweled 2 piece).
65. Pyramid: 1 of 3 (regular Pyramid - green button games only)
TASK: Complete a level with at least 10 cards left in the deck
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: ? (Depends on luck of the layup)
DIFFICULTY: Hard
TIP: Just make runs as long as you can, and use your wild card wisely--either to string together a large run, or to clear out a card(s) obstructing a potential long run.
66. Klick, Klack & Roll: 3 of 3
TASK: Remove a group containing at least three radioactive cubes
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Hard
TIP: At the start of each level, look for three or more radioactive cubes of the same color. Click off groups in such a way as to bring them as close together as possible. If the cubes are on opposite sides of the belt, use your Belt Break wisely and line up the cubes carefully.
67. Midas Miner: 2 of 2
TASK: Create a combo of at least four matches
POINTS REQUIRED: 75
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Child's Play
TIP: Make matches near the bottom of the screen. This makes it more likely that gems will come together in matches as they fall.
68. Silver Screen: 1 of 2
TASK: Make it to the light blue blocks
POINTS REQUIRED: 18
APPROX. MINIMUM GAMES NEEDED: 18
DIFFICULTY: Child's Play
TIP: I'm not sure what the trigger is. I think it's number of matches. Just keep at it, and remember that you can invert a cube by double-clicking it, in a pinch.
69. Chain Reaction: 1 of 1
TASK: Collect 10 coins
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Child's Play
TIP: A point is awarded for EVERY 10 coins you collect, so 30 coins is worth three points. Try to keep removable groups near the top of the board, so that you can collect coins more quickly when they appear.
70. Pyramid: 2 of 3
TASK: Make a run of at least 13 cards (the description says "longer than 12", and 12 card runs don't count)
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 3, depending on luck of the cards
DIFFICULTY: Hard
TIP: This is exactly the same as Hunt #10, except that you don't need quite as long a run.
71. Silver Screen: 2 of 2
TASK: Activate 10 Fire cubes (called Bombs on the hunt description)
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 7
DIFFICULTY: Easy
TIP: The Fire cubes start appearing shortly before the light blue cubes. Just double-click on every Fire cube you get. Note that you get a point for EVERY ten cubes you use, so if you get 30 in one game (which is roughly what I get), you'll get three points.
72. Word Link: 1 of 3
TASK: Reach Level 3
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: It takes 20 words to advance to the next level, so you need to make 40 words to get a point. Just make the first words you find, as length is irrelevant. Don't forget to scramble if you get stuck.
73. Luxor: 1 of 3
TASK: Collect 10 gems in one game
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
DIFFICULTY: Easy
TIP: You get a gem for each segment you destroy. If you get all single-track levels, this will be 3 on Levels 1 and 2, and 3 or 4 on Level 3, depending on how efficiently you clear the segments. By "efficiently", I mean this: If you add too many balls to the segments in Level 3, you'll clear the level after 3 segments, but if you don't, the meter won't quite be full, and you'll get a fourth segment. If you're lucky enough to get a double-track level, that should do the trick. Oh, and the entire-segment Lightning Ball tactic I described in my Tip Sheet? It works on ANY level that has an entrance at the top of the screen, if you're quick enough. You can even do it with a Fire Ball as well!
74. Bomp Bomp Party: 1 of 3 (deluxe Bomp Bomp - orange button games only)
TASK: Activate Party Mode
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: You activate Party Mode by eliminating all the Police Bomps, which you can only do with Special Matches. Move your Star-Bomps down to the row just above the Police Bomps, and make Tri-Star Special Matches to take up to five Police Bomps out at once.
75. Word Link: 2 of 3
TASK: Make a word of 7-10 letters!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 1
DIFFICULTY: Moderate
TIP: Look for prefixes and suffixes that you can attach to words, such as RE-, PRE-, -ED, -ER, -ING, etc. Make smaller words to bring the right letters together to form a big word.
76. BB Bathtub: 1 of 1
TASK: Catch four of the same item in a row
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: This is almost exactly the same as Hunt #51, except that you have to watch both above and below the water. There are more "feeder" items in this game than in Goldfish Bowl, so when you see one, hit it repeatedly.
77. Pyramid: 3 of 3
TASK: Collect at least 16 scarabs!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Extreme!
TIP: To date, this is the only piece I've failed to get on the first try. It's that hard. You have to clear five levels and get a scarab on Level 6, without running out of time. Not much I can say, except to play quickly and carefully...
78. Bomp Bomp Party: 2 of 3
TASK: Remove 15 Police Bomps
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 17
DIFFICULTY: Moderate
TIP: To get a point, you must make it to Party Mode once, then to the next level (which replenishes the Police Bomps), then take out half of that row. You can quickly take out half a row by lining up three Star-Bomps on one side just above the Police Bomps, starting with the second column from the edge. Repeat on the other side to complete the row.
79. Word Link: 3 of 3
TASK: Use at least five gold tiles
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Make words of five or more letters to trigger gold tiles. Use it as soon as you can. It's as simple as that.
80. Luxor: 2 of 3
TASK: Make a chain of 3 or longer
POINTS REQUIRED: 70
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: Look for a pattern something like A A B B C C B A, then fire a ball of color C into the group. These are easiest to spot (and set up) in the early levels.
81. Katana Kaunto: 1 of 2
TASK: Complete a level without making any mistakes
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Child's Play
TIP: Click slowly (if you don't care too much about winning) and carefully, and beware of "Holes" levels. Note that on Holes and Inverted Holes levels, it will never skip two numbers at once; for instance, if 4 is on the board and 5 is skipped, then 6 WILL be on the board. On Double Holes boards, the holes consist of two numbers in a row appearing only once, and no number is ever skipped entirely. For instance, if there are two 21s and only one 22, then there will be only one 23 and two 24s.
82. Bomp Bomp Party: 3 of 3
TASK: Make 5 vertical gem combos
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2, if you're as good as Rezzo :D
DIFFICULTY: Hard
TIP: Gather Star-Bomps on the row just above the Police Bomps, and three rows above each Police Bomp that will be removed, place a Bomp of the same color as that Police Bomp, with another Bomp of the same color above it. Then, when you remove the Police Bomps, these Bomps will drop right into position to make a vertical gem combo. If you have two Police Bomps of the same color next to each other and have already removed a Bomp next to them, you can place a matching Bomp next to the ensuing gems horizontally. Finally, if you're lucky enough to get three Police Bomps of the same color in a row, remove them all in one move to automatically pick up three vertical gem combos.
83. Luxor: 3 of 3
TASK: Reach Level 4
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
DIFFICULTY: Moderate
TIP: Just play as fast as you can, and be sure to match the colors you shoot.
84. Hex Combo: 1 of 2
TASK: Make the Prince's legs (or more) appear!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Hard
TIP: As the Fool has reported, this requires reaching the yellow level on the first round, and the green on the second. The sooner you recognize combinations that add up to 17, the better off you'll be. 8+9 will do it when you have a bunch of high numbers, but be sure not to forget your shuffle and bats when you get stuck.
85. Katana Kaunto: 2 of 2
TASK: Complete all five levels!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: This has to be the easiest of all Diploma pieces released up to this point, which is why you only get 5000 jewels for this one, instead of 10,000. If you need help getting this one, you may be in over your head with this Diploma stuff.
86. Pinball King: 1 of 3
TASK: Hit ten ramps in one game
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Hard
TIP: From what I've experienced, it seems easier to hit the ramps when the ball is travelling at full speed, as opposed to stopping it or setting it up and trying to hit it. That's just me though--I still haven't mastered the art of making ramp shots at will.
87. Top Ace: 1 of 2
TASK: Put an Ace at the top of a column
POINTS REQUIRED: 120
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Child's Play
TIP: Always remove as many cards as possible, which will make it easier to get the Aces to the top. See my Tip Sheet for more info on how to do this.
88. Hex Combo: 2 of 2
TASK: Isolate 10 hexes
POINTS REQUIRED: 17
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Make combinations that cause heated hexes to "stick out" from the rest, then work from them. Note that you'll get a point for every ten hexes you isolate.
89. Pinball King: 2 of 3
TASK: Complete the minigame
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: The Minigame light turns on when you complete a task. In the minigame itself, try to stay near the center as much as possible, and dodge 15 rocks to pick up a point.
90. Cookie Rookie: 1 of 3
TASK: Make a cake
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 6
DIFFICULTY: Easy
TIP: You make cakes by making long unbroken strings of matches. The best way to do this is to use the cookie from the jar in the next match whenever possible, as this gives you a fresh cookie to try to make a match with. Also, concentrate on matching only shapes, and forget about the numbers if you're focusing solely on the Diploma piece (except at the very end of a round, when applicable).
91. Top Ace: 2 of 2
TASK: Put all four Aces up in a level!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Easy
TIP: There's nothing I can tell you here that isn't in my Tip Sheet for this game. Check out Chapter X.
92. Word Battle: 1 of 2
TASK: Score at least 6000 points
POINTS REQUIRED: 8
APPROX. MINIMUM GAMES NEEDED: 8
DIFFICULTY: Moderate
TIP: Longer words and words containing gold and silver tiles are worth more points, but if a word is formed by more than one player, the score for that word will be split between the players making it. Therefore, if you can find a fairly common word that scores well but you think your opponents will also find easily, try taking a letter off or using the letters in a different order. This may make a slightly lesser-valued word on the face of it, but it'll pay off if an opponent used the word you originally found.
93. Pinball King: 3 of 3
TASK: Light the Volcano Special!
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Moderate
TIP: Light the Volcano Special by completing three tasks. Aim for the flashing red arrows to complete a task. The actual difficulty of getting each point depends on which randomly selected tasks are chosen in each game, and your skill at hitting each of them.
94. Cookie Rookie: 2 of 3
TASK: Make at least three number matches in a level
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 5
DIFFICULTY: Easy
TIP: You can just click off two of the same number whenever you see them, but it will take you quite a few games to get this piece that way, as you'll run out of moves a lot. To get as many levels in a game as you can, only make "safe" number matches, which is two numbers at a time with cookies of the same shapes (more on that in a bit) or at the very end of a level. By two pairs of matching shapes, I mean something like this: Two 3's and two 6's, for instance, with each number appearing once on a square cookie and once on a red-numbered cookie. This way, you won't get stuck at the end, unless you have stacking problems.
95. Word Battle: 2 of 2
TASK: Make a word of at least six letters
POINTS REQUIRED: 40
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Either you know your 6+ letter words or you don't. Just remember to look for plurals, prefixes, suffixes, and that both British and American spellings are accepted.
96. Colour Connect: 1 of 2
TASK: Complete a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
DIFFICULTY: Moderate
TIP: To complete a level, you must connect every tile on the board to two or more corners. I prefer to build a "network" of one color, then hook the other corners up to it.
97. Cookie Rookie: 3 of 3
TASK: Finish a level with at least ten unused cookies
POINTS REQUIRED: 33
APPROX. MINIMUM GAMES NEEDED: 4
DIFFICULTY: Moderate
TIP: Do just about the opposite of what I suggested for the first piece; in other words, match the cookies on the board with each other as much as possible, though I still recommend only making number matches when it's safe if you don't want short, low-scoring games.
98. Biggest Loser (Kalorie King): 1 of 3
TASK: Collect five "good" foods in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 4, depending on boards
DIFFICULTY: Easy
TIP: Just dig your way up to the good foods as quickly as you can. You get a point for every five you collect in a level. I managed to collect 15 in a level in one of my games, which was good for 3 points. You have to be fast and a bit lucky to pull that off.
99. Colour Connect: 2 of 2
TASK: Connect at least three colors
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 1 (Technically...Though if you play to win, you'll need about 10)
DIFFICULTY: Easy
TIP: Bring lines of pipe from two colors together so that they meet at a cross or "T" shaped piece, then turn one of the straight pieces the other way to deliberately break the connection before it scores. Once you've done that, connect a third color to this line, then quickly turn back the piece you broke the connection with. If the connection turns silver or gold, it's worth a point.
100. Jungle Rumble: 1 of 2
TASK: Send at least five flowers to your opponents
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
DIFFICULTY: Easy
TIP: You earn flowers by popping (big groups) and dropping bubbles. Watch the rock that has flowers on it, and when you have at least five, click them all away. (You have to click once for each flower.) The "flower power" works best when you send them all at once anyway.
1 comments
Heart Stopper! 3/31/08 8:36 AM
Some of you saw me stop my jewel count at exactly one million a few months ago, when I got the Black Diamond. If you didn't, there are pictures in the album of what a perfect million looks like. Anyway, now that King has created two new jewel levels, I am hereby announcing my intent to do it again.
As of this writing, I have a little over 2,780,000 jewels, headed for the new Heart Diamond at 3 million. That leaves me just under 220,000 jewels to go. Diploma pieces are worth 10,000 each (other than that one Katana Kaunto piece, which was painfully easy), and I'm sure I'll tip a few awards before then as well. I have a few that are close to gold, and I might even get one or two of them up to platinum in that time. At that rate, I think I'll be ready to "stop my heart" by Memorial Day, if not before then. Watch for it! ;)
Take care, and good luck in all you do. Stay tuned!
As of this writing, I have a little over 2,780,000 jewels, headed for the new Heart Diamond at 3 million. That leaves me just under 220,000 jewels to go. Diploma pieces are worth 10,000 each (other than that one Katana Kaunto piece, which was painfully easy), and I'm sure I'll tip a few awards before then as well. I have a few that are close to gold, and I might even get one or two of them up to platinum in that time. At that rate, I think I'll be ready to "stop my heart" by Memorial Day, if not before then. Watch for it! ;)
Take care, and good luck in all you do. Stay tuned!
8 comments
Ten Grand at the Hockey Game 3/17/08 7:27 AM
This past Saturday night, my Queen and I went to see our local hockey team, the Reading Royals, play. It was their last home game before St. Patrick's Day, and so they had a little "St. Hat Trick's Day" event to celebrate the occasion. Fans got free green hats, and they had a contest, of which my mom was one of the sixteen finalists. Each finalist drew a player's name out of a hat (other than the goalies), and received a special edition jersey signed by that player. In addition, if the player whose name you drew scored a hat trick in the game (that's three goals, for non-hockey fans), you won $10,000.
It couldn't have been set up better. Not only did the Royals face the last-place Wheeling Nailers that night, but the Nailers were missing three key players due to suspension. It was obvious early on that the Royals were going to dominate the game, as the Nailers looked lost and sloppy all through the game.
At the second intermission, the score was 6-0 Royals, with two players having two goals at that point. Approximately five minutes into the third period, the speedy Ned Lukacevic smacked home his third goal of the night. Green hats filled the ice, and a local woman - no, not my mother - went home with a lot more green in her pocket. Oh yeah, and the Royals went on to a 9-3 win. You couldn't have scripted it better.
Happy St. Patty's, take care, and good luck!
It couldn't have been set up better. Not only did the Royals face the last-place Wheeling Nailers that night, but the Nailers were missing three key players due to suspension. It was obvious early on that the Royals were going to dominate the game, as the Nailers looked lost and sloppy all through the game.
At the second intermission, the score was 6-0 Royals, with two players having two goals at that point. Approximately five minutes into the third period, the speedy Ned Lukacevic smacked home his third goal of the night. Green hats filled the ice, and a local woman - no, not my mother - went home with a lot more green in her pocket. Oh yeah, and the Royals went on to a 9-3 win. You couldn't have scripted it better.
Happy St. Patty's, take care, and good luck!
4 comments
The Last Single-Player Award (until a new one comes out) 3/10/08 3:36 PM
This morning's pre-dawn close of the weekly Royale 55 progressive marked a personal milestone. I got the last two points I needed for the Royale 55 award, which was the last award I didn't have for a non-lobby game. The only awards I'm missing now are Chesster, Jungle Rumble, Pyramid Battle, and Quiz Queen, which are all multiplayer games. I haven't yet decided if I'm going to chase them down - though probably not, 'cause I suck at those games - but I thought the occasion was worth marking nonetheless.
How are your award chases going? Sound off below...
How are your award chases going? Sound off below...
2 comments
Brett Favre's retirement 3/5/08 10:15 AM
As many of my loyal fans know, my girlfriend loves the Green Bay Packers and idolizes Brett Favre. Yesterday, Favre announced his retirement from the NFL after 17 seasons. As you'd expect, she was a bit broken up over it, just as I was when long-time Phillies third baseman Mike Schmidt retired back in '89. However, the yearly road trip, whatever cities it takes us to, is still on! Even if we'll be seeing #12 play instead of #4...
There's not much I can say about Favre that hasn't already been said. He now holds just about every major record for NFL quarterbacks, as well as a Super Bowl ring and three MVP awards. He's a lock to get into the Hall of Fame on his first ballot, and we intend to be there for his induction. The man is a true legend, and his popularity transcends the sport. Even most Bears and Vikings fans had at least a grudging respect for him, though they're considerably more optimistic about their chances going forward. It looks like we'll finally find out just how good Aaron Rodgers, Favre's replacement, is this fall.
My sympathies extend to all you other Packers fans out there, but don't be despondent--you have a great young team up there, and they'll only get better as they get more games under their belts. I doubt that Rodgers will have the same kind of impact that Favre did, but then again, who would? He seems capable enough, and the Pack should still be in the thick of it in December. We'll see at least one of their games in person this fall, though I don't know where yet, as the schedule isn't out as of this writing.
So, until the post-Favre era truly begins in September...GO PHILLIES! Yeah, it's baseball season...
There's not much I can say about Favre that hasn't already been said. He now holds just about every major record for NFL quarterbacks, as well as a Super Bowl ring and three MVP awards. He's a lock to get into the Hall of Fame on his first ballot, and we intend to be there for his induction. The man is a true legend, and his popularity transcends the sport. Even most Bears and Vikings fans had at least a grudging respect for him, though they're considerably more optimistic about their chances going forward. It looks like we'll finally find out just how good Aaron Rodgers, Favre's replacement, is this fall.
My sympathies extend to all you other Packers fans out there, but don't be despondent--you have a great young team up there, and they'll only get better as they get more games under their belts. I doubt that Rodgers will have the same kind of impact that Favre did, but then again, who would? He seems capable enough, and the Pack should still be in the thick of it in December. We'll see at least one of their games in person this fall, though I don't know where yet, as the schedule isn't out as of this writing.
So, until the post-Favre era truly begins in September...GO PHILLIES! Yeah, it's baseball season...
3 comments
Closing in on 10K... 2/20/08 12:01 PM
I just checked out my profile and noticed that I've had over 9900 visitors. When I first joined King.com waaaaay back in November of '05 (back when it was still known as Midasplayer), I never imagined that nearly 10,000 people would want to check me out. I know, of course, that this blog and my posts in the Fool's blog - neither of which existed back then - have helped draw attention to me, but even so, it's staggering when I think about it. I also know that repeat visits count as separate visits, so I haven't been viewed by 10,000 DIFFERENT people. Still, for a male player to get that many visits, especially considering that I was inactive for a year, amazes me.
OK, enough blathering about that. I'm curious to see who the 10,000th visitor will be. Maybe it'll be one of my old (or new) friends...Maybe someone looking for help from a Tip Sheet or the Diploma Guide...Maybe someone whose ass I just kicked...Maybe even my girlfriend, who pops on here every now and then. Whoever it is, I intend to do a little something extra nice for that person, whoever it may be. I'm not exactly sure what yet.
Anyway, thanks again for tuning in. As always, take care and good luck!
OK, enough blathering about that. I'm curious to see who the 10,000th visitor will be. Maybe it'll be one of my old (or new) friends...Maybe someone looking for help from a Tip Sheet or the Diploma Guide...Maybe someone whose ass I just kicked...Maybe even my girlfriend, who pops on here every now and then. Whoever it is, I intend to do a little something extra nice for that person, whoever it may be. I'm not exactly sure what yet.
Anyway, thanks again for tuning in. As always, take care and good luck!
5 comments
SHOLLY'S TIP SHEETS, CHAPTER XII: Biggest Loser / Kalorie King 1/23/08 1:55 PM
Another ascent to Warrior King, another Tip Sheet. That's how I roll.
Biggest Loser / Kalorie King is based on PopCap's classic, Astro Pop. Put four of the same item together by grabbing items from one column and putting them in another. This game was originally released as Kalorie King, but the US version was delayed as King.com sought the license to tie it to NBC's "Biggest Loser" show. A shame that they decided to run the Royal Cup in this game before it was released in the States, but oh well...
The idea is to make groups of four or more of the same kind of junk food to remove it. However, the challenge doesn't end there--you must also avoid the falling junk food when a match is made, try to catch the good food and good power-ups, and try not to release the bad power-ups as well. The theory is that all this running around and dodging will help you lose weight...
The game is divided into three rounds, each with a set time limit. Try to put groups of the same kind of junk food together by taking it from one column and moving it to another. Move back and forth across the bottom with the mouse, click to grab items when not holding any (you'll grab the bottom 1-3 items of the column, however many match), and click again to throw them back into the board. When you've brought four or more of the same kind of junk food together, it will be removed, your "weight" will drop a little (move closer to the green), you'll score points, and a piece of junk food will fall toward you. Avoid this falling junk food, because if you catch it, you'll lose all the points (and gain back all the weight you lost) for that group, and then some! As the pieces below your match "fall" back up into the board, if any of them form a group of four or more, they'll be removed as well, and so on. Building up chains in this matter can bring you thousands of points if done right! But again, you can lose them all back if you catch the junk food left behind!
Scattered throughout the board are various good foods (fruits and vegetables) and good and bad power-ups. If you remove all the junk food beneath one of these items, it will be released; a good food or good power-up will fall for you to catch, while a bad power-up will take effect immediately. Go figure. Note that the item(s) will not be released until you've released the junk food you picked up beneath it, so that if you change your mind before you release the junk food, you can put it back where you got it without releasing the other item(s).
As the round progresses, more rows are added to the board, pushing the existing rows down closer to your tray. A round ends when time runs out, or if you let any of the junk food on the board reach your tray. When there are about seven seconds left, a 9-note tune will play, and after the ninth note plays, the round ends. However, if you're in the middle of a chain when time runs out, the round will not end until the chain finishes and all items have fallen to the ground, though you will not be allowed to grab or throw any more items. (Grab meaning to take pieces from the board--you still must catch or avoid the falling items.)
The game continues for three rounds, unless you let the board reach your tray or you fail to make a weight target (which hardly ever happens). Successfully completing a round will get you bonus points, and making it to Round 3 will get you an achievement point.
Let's talk a bit about the various power-ups you'll have to contend with:
The good power-ups will fall the same way that junk food and good foods do, and have to be caught to be activated. The Fat Shield and Running Shoe take effect immediately, while the Barbell and the Fat Buster are activated by throwing them up into the board. Here's a brief rundown:
Fat Shield: Protects you from falling junk food for 15 seconds. A shield will appear around you and your tray, and junk food will harmlessly bounce off it. You'll still be able to catch good foods and power-ups. It's a good idea to release one of these if caught in a Feeding Frenzy.
Running Shoe: Doubles all scores for 10 seconds. Best to release this one just before you release several good foods or a Fat Buster, or just before setting off a big chain.
Barbell: Eliminates an entire row of the board, to the immediate left and right of where it hits. If you catch a Barbell, it will be fired the very next time you click. Keep this in mind if you're trying to set up a chain and you catch one.
Fat Buster: A capsule that will eliminate every piece of junk food from the board that matches the next match you make. For instance, if you make a group of pizzas after catching the Fat Buster, it will remove every pizza from the board. Be careful with this one, as this mass elimination will cause several junk foods to fall.
You can't have two of the same power-up at the same time. If you catch a Fat Shield or Running Shoe while the same is still in effect, the timer will reset to 15 or 10 seconds respectively. The power-up time does not accumulate, so you should try not to release another one until the first one runs out. You also can not have two Barbells or Fat Busters at once, though you CAN have one of each at the same time. If you do, the Barbell will be fired on the next click, and the Fat Buster activated on the next match.
The bad power-ups all have a set duration, and hinder your ability to score or put more pressure on you. Unlike good foods and power-ups, a bad power-up is activated as soon as it's released. They are as follows:
Feeding Frenzy: Looks like a face with a big mouth, and for the next 15 seconds, any match you make will cause three pieces of junk food to fall instead of one.
Chewing Gum: Will cause you to stick to the floor, drastically slowing your movement for the next 10 seconds. This can be really annoying, as it can prevent you from catching multiple good items.
Coffee: Speeds up the rate of descent of the board for the next 10 seconds, though I seldom notice the effect myself. Extremely dangerous to release this one if any part of the board is near the bottom, but otherwise it doesn't hurt you too badly.
As with good power-ups, bad power-up time does not accumulate. The timer resets if you release another one of the same kind, so if you must release more than one of the same kind of bad power-up, try to release them as close together as possible, to minimize the duration of the effect.
Let's talk about how you score points (and lose weight) in this game:
Clearing a group of junk food gives you a certain base score. A group of 4 is worth 100 points, 5 is worth 160, 6 is worth 250, 7 is worth 400, and each piece beyond 7 is worth an additional 400 points. Making a chain multiplies the base value of the group: The second group cleared with one move is worth 1.2x the base value, the third group 1.3x, and each subsequent group has a multiplier .1 higher than the previous one. If you catch the junk food falling from a group, you lose 1.2x the value of the group.
Catching good food puts on the points (and takes off the weight) quickly. The first good food you catch is worth 300 points, the second 500, the third 750, and every one beyond the third is worth 250 more than the previous one.
The instructions say that the Barbell is worth 500 points and the Fat Buster 300, but I have never seen these points added to my score, unless they're lumped in with the groups I remove with them.
After successfully clearing a level, you receive a bonus of up to 1000 points, which I believe depends on how many pieces of junk food you remove, though I'm not certain. If you successfully clear all three levels, you get an additional 2000 on top of that.
Now, let's talk about dieting strategy:
There are two main ways to score big points: Dieting (catching fruits and veggies) and exercise (getting rid of large groups of junk food). Which one you should focus on depends on the number of good foods available. The point value of good foods goes up quickly, so if they're plentiful, get as many as you can. If they're rather scarce, you should instead focus on setting up big moves and chains. And as in most King.com games, speed is very important--the faster you go, the more pieces you'll get to clear away, and the more points you can score.
Be very careful about using the Barbell or Fat Buster power-up if you're stuck in a Feeding Frenzy. Both of these power-ups can cause a lot of junk food to drop, and that amount is tripled in a Feeding Frenzy. It doesn't do any good to score a massive combo if you get buried in junk food and lose all the points back. If you do release a Feeding Frenzy, you should immediately release a Shield if one is available. That way, all that junk food can't harm you in any way.
When a Running Shoe becomes available, set yourself up for a big combo or a release of several good foods quickly before dropping it. When you've caught a Shoe, you need to be ready to move quickly and score big in order to maximize its effect. My favorite tactic here is to grab the pieces I need to trigger the big score immediately after releasing the Shoe, then throwing them as soon as I catch it.
Don't sweat the Coffee too much, unless the board is within a few rows of the bottom. Many times I barely notice it's in effect. There is one serious danger involving the Coffee, and that's when you've launched a big chain on one side of the screen when the other is getting low. You can't grab any pieces while a chain is playing itself out, and when you've cleared out most of the top rows, the board will drop several rows to make new pieces available. If part of the board is near the bottom when this happens, you're dead, and powerless to do anything about it. This has happened to me several times, and it's extremely annoying.
If a Barbell is about to become available, it's a good idea to "stagger" your board, which is to leave columns of varying lengths. That way, you can better decide which row you want the Barbell to take out. Use it to take out bad power-ups whenever possible, and don't ever take out fruits and veggies with it!
Keep in mind that unlike a Barbell, a Fat Buster will not activate until you've formed your next match. This allows you to set yourself up for a huge chain when you're ready to activate it. If there's more than one Fat Buster on the screen, activating one often causes the other to drop, which will eliminate lots of pieces in a short time span, thus potentially releasing more good foods.
A tune of nine notes plays when the round is about to end. Once the ninth note has played, the round will end unless a chain is playing itself out, or you've thrown pieces back that will make a match. Note that all scores earned in this "extra" time count, so try to rip off a big chain or release one last good food. However, if a Feeding Frenzy is in effect and you're not shielded, you may end up losing more than you gain, so be careful. In that case, it may be wise to forget about getting that last score.
That's all that comes to mind at the moment. As usual, I'm sure I'll think of more after I post. Feel free to post any questions or comment on your dieting success below. Happy dieting, take care and good luck!
Biggest Loser / Kalorie King is based on PopCap's classic, Astro Pop. Put four of the same item together by grabbing items from one column and putting them in another. This game was originally released as Kalorie King, but the US version was delayed as King.com sought the license to tie it to NBC's "Biggest Loser" show. A shame that they decided to run the Royal Cup in this game before it was released in the States, but oh well...
The idea is to make groups of four or more of the same kind of junk food to remove it. However, the challenge doesn't end there--you must also avoid the falling junk food when a match is made, try to catch the good food and good power-ups, and try not to release the bad power-ups as well. The theory is that all this running around and dodging will help you lose weight...
The game is divided into three rounds, each with a set time limit. Try to put groups of the same kind of junk food together by taking it from one column and moving it to another. Move back and forth across the bottom with the mouse, click to grab items when not holding any (you'll grab the bottom 1-3 items of the column, however many match), and click again to throw them back into the board. When you've brought four or more of the same kind of junk food together, it will be removed, your "weight" will drop a little (move closer to the green), you'll score points, and a piece of junk food will fall toward you. Avoid this falling junk food, because if you catch it, you'll lose all the points (and gain back all the weight you lost) for that group, and then some! As the pieces below your match "fall" back up into the board, if any of them form a group of four or more, they'll be removed as well, and so on. Building up chains in this matter can bring you thousands of points if done right! But again, you can lose them all back if you catch the junk food left behind!
Scattered throughout the board are various good foods (fruits and vegetables) and good and bad power-ups. If you remove all the junk food beneath one of these items, it will be released; a good food or good power-up will fall for you to catch, while a bad power-up will take effect immediately. Go figure. Note that the item(s) will not be released until you've released the junk food you picked up beneath it, so that if you change your mind before you release the junk food, you can put it back where you got it without releasing the other item(s).
As the round progresses, more rows are added to the board, pushing the existing rows down closer to your tray. A round ends when time runs out, or if you let any of the junk food on the board reach your tray. When there are about seven seconds left, a 9-note tune will play, and after the ninth note plays, the round ends. However, if you're in the middle of a chain when time runs out, the round will not end until the chain finishes and all items have fallen to the ground, though you will not be allowed to grab or throw any more items. (Grab meaning to take pieces from the board--you still must catch or avoid the falling items.)
The game continues for three rounds, unless you let the board reach your tray or you fail to make a weight target (which hardly ever happens). Successfully completing a round will get you bonus points, and making it to Round 3 will get you an achievement point.
Let's talk a bit about the various power-ups you'll have to contend with:
The good power-ups will fall the same way that junk food and good foods do, and have to be caught to be activated. The Fat Shield and Running Shoe take effect immediately, while the Barbell and the Fat Buster are activated by throwing them up into the board. Here's a brief rundown:
Fat Shield: Protects you from falling junk food for 15 seconds. A shield will appear around you and your tray, and junk food will harmlessly bounce off it. You'll still be able to catch good foods and power-ups. It's a good idea to release one of these if caught in a Feeding Frenzy.
Running Shoe: Doubles all scores for 10 seconds. Best to release this one just before you release several good foods or a Fat Buster, or just before setting off a big chain.
Barbell: Eliminates an entire row of the board, to the immediate left and right of where it hits. If you catch a Barbell, it will be fired the very next time you click. Keep this in mind if you're trying to set up a chain and you catch one.
Fat Buster: A capsule that will eliminate every piece of junk food from the board that matches the next match you make. For instance, if you make a group of pizzas after catching the Fat Buster, it will remove every pizza from the board. Be careful with this one, as this mass elimination will cause several junk foods to fall.
You can't have two of the same power-up at the same time. If you catch a Fat Shield or Running Shoe while the same is still in effect, the timer will reset to 15 or 10 seconds respectively. The power-up time does not accumulate, so you should try not to release another one until the first one runs out. You also can not have two Barbells or Fat Busters at once, though you CAN have one of each at the same time. If you do, the Barbell will be fired on the next click, and the Fat Buster activated on the next match.
The bad power-ups all have a set duration, and hinder your ability to score or put more pressure on you. Unlike good foods and power-ups, a bad power-up is activated as soon as it's released. They are as follows:
Feeding Frenzy: Looks like a face with a big mouth, and for the next 15 seconds, any match you make will cause three pieces of junk food to fall instead of one.
Chewing Gum: Will cause you to stick to the floor, drastically slowing your movement for the next 10 seconds. This can be really annoying, as it can prevent you from catching multiple good items.
Coffee: Speeds up the rate of descent of the board for the next 10 seconds, though I seldom notice the effect myself. Extremely dangerous to release this one if any part of the board is near the bottom, but otherwise it doesn't hurt you too badly.
As with good power-ups, bad power-up time does not accumulate. The timer resets if you release another one of the same kind, so if you must release more than one of the same kind of bad power-up, try to release them as close together as possible, to minimize the duration of the effect.
Let's talk about how you score points (and lose weight) in this game:
Clearing a group of junk food gives you a certain base score. A group of 4 is worth 100 points, 5 is worth 160, 6 is worth 250, 7 is worth 400, and each piece beyond 7 is worth an additional 400 points. Making a chain multiplies the base value of the group: The second group cleared with one move is worth 1.2x the base value, the third group 1.3x, and each subsequent group has a multiplier .1 higher than the previous one. If you catch the junk food falling from a group, you lose 1.2x the value of the group.
Catching good food puts on the points (and takes off the weight) quickly. The first good food you catch is worth 300 points, the second 500, the third 750, and every one beyond the third is worth 250 more than the previous one.
The instructions say that the Barbell is worth 500 points and the Fat Buster 300, but I have never seen these points added to my score, unless they're lumped in with the groups I remove with them.
After successfully clearing a level, you receive a bonus of up to 1000 points, which I believe depends on how many pieces of junk food you remove, though I'm not certain. If you successfully clear all three levels, you get an additional 2000 on top of that.
Now, let's talk about dieting strategy:
There are two main ways to score big points: Dieting (catching fruits and veggies) and exercise (getting rid of large groups of junk food). Which one you should focus on depends on the number of good foods available. The point value of good foods goes up quickly, so if they're plentiful, get as many as you can. If they're rather scarce, you should instead focus on setting up big moves and chains. And as in most King.com games, speed is very important--the faster you go, the more pieces you'll get to clear away, and the more points you can score.
Be very careful about using the Barbell or Fat Buster power-up if you're stuck in a Feeding Frenzy. Both of these power-ups can cause a lot of junk food to drop, and that amount is tripled in a Feeding Frenzy. It doesn't do any good to score a massive combo if you get buried in junk food and lose all the points back. If you do release a Feeding Frenzy, you should immediately release a Shield if one is available. That way, all that junk food can't harm you in any way.
When a Running Shoe becomes available, set yourself up for a big combo or a release of several good foods quickly before dropping it. When you've caught a Shoe, you need to be ready to move quickly and score big in order to maximize its effect. My favorite tactic here is to grab the pieces I need to trigger the big score immediately after releasing the Shoe, then throwing them as soon as I catch it.
Don't sweat the Coffee too much, unless the board is within a few rows of the bottom. Many times I barely notice it's in effect. There is one serious danger involving the Coffee, and that's when you've launched a big chain on one side of the screen when the other is getting low. You can't grab any pieces while a chain is playing itself out, and when you've cleared out most of the top rows, the board will drop several rows to make new pieces available. If part of the board is near the bottom when this happens, you're dead, and powerless to do anything about it. This has happened to me several times, and it's extremely annoying.
If a Barbell is about to become available, it's a good idea to "stagger" your board, which is to leave columns of varying lengths. That way, you can better decide which row you want the Barbell to take out. Use it to take out bad power-ups whenever possible, and don't ever take out fruits and veggies with it!
Keep in mind that unlike a Barbell, a Fat Buster will not activate until you've formed your next match. This allows you to set yourself up for a huge chain when you're ready to activate it. If there's more than one Fat Buster on the screen, activating one often causes the other to drop, which will eliminate lots of pieces in a short time span, thus potentially releasing more good foods.
A tune of nine notes plays when the round is about to end. Once the ninth note has played, the round will end unless a chain is playing itself out, or you've thrown pieces back that will make a match. Note that all scores earned in this "extra" time count, so try to rip off a big chain or release one last good food. However, if a Feeding Frenzy is in effect and you're not shielded, you may end up losing more than you gain, so be careful. In that case, it may be wise to forget about getting that last score.
That's all that comes to mind at the moment. As usual, I'm sure I'll think of more after I post. Feel free to post any questions or comment on your dieting success below. Happy dieting, take care and good luck!
1 comments
The Diploma Guide Archive, Volume I 1/22/08 3:58 PM
As the Diploma Guide gets ever larger, I've decided to make a few changes to its presentation.
This entry is the first volume of the Diploma Guide Archive, which contains tips for the first 50 pieces. After every 50 Diploma Hunts, I'll transfer them from the main Guide to the next volume of the Archive. I'm enabling comments for the Archives because they will no longer be updated, so if you have a question about a piece in the Archive, ask away!
1. Pyramid Quest: 1 of 3 (deluxe Pyramid - orange button games only)
TASK: Reach Level 6!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Just play quickly and accurately. You have 5 minutes, which means you must solve the first five levels in under a minute each.
2. Mahjong Treasure: 1 of 2
TASK: Complete a level with only perfect matches (color as well as number)
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 17
TIP: You'll probably have to use the Shuffle button quite a few times, including when you have simple matches, which will eat up your time. It's not always possible to get a point on every level here, so watch your time and finish with simple matches if you have to.
3. Rainbow Rescue: 1 of 3
TASK: Complete all three levels
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 30
TIP: If your only concern is the diploma point, just click every valid group as quickly as you can. Focus on colors that you haven't yet completed.
4. Magic Spinball: 1 of 3
TASK: Complete a level with at least 45 seconds left (listed incorrectly in the diploma description as "Complete a level in less than 45 seconds")
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Release at least one extra ball in each level, unless you grab a Multiball power-up early on. Then keep as many balls in play as you can, and head for the warp when it opens.
(5.) Skat: 1 of 2
TASK: Bid and win a hand without picking up the skat
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
TIP: You either have a hand fit to do this, or you don't. If your hand is poor enough to make a Null bid without any improvement and you aren't overbid, that's one way to do it. In any other case, you should probably have at least two jacks and either a good long suit or a lot of overall general strength to try to get a point here.
6. Pyramid Quest: 2 of 3
TASK: Complete a level with at least two cards remaining on the board
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 6-9, depending on your skill level
TIP: Unlike regular Pyramid, it's not always necessary to remove all the cards to complete a level. Concentrate on removing only the cards that are covering the goal cards, unless one of the "stray" cards helps you unload several more (and you can spare it without blowing the point). (Note that Levels 1 and 3 do require you to remove all the cards, so no point is possible there)
7. Mahjong Treasure: 2 of 2
TASK: Complete a level without shuffling
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Stay alert for simple matches, and always remove the piece(s) that are blocking the most other pieces.
8. Rainbow Rescue: 2 of 3
TASK: Collect at least 7 Sky Coins!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Focus on clearing one color at a time. When you finish a color, a Sky Coin will appear. Concentrate your efforts on moving that coin to the bottom of the board.
9. Mahjongg Fortuna: 1 of 3
TASK: Complete both levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Work quickly. If you have trouble seeing the pieces, lower your screen resolution through your Start menu. Look carefully before shuffling, and be alert for tile stacks of different sizes, meaning that some tiles that look blocked are actually free. If you're not sure about a tile, mouse over it, and it will turn yellow if it's free.
10. Pyramid Quest: 3 of 3
TASK: Make a run of 15 or more cards
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ? (depends on luck of the deal)
TIP: This is one of the hardest pieces to get. The key, as the Fool has pointed out, is to use your Wild Card wisely. Make the longest run you can, then use the Wild Card, then put together another run without dealing another card. If your runs are long enough, that'll do the trick.
11. Magic Spinball: 2 of 3
TASK: Collect at least 7 coins
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: It seems to be easier to collect a coin when your ball is moving almost vertically or almost horizontally. Also, having multiple balls in play is a big help here. Subtract one from the multiplier you get at the end of a level to see how many coins you collected.
(12.) Skat: 2 of 2
TASK: Bid and win a hand of Grande
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
TIP: You should attempt a game of Grande whenever possible, which is when you have strength in all suits and preferably at least two jacks. It's dangerous to try it if you have a wide-open suit, as the opponents can lead that suit and force you to trump, causing you to lose control of the hand.
13. Rainbow Rescue: 3 of 3
TASK: Make a group of at least 60 Rainies
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3-5, depending on the boards
TIP: Remove groups of all but one color, until the remaining color almost completely fills the board. This seems to be easiest to do on Level 2, as the Level 1 board is quite small, and Level 3 has five colors, making it more difficult to mass one of them. You know you scored a point if you scored at least 3600 for your group.
14. Startris: 1 of 2
TASK: Make at least 3 tetrises (removing four lines at once)
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2
TIP: Stack the pieces carefully, leaving one column completely empty and no holes anywhere else in the lines. Then once you have four lines stacked properly, wait for the long straight piece.
15. Bejeweled 2: 1 of 3
TASK: Make a hyper cube
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2-3
TIP: Make yourself familiar with the hyper cube setup, which looks like this: X X O X X either horizontally or vertically. When you see this, try to manipulate the right color gem next to the middle gem. If it's horizontal, you may be able to make column matches through the middle column to do this. It seems to be easier to line it up when it's vertical.
16. Magic Spinball: 3 of 3
TASK: Use the warp
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 17
TIP: This is one of the easiest pieces to get, despite the number of games you have to play. Just don't clear all the blocks before exiting, but steer the ball into the warp instead. As I said in my Tip Sheet for this game, use the edge of the paddle to knock the ball in if it's just slightly off target.
17. Mahjongg Fortuna: 2 of 3
TASK: Make at least 10 matches in a row that earn speed bonus
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 2-3
TIP: Study the board before you start clicking. Think several moves ahead, like a chess player. Plan a sequence of matches before you move. If you stumble and don't make the next match quickly enough, stop and plan again before continuing.
NOTE: You do not lose your speed bonus by shuffling if there were no more matches. If you make the next match quickly enough, you can keep going. However, if you missed a match when you shuffled, you will not receive any time bonus for the next match, regardless of how quickly you make it.
18. Itsy Bitsy Spider: 1 of 1
TASK: Divide the wasps on Level 3
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: On Level 3, start slowly and block off small areas while the wasps are close by and near each other. Be patient and inch your way up to them. When one moves away, try to quickly slide between them, but don't make your line excessively long. The longer your line, the more likely you are to get hit.
19. Startris: 2 of 2
TASK: Score at least 20,000
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: You don't necessarily NEED the 10,000 completion bonus to get this one, but it sure helps. Clear as many lines at once as you can, preferably tetrises whenever possible. Try not to leave stars in the outermost columns on Levels 1 and 2--you'll get credit for any stars that were in lines cleared by the shrinking of the board, but you will NOT get credit for stars in the outermost columns that are removed by this shrinking.
20. Bejeweled 2: 2 of 3
TASK: Explode two or more power gems with one switch
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 2
TIP: Any line of four, or "T" or "L" shape you form will give you a power gem. Make these formations whenever possible--it's possible to amass a whole bunch of power gems on the board, and in the King.com version of B2, you don't lose your power gems if you run out of moves.
21. Mahjongg Fortuna: 3 of 3
TASK: Clear Level 1 with at least half the time remaining
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: All I can say is to move quickly, and adjust your screen resolution as described earlier if necessary.
22. 8 Ball Pool: 1 of 3
TASK: Win by sinking the 8 ball (not by opponent's foul)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: What can I say? Either you know how to play 8-Ball or you don't. Just try to always leave yourself a playable ball, and move the 8 toward a pocket when you can safely do so.
23. Bejeweled 2: 3 of 3
TASK: Reach Level 4!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You need 3000 points to make it to Level 4. The best way to score big is to make several power gems, then blow them all with one switch. Points for chain reactions of this sort pile up quickly.
24. Honey Combo: 1 of 2
TASK: Complete a level without shuffling
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Big groups of 10-cards (10s and face cards) make it very difficult to earn this point. Try to make inroads into such a group whenever you can, even if it means (and it often will) making groups with tiles you've already used. Remember that you can take out two 10-cards with an ace if you click the ace last.
25. 8 Ball Pool: 2 of 3
TASK: Win with at least four of your opponent's balls left on the table (incorrectly listed as three)
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
TIP: This one is extremely difficult, if you're playing against someone who even has the slightest clue what he's doing. I'm not ashamed to admit that I needed help to get this one.
26. Polar Bear Bounce: 1 of 1
TASK: Bounce 20 bears into the correct color doors
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: You should be able to get at least 9 or 10 on Level 1, as they only come one at a time. Just don't panic on Levels 2 and 3, when you get two at a time. The key to this game is learning how to control the distance and direction of bounces by the lines you draw and how big you make them.
27. Match Blocks Speedtrap: 1 of 2 (deluxe Match Blocks - orange button games only)
TASK: Isolate at least 20 blocks
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: It's rather difficult to isolate 20 blocks in three minutes. Your best bet is to isolate a small group, then carefully pick out the blocks that will split up the group.
28. Honey Combo: 2 of 2
TASK: Make at least 3 gold cards
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You make a gold card by making a group of at least 5. Wherever you have a group of low cards, it may be possible to make a gold card.
29. 8 Ball Pool: 3 of 3
TASK: Sink 3 of your balls without losing your turn!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Try to position several of your balls near pockets. Again, this one is all about your pool skills--either you can get 'er done or you can't.
30. Bomp Bomp: 1 of 3 (regular Bomp Bomp - green button games only)
TASK: Make at least three Star-Bomb Special Matches
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: Don't use your Star-Bomps until you get a Bomb-Bomp of the same color. When a Bomb-Bomp appears in a color of which you have a Star-Bomp, move them together, using non-matching switches if you have to. Just make sure you can bring them together before the Bomb-Bomp blows.
31. Match Blocks Speedtrap: 2 of 2
TASK: Isolate at least five bombs
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: You'll start every level with a bomb, and there'll often be another one nearby, either already on the screen or appearing after you've scrolled a few rows. Just go to work on it as soon as you see it, and for purposes of this piece, if there's a bomb on the screen when the gold piece becomes fully visible, take the bomb out before going to work on the gold piece.
32. Big Bang: 1 of 2
TASK: Make a Big Bang!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10 (technically 6, but Big Bangs on Levels 4 and 5 are extremely rare)
TIP: Probably the easiest way to do this is to build up the atoms in the center, make sure you've built the outside up enough, then fire away, starting with a Charged or Unstable atom if you have one. See my Tip Sheet for more info.
33. Bomp Bomp: 2 of 3
TASK: Remove at least 500 Bomps
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: The best way to remove large quantities of Bomps is through the Special Matches, so stock up on Star-Bomps. You'll know you made it if your Bomp Bonus at the end of the game is at least 1500.
34. Ace Solitaire: 1 of 3
TASK: Clear the layup with at least 10 cards left in the deck
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
TIP: Concentrate on removing layup cards, and using the reserve cards as little as possible.
35. Big Bang: 2 of 2
TASK: Complete Level 5
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Make chains as long as possible. Every three atoms taken out in one chain will get you an extra electron. For example, a chain of 15 will get you 5 extra electrons. Use your electrons wisely!
36. Keyword: 1 of 3
TASK: Have all three words accepted in round 5
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Note that the point is for round 5, not the Bonus Round. Work your way through the first four rounds as quickly as you can, then look carefully at the board for round 5 and pick out three words of at least three letters. This assumes that you're only interested in the piece; it takes more thought if you're trying to win as well.
37. Bomp Bomp: 3 of 3
TASK: Make at least five Tri-Star Special Matches
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 30
TIP: Again, save up your Star-Bomps. When you get three in close proximity to each other, line 'em up.
38. Ace Solitaire: 2 of 3
TASK: Score at least 65,000 points
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You'll have to clear at least two, and most likely all three layups to score enough. Work quickly and carefully, and try to keep a fairly high ratio of low cards to high cards available whenever possible.
39. Midas Links: 1 of 1
TASK: Get a hole in one
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
TIP: It's all about reading the wind. I'll have a Tip Sheet out for this game soon, but for now, keep in mind that you don't have to change your aim at all, unless there's a strong wind blowing to the left or right. Even if it's blowing to the right, you might not have to move it if it's not too strong.
40. Keyword: 2 of 3
TASK: Make an accepted 7-letter word
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
TIP: As with most word games, either you know your words or you don't. Look for ways to tack on -S, -ED, -ER, -ING, and other such endings whenever possible. Also, for American players, keep in mind that British spellings are also acceptable (King.com is based in the UK, after all), and you may be able to stick a U into a word containing OR.
41. Carnival Shootout: 1 of 3
TASK: Hit a gold ball on all three levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Watch for the animals carrying gold flags. Be sure to hit the target on said animals, as you won't get a shot at a gold ball if you hit it, but don't hit the target. When the gold ball appears, aim carefully--you don't want to take out the animal before hitting the ball.
42. Carnival Shootout: 2 of 3
TASK: Complete a level with 100% accuracy
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Aim very carefully. Adjusting your screen resolution will make the targets easier to see. Don't worry so much about gold balls in this one, as you're likely to miss unless you're very good at this game. Note that hitting animals carrying white flags count as hits, even though they reduce your score. Yeah, technically you could just hit one animal and then sit still the rest of the round, but that's wasteful; you won't reach the required score that way, and you certainly won't win.
43. Masquerade Maze: 1 of 2 (deluxe Mahjong Masquerade - orange button games only)
TASK: Complete the first level with at least half the time remaining
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Work quickly and carefully. The fewer turns a line has to make, the quicker the match will be recorded. Don't get stuck behind the blocks, and try not to leave large groups while picking off individual tiles. You'll know you made it if your time bonus for Level 1 is at least 250.
44. Ace Solitaire: 3 of 3
TASK: Score at least 22,000 in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
TIP: The total value of the layup is 7000 points, so you have to score at least 15,000 with the pack cards. Use as few reserve cards as possible, and when you do use them, try to pair them with cards as high in the layup as possible.
45. Model Studio: 1 of 2
TASK: Get three "bull's-eyes" in the dressing room
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7-10
TIP: This piece is different in that the "bull's-eyes" and points accumulate during the course of a game. In other words, if you get six of them, you'll get two points. Whenever you send a model to the dressing room, watch the timing of the target. Once you have the hang of it, it shouldn't be hard to hit the green. You can watch it go through the cycle two or three times if you have to to get the timing down.
46. Keyword: 3 of 3
TASK: Make a word containing at least two gold tiles
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ?
TIP: Whenever you make a word of six or more letters, you'll get at least two gold tiles in the next round. It doesn't usually take long to see if the tiles are close enough together and the letters appropriate to form a word using them both.
47. Masquerade Maze: 2 of 2
TASK: Complete all three levels!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
TIP: Work quickly, but carefully. Watch for tiles behind blocks, and 2x2 groups that form an "X" of two different pairs. When you see such a 2x2 group, make sure you take out one of the tiles with a tile from elsewhere, or you'll get stuck.
48. 5 Card Solitaire: 1 of 2
TASK: Make a Four of a Kind
POINTS REQUIRED: 35
APPROX. MINIMUM GAMES NEEDED: 6
TIP: Five of a Kind counts as well. Just look for four of the same rank in columns close enough together, or three of the same rank and a Joker, then make smaller hands as necessary to bring them together.
49. Carnival Shootout: 3 of 3
TASK: Hit five targets worth at least 700 points
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: It's all about your aim. Each board has one or two certain targets that will score 700 points when you hit the bull's-eye; of course, most of them have movement patterns making them very hard to hit. Identify the targets in question, then when one appears, wait for the slowest part of its movement cycle, then make sure the small black dot in the center of your aiming sight is within the bull's-eye. This one was extremely hard for me--I finished it with only about ten minutes left.
50. Jungle Bubble: 1 of 3
TASK: Complete the game in 2 minutes or less
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: Well...um...play fast! Look for long strings of bubbles in one color, because popping them will often cause many bubbles to drop. Dropping lots of bubbles clears a large portion of the board at once.
This entry is the first volume of the Diploma Guide Archive, which contains tips for the first 50 pieces. After every 50 Diploma Hunts, I'll transfer them from the main Guide to the next volume of the Archive. I'm enabling comments for the Archives because they will no longer be updated, so if you have a question about a piece in the Archive, ask away!
1. Pyramid Quest: 1 of 3 (deluxe Pyramid - orange button games only)
TASK: Reach Level 6!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Just play quickly and accurately. You have 5 minutes, which means you must solve the first five levels in under a minute each.
2. Mahjong Treasure: 1 of 2
TASK: Complete a level with only perfect matches (color as well as number)
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 17
TIP: You'll probably have to use the Shuffle button quite a few times, including when you have simple matches, which will eat up your time. It's not always possible to get a point on every level here, so watch your time and finish with simple matches if you have to.
3. Rainbow Rescue: 1 of 3
TASK: Complete all three levels
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 30
TIP: If your only concern is the diploma point, just click every valid group as quickly as you can. Focus on colors that you haven't yet completed.
4. Magic Spinball: 1 of 3
TASK: Complete a level with at least 45 seconds left (listed incorrectly in the diploma description as "Complete a level in less than 45 seconds")
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Release at least one extra ball in each level, unless you grab a Multiball power-up early on. Then keep as many balls in play as you can, and head for the warp when it opens.
(5.) Skat: 1 of 2
TASK: Bid and win a hand without picking up the skat
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
TIP: You either have a hand fit to do this, or you don't. If your hand is poor enough to make a Null bid without any improvement and you aren't overbid, that's one way to do it. In any other case, you should probably have at least two jacks and either a good long suit or a lot of overall general strength to try to get a point here.
6. Pyramid Quest: 2 of 3
TASK: Complete a level with at least two cards remaining on the board
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 6-9, depending on your skill level
TIP: Unlike regular Pyramid, it's not always necessary to remove all the cards to complete a level. Concentrate on removing only the cards that are covering the goal cards, unless one of the "stray" cards helps you unload several more (and you can spare it without blowing the point). (Note that Levels 1 and 3 do require you to remove all the cards, so no point is possible there)
7. Mahjong Treasure: 2 of 2
TASK: Complete a level without shuffling
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Stay alert for simple matches, and always remove the piece(s) that are blocking the most other pieces.
8. Rainbow Rescue: 2 of 3
TASK: Collect at least 7 Sky Coins!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Focus on clearing one color at a time. When you finish a color, a Sky Coin will appear. Concentrate your efforts on moving that coin to the bottom of the board.
9. Mahjongg Fortuna: 1 of 3
TASK: Complete both levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Work quickly. If you have trouble seeing the pieces, lower your screen resolution through your Start menu. Look carefully before shuffling, and be alert for tile stacks of different sizes, meaning that some tiles that look blocked are actually free. If you're not sure about a tile, mouse over it, and it will turn yellow if it's free.
10. Pyramid Quest: 3 of 3
TASK: Make a run of 15 or more cards
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ? (depends on luck of the deal)
TIP: This is one of the hardest pieces to get. The key, as the Fool has pointed out, is to use your Wild Card wisely. Make the longest run you can, then use the Wild Card, then put together another run without dealing another card. If your runs are long enough, that'll do the trick.
11. Magic Spinball: 2 of 3
TASK: Collect at least 7 coins
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: It seems to be easier to collect a coin when your ball is moving almost vertically or almost horizontally. Also, having multiple balls in play is a big help here. Subtract one from the multiplier you get at the end of a level to see how many coins you collected.
(12.) Skat: 2 of 2
TASK: Bid and win a hand of Grande
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 4
TIP: You should attempt a game of Grande whenever possible, which is when you have strength in all suits and preferably at least two jacks. It's dangerous to try it if you have a wide-open suit, as the opponents can lead that suit and force you to trump, causing you to lose control of the hand.
13. Rainbow Rescue: 3 of 3
TASK: Make a group of at least 60 Rainies
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 3-5, depending on the boards
TIP: Remove groups of all but one color, until the remaining color almost completely fills the board. This seems to be easiest to do on Level 2, as the Level 1 board is quite small, and Level 3 has five colors, making it more difficult to mass one of them. You know you scored a point if you scored at least 3600 for your group.
14. Startris: 1 of 2
TASK: Make at least 3 tetrises (removing four lines at once)
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 2
TIP: Stack the pieces carefully, leaving one column completely empty and no holes anywhere else in the lines. Then once you have four lines stacked properly, wait for the long straight piece.
15. Bejeweled 2: 1 of 3
TASK: Make a hyper cube
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2-3
TIP: Make yourself familiar with the hyper cube setup, which looks like this: X X O X X either horizontally or vertically. When you see this, try to manipulate the right color gem next to the middle gem. If it's horizontal, you may be able to make column matches through the middle column to do this. It seems to be easier to line it up when it's vertical.
16. Magic Spinball: 3 of 3
TASK: Use the warp
POINTS REQUIRED: 50
APPROX. MINIMUM GAMES NEEDED: 17
TIP: This is one of the easiest pieces to get, despite the number of games you have to play. Just don't clear all the blocks before exiting, but steer the ball into the warp instead. As I said in my Tip Sheet for this game, use the edge of the paddle to knock the ball in if it's just slightly off target.
17. Mahjongg Fortuna: 2 of 3
TASK: Make at least 10 matches in a row that earn speed bonus
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 2-3
TIP: Study the board before you start clicking. Think several moves ahead, like a chess player. Plan a sequence of matches before you move. If you stumble and don't make the next match quickly enough, stop and plan again before continuing.
NOTE: You do not lose your speed bonus by shuffling if there were no more matches. If you make the next match quickly enough, you can keep going. However, if you missed a match when you shuffled, you will not receive any time bonus for the next match, regardless of how quickly you make it.
18. Itsy Bitsy Spider: 1 of 1
TASK: Divide the wasps on Level 3
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: On Level 3, start slowly and block off small areas while the wasps are close by and near each other. Be patient and inch your way up to them. When one moves away, try to quickly slide between them, but don't make your line excessively long. The longer your line, the more likely you are to get hit.
19. Startris: 2 of 2
TASK: Score at least 20,000
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: You don't necessarily NEED the 10,000 completion bonus to get this one, but it sure helps. Clear as many lines at once as you can, preferably tetrises whenever possible. Try not to leave stars in the outermost columns on Levels 1 and 2--you'll get credit for any stars that were in lines cleared by the shrinking of the board, but you will NOT get credit for stars in the outermost columns that are removed by this shrinking.
20. Bejeweled 2: 2 of 3
TASK: Explode two or more power gems with one switch
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 2
TIP: Any line of four, or "T" or "L" shape you form will give you a power gem. Make these formations whenever possible--it's possible to amass a whole bunch of power gems on the board, and in the King.com version of B2, you don't lose your power gems if you run out of moves.
21. Mahjongg Fortuna: 3 of 3
TASK: Clear Level 1 with at least half the time remaining
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: All I can say is to move quickly, and adjust your screen resolution as described earlier if necessary.
22. 8 Ball Pool: 1 of 3
TASK: Win by sinking the 8 ball (not by opponent's foul)
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: What can I say? Either you know how to play 8-Ball or you don't. Just try to always leave yourself a playable ball, and move the 8 toward a pocket when you can safely do so.
23. Bejeweled 2: 3 of 3
TASK: Reach Level 4!
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You need 3000 points to make it to Level 4. The best way to score big is to make several power gems, then blow them all with one switch. Points for chain reactions of this sort pile up quickly.
24. Honey Combo: 1 of 2
TASK: Complete a level without shuffling
POINTS REQUIRED: 45
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Big groups of 10-cards (10s and face cards) make it very difficult to earn this point. Try to make inroads into such a group whenever you can, even if it means (and it often will) making groups with tiles you've already used. Remember that you can take out two 10-cards with an ace if you click the ace last.
25. 8 Ball Pool: 2 of 3
TASK: Win with at least four of your opponent's balls left on the table (incorrectly listed as three)
POINTS REQUIRED: 5
APPROX. MINIMUM GAMES NEEDED: 5
TIP: This one is extremely difficult, if you're playing against someone who even has the slightest clue what he's doing. I'm not ashamed to admit that I needed help to get this one.
26. Polar Bear Bounce: 1 of 1
TASK: Bounce 20 bears into the correct color doors
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: You should be able to get at least 9 or 10 on Level 1, as they only come one at a time. Just don't panic on Levels 2 and 3, when you get two at a time. The key to this game is learning how to control the distance and direction of bounces by the lines you draw and how big you make them.
27. Match Blocks Speedtrap: 1 of 2 (deluxe Match Blocks - orange button games only)
TASK: Isolate at least 20 blocks
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: It's rather difficult to isolate 20 blocks in three minutes. Your best bet is to isolate a small group, then carefully pick out the blocks that will split up the group.
28. Honey Combo: 2 of 2
TASK: Make at least 3 gold cards
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You make a gold card by making a group of at least 5. Wherever you have a group of low cards, it may be possible to make a gold card.
29. 8 Ball Pool: 3 of 3
TASK: Sink 3 of your balls without losing your turn!
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Try to position several of your balls near pockets. Again, this one is all about your pool skills--either you can get 'er done or you can't.
30. Bomp Bomp: 1 of 3 (regular Bomp Bomp - green button games only)
TASK: Make at least three Star-Bomb Special Matches
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: Don't use your Star-Bomps until you get a Bomb-Bomp of the same color. When a Bomb-Bomp appears in a color of which you have a Star-Bomp, move them together, using non-matching switches if you have to. Just make sure you can bring them together before the Bomb-Bomp blows.
31. Match Blocks Speedtrap: 2 of 2
TASK: Isolate at least five bombs
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: You'll start every level with a bomb, and there'll often be another one nearby, either already on the screen or appearing after you've scrolled a few rows. Just go to work on it as soon as you see it, and for purposes of this piece, if there's a bomb on the screen when the gold piece becomes fully visible, take the bomb out before going to work on the gold piece.
32. Big Bang: 1 of 2
TASK: Make a Big Bang!
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10 (technically 6, but Big Bangs on Levels 4 and 5 are extremely rare)
TIP: Probably the easiest way to do this is to build up the atoms in the center, make sure you've built the outside up enough, then fire away, starting with a Charged or Unstable atom if you have one. See my Tip Sheet for more info.
33. Bomp Bomp: 2 of 3
TASK: Remove at least 500 Bomps
POINTS REQUIRED: 25
APPROX. MINIMUM GAMES NEEDED: 25
TIP: The best way to remove large quantities of Bomps is through the Special Matches, so stock up on Star-Bomps. You'll know you made it if your Bomp Bonus at the end of the game is at least 1500.
34. Ace Solitaire: 1 of 3
TASK: Clear the layup with at least 10 cards left in the deck
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7
TIP: Concentrate on removing layup cards, and using the reserve cards as little as possible.
35. Big Bang: 2 of 2
TASK: Complete Level 5
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Make chains as long as possible. Every three atoms taken out in one chain will get you an extra electron. For example, a chain of 15 will get you 5 extra electrons. Use your electrons wisely!
36. Keyword: 1 of 3
TASK: Have all three words accepted in round 5
POINTS REQUIRED: 10
APPROX. MINIMUM GAMES NEEDED: 10
TIP: Note that the point is for round 5, not the Bonus Round. Work your way through the first four rounds as quickly as you can, then look carefully at the board for round 5 and pick out three words of at least three letters. This assumes that you're only interested in the piece; it takes more thought if you're trying to win as well.
37. Bomp Bomp: 3 of 3
TASK: Make at least five Tri-Star Special Matches
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 30
TIP: Again, save up your Star-Bomps. When you get three in close proximity to each other, line 'em up.
38. Ace Solitaire: 2 of 3
TASK: Score at least 65,000 points
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: You'll have to clear at least two, and most likely all three layups to score enough. Work quickly and carefully, and try to keep a fairly high ratio of low cards to high cards available whenever possible.
39. Midas Links: 1 of 1
TASK: Get a hole in one
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 2
TIP: It's all about reading the wind. I'll have a Tip Sheet out for this game soon, but for now, keep in mind that you don't have to change your aim at all, unless there's a strong wind blowing to the left or right. Even if it's blowing to the right, you might not have to move it if it's not too strong.
40. Keyword: 2 of 3
TASK: Make an accepted 7-letter word
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 2
TIP: As with most word games, either you know your words or you don't. Look for ways to tack on -S, -ED, -ER, -ING, and other such endings whenever possible. Also, for American players, keep in mind that British spellings are also acceptable (King.com is based in the UK, after all), and you may be able to stick a U into a word containing OR.
41. Carnival Shootout: 1 of 3
TASK: Hit a gold ball on all three levels!
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Watch for the animals carrying gold flags. Be sure to hit the target on said animals, as you won't get a shot at a gold ball if you hit it, but don't hit the target. When the gold ball appears, aim carefully--you don't want to take out the animal before hitting the ball.
42. Carnival Shootout: 2 of 3
TASK: Complete a level with 100% accuracy
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 5
TIP: Aim very carefully. Adjusting your screen resolution will make the targets easier to see. Don't worry so much about gold balls in this one, as you're likely to miss unless you're very good at this game. Note that hitting animals carrying white flags count as hits, even though they reduce your score. Yeah, technically you could just hit one animal and then sit still the rest of the round, but that's wasteful; you won't reach the required score that way, and you certainly won't win.
43. Masquerade Maze: 1 of 2 (deluxe Mahjong Masquerade - orange button games only)
TASK: Complete the first level with at least half the time remaining
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: Work quickly and carefully. The fewer turns a line has to make, the quicker the match will be recorded. Don't get stuck behind the blocks, and try not to leave large groups while picking off individual tiles. You'll know you made it if your time bonus for Level 1 is at least 250.
44. Ace Solitaire: 3 of 3
TASK: Score at least 22,000 in a level
POINTS REQUIRED: 30
APPROX. MINIMUM GAMES NEEDED: 10
TIP: The total value of the layup is 7000 points, so you have to score at least 15,000 with the pack cards. Use as few reserve cards as possible, and when you do use them, try to pair them with cards as high in the layup as possible.
45. Model Studio: 1 of 2
TASK: Get three "bull's-eyes" in the dressing room
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 7-10
TIP: This piece is different in that the "bull's-eyes" and points accumulate during the course of a game. In other words, if you get six of them, you'll get two points. Whenever you send a model to the dressing room, watch the timing of the target. Once you have the hang of it, it shouldn't be hard to hit the green. You can watch it go through the cycle two or three times if you have to to get the timing down.
46. Keyword: 3 of 3
TASK: Make a word containing at least two gold tiles
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: ?
TIP: Whenever you make a word of six or more letters, you'll get at least two gold tiles in the next round. It doesn't usually take long to see if the tiles are close enough together and the letters appropriate to form a word using them both.
47. Masquerade Maze: 2 of 2
TASK: Complete all three levels!
POINTS REQUIRED: 12
APPROX. MINIMUM GAMES NEEDED: 12
TIP: Work quickly, but carefully. Watch for tiles behind blocks, and 2x2 groups that form an "X" of two different pairs. When you see such a 2x2 group, make sure you take out one of the tiles with a tile from elsewhere, or you'll get stuck.
48. 5 Card Solitaire: 1 of 2
TASK: Make a Four of a Kind
POINTS REQUIRED: 35
APPROX. MINIMUM GAMES NEEDED: 6
TIP: Five of a Kind counts as well. Just look for four of the same rank in columns close enough together, or three of the same rank and a Joker, then make smaller hands as necessary to bring them together.
49. Carnival Shootout: 3 of 3
TASK: Hit five targets worth at least 700 points
POINTS REQUIRED: 15
APPROX. MINIMUM GAMES NEEDED: 15
TIP: It's all about your aim. Each board has one or two certain targets that will score 700 points when you hit the bull's-eye; of course, most of them have movement patterns making them very hard to hit. Identify the targets in question, then when one appears, wait for the slowest part of its movement cycle, then make sure the small black dot in the center of your aiming sight is within the bull's-eye. This one was extremely hard for me--I finished it with only about ten minutes left.
50. Jungle Bubble: 1 of 3
TASK: Complete the game in 2 minutes or less
POINTS REQUIRED: 20
APPROX. MINIMUM GAMES NEEDED: 20
TIP: Well...um...play fast! Look for long strings of bubbles in one color, because popping them will often cause many bubbles to drop. Dropping lots of bubbles clears a large portion of the board at once.
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New for 2008... 1/6/08 11:38 AM
Between working my ass off and going to my grandmother's memorial service, I haven't been able to update my blog as much as I like. However, it looks like my job will slow down after the wild holiday rush, so here's hoping I finally have some more King time.
As for this space, I have a few new things planned for '08: More Tip Sheets, of course, and if you've enjoyed my Diploma Guide supplement, I also have a few thoughts and helpful hints on Progressives and Royal Cups that I'll share at some point. That's where the money is, after all :D
I'm always happy to answer any questions you may have about a game, even if I haven't yet done a Tip Sheet for it; if you're wondering about something, just comment here or leave me a message and I'll get back to you when I can.
I'm glad you've enjoyed my Ballin' in the Heartland pics. I'm not sure which is my favorite, but the shadow of the Arch on the ground is right up there. I'll have more road trip pics in the fall, when we take our Ballin' in the South Y'all trip. More on that as it gets closer.
That's about it for now. Have a happy New Year, take care and good luck!
As for this space, I have a few new things planned for '08: More Tip Sheets, of course, and if you've enjoyed my Diploma Guide supplement, I also have a few thoughts and helpful hints on Progressives and Royal Cups that I'll share at some point. That's where the money is, after all :D
I'm always happy to answer any questions you may have about a game, even if I haven't yet done a Tip Sheet for it; if you're wondering about something, just comment here or leave me a message and I'll get back to you when I can.
I'm glad you've enjoyed my Ballin' in the Heartland pics. I'm not sure which is my favorite, but the shadow of the Arch on the ground is right up there. I'll have more road trip pics in the fall, when we take our Ballin' in the South Y'all trip. More on that as it gets closer.
That's about it for now. Have a happy New Year, take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER XIA: Match Blocks Speedtrap 12/1/07 5:00 PM
This Tip Sheet is for the deluxe version of Match Blocks, playable through the orange buttons. It assumes that you already know how to play Match Blocks and that you're familiar with the basics, so they won't be repeated here. If you're confused about anything here, please refer to the game instructions and to the previous Tip Sheet.
Match Blocks Speedtrap plays the same as classic Match Blocks, but the format is different. Instead of having three levels with a set amount of time to complete each one, you have three minutes to rip through as many levels as you can. Also, the move bonus is a set 1000 for each level, instead of increasing after the first level. Finally, you get an achievement point in Speedtrap by reaching Level 6; isolations don't count toward Awards in this game.
As you may expect, the name of the game and the different format means that you should play Speedtrap a bit differently than you'd play Classic. Instead of trying to form mass isolations, it's better to reach and isolate the gold block as quickly as you can. You should still take any bomb(s) out first, and take any simple isolations you happen to form along the way, but the focus now is on the gold block.
Because Speedtrap also has a smaller playfield, another problem tends to appear that you seldom find in Classic--"orphan" blocks, which have no match at all. Orphans can only be removed by isolation, and if you get two orphans touching each other and also touching either a bomb or the gold block, you're not getting past that level. In that case, just make as many matches as you can, and console yourself with the thought that your opponent(s) can't get past that point either.
How far you can go depends largely on whether or not you end up with orphan issues, but I've made it to Level 12 before, though I seldom get past Level 10. Must be losing some speed in my old age. If you reach Level 10, the character will get his sports car!
Remember: Think fast, and click faster. Questions and feedback are welcome, as always. Take care and good luck!
Match Blocks Speedtrap plays the same as classic Match Blocks, but the format is different. Instead of having three levels with a set amount of time to complete each one, you have three minutes to rip through as many levels as you can. Also, the move bonus is a set 1000 for each level, instead of increasing after the first level. Finally, you get an achievement point in Speedtrap by reaching Level 6; isolations don't count toward Awards in this game.
As you may expect, the name of the game and the different format means that you should play Speedtrap a bit differently than you'd play Classic. Instead of trying to form mass isolations, it's better to reach and isolate the gold block as quickly as you can. You should still take any bomb(s) out first, and take any simple isolations you happen to form along the way, but the focus now is on the gold block.
Because Speedtrap also has a smaller playfield, another problem tends to appear that you seldom find in Classic--"orphan" blocks, which have no match at all. Orphans can only be removed by isolation, and if you get two orphans touching each other and also touching either a bomb or the gold block, you're not getting past that level. In that case, just make as many matches as you can, and console yourself with the thought that your opponent(s) can't get past that point either.
How far you can go depends largely on whether or not you end up with orphan issues, but I've made it to Level 12 before, though I seldom get past Level 10. Must be losing some speed in my old age. If you reach Level 10, the character will get his sports car!
Remember: Think fast, and click faster. Questions and feedback are welcome, as always. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER XI: Match Blocks 11/26/07 8:28 PM
This game looks oddly familiar, but I can't place where I've seen it before. The closest one I remember seeing is Alexey's Dwice, by Alexey Pajitnov, the creator of Tetris. However, that game is considerably different, as the shapes slowly come down the screen, and you don't necessarily have to match the color.
Match Blocks is extremely simple on the surface--just find a pair of blocks of the same shape and color and click them off. Getting through the game isn't too hard, but scoring well takes quite a bit more thinking. To get a high score, you have to know how to isolate blocks, how to get the most of your Bonus Blocks, and how to get rid of bombs. This game isn't quite as fast-paced as many of King.com's games, but you still have to be sharp.
In each round, you are given a board full of colored blocks of different shapes. Your job is to remove enough blocks to isolate the gold block before time runs out. You remove blocks by pairing them up or by isolating them, which is to leave a single block all by itself, not touching any other, even on a corner. Isolating blocks gives more points than pairing them off, and if you manage to isolate at least four blocks with one match, you'll get an achievement point. You can get multiple achievement points in classic Match Blocks (but not in Speedtrap; stay tuned for that Tip Sheet soon). Some of the blocks are Bonus Blocks, which are covered with X's and worth double points. Note that you can match a Bonus Block with a plain block, as long as the shape and color match. You also have bombs to deal with; they start counting down from 9, and you have to isolate them before the timer reaches 0, or else your game is over.
The game goes on for three rounds, or until you run out of moves, time, or let a bomb count down to 0. You start with 2½ minutes in Level 1, 3 minutes in Level 2, and 4 minutes in Level 3. You also have a bonus that counts down every time you make a match, which I'll talk about more in a bit.
Let's talk about how this simple little game is scored:
Matching two plain blocks is worth 20 points. A Bonus Block doubles the score, so matching a Bonus Block with a plain block is worth 40, and matching two Bonus Blocks is worth 80.
Isolating a block is worth a base score of 30. If you isolate more than one block with one match, you get additional points--10 bonus points for isolating two blocks, with each additional block carrying 10 more bonus points than the last one. For instance, if you isolate four plain blocks, you'll score 180: 30 for the first block, 40 for the second, 50 for the third, and 60 for the fourth. Each Bonus Block isolated adds 30 points to the total.
Isolating a bomb is worth 50 points.
If you successfully isolate the gold block, you'll get whatever bonus is remaining on the move meter, as well as a small time bonus, which is roughly two-thirds of the number of seconds you have left. The move meter starts at 2000 points on Level 1, 3000 on Level 2, and 4000 on Level 3, and counts down 50 points for each match you make.
Now, let's talk about how to score big points:
You'll almost always have a bomb on the screen at the start of a level. Get rid of it before anything else; messing around when it comes to clearing bombs can end a game prematurely. It doesn't happen often in the classic version, but every once in a while, one of the blocks touching a bomb won't have a match on the screen, so you'll have to isolate it to get rid of it. If you fooled around elsewhere before taking on the bomb, you might not take it out in time.
A note on taking out bombs: If you pair off the last block(s) touching the bomb, it will disappear right away, but if you isolate the last block(s), it will count down once more before disappearing. This means that if the timer gets down to 1 and you isolate the last block, you're dead! Keep this in mind when you're in bomb disposal mode.
The key to scoring the really big points is mass isolation. I make at least one or two 6-block isolations in every game. 7 and even 8 are possible, though quite rare. The points add up quickly with these moves; a 6-block isolation involving all plain blocks is worth 350 points--20 for the match, then 30+40+50+60+70+80 for the isolated blocks. Again, this is with all plain blocks--the score goes even higher if Bonus Blocks are involved.
So how do you pull off these mass isolations? It's a three-step process:
1. Identify a "target" pair. This is a matching pair of blocks that has several other blocks touching them that can be separated from each other. In other words, pick out block A1 and A2, which you will remove for the mass isolation. Both A1 and A2 should have at least three blocks touching them that aren't touching each other.
2. Remove all the blocks touching your target pair, except the ones that will be isolated. In other words, identify blocks B, C, and D (and E, if you're really good) that touch each A block but not each other, then remove all other blocks touching A, B, C, and D.
3. If you've done this right, you'll have a matching pair of blocks with several blocks "radiating" out from each of them. Now, click off your target pair for big points!
You should make at least one mass isolation in each level, and you can often make two or three. Don't ignore the chance to make smaller isolations either--every time your move involves an isolation, you're scoring at least as many points as you lose on the move meter, and you're gaining ground if any Bonus Blocks are involved, or if the move isolates more than one block. Just keep an eye on your timer, and leave enough time to isolate the gold block before it expires. Don't rush, but be aware of the timer.
I usually score around 2200-2300 in Level 1, and I usually have around 5300-5500 after Level 2. If you're hitting these scores, you're doing very well. I usually score in the mid to high 9K range, though I've broken 10K several times. The more mass isolations you can make, the better you'll do.
As always, feel free to leave any questions or feedback. Stay tuned for the Match Blocks Speedtrap Tip Sheet, coming soon. Take care and good luck!
Match Blocks is extremely simple on the surface--just find a pair of blocks of the same shape and color and click them off. Getting through the game isn't too hard, but scoring well takes quite a bit more thinking. To get a high score, you have to know how to isolate blocks, how to get the most of your Bonus Blocks, and how to get rid of bombs. This game isn't quite as fast-paced as many of King.com's games, but you still have to be sharp.
In each round, you are given a board full of colored blocks of different shapes. Your job is to remove enough blocks to isolate the gold block before time runs out. You remove blocks by pairing them up or by isolating them, which is to leave a single block all by itself, not touching any other, even on a corner. Isolating blocks gives more points than pairing them off, and if you manage to isolate at least four blocks with one match, you'll get an achievement point. You can get multiple achievement points in classic Match Blocks (but not in Speedtrap; stay tuned for that Tip Sheet soon). Some of the blocks are Bonus Blocks, which are covered with X's and worth double points. Note that you can match a Bonus Block with a plain block, as long as the shape and color match. You also have bombs to deal with; they start counting down from 9, and you have to isolate them before the timer reaches 0, or else your game is over.
The game goes on for three rounds, or until you run out of moves, time, or let a bomb count down to 0. You start with 2½ minutes in Level 1, 3 minutes in Level 2, and 4 minutes in Level 3. You also have a bonus that counts down every time you make a match, which I'll talk about more in a bit.
Let's talk about how this simple little game is scored:
Matching two plain blocks is worth 20 points. A Bonus Block doubles the score, so matching a Bonus Block with a plain block is worth 40, and matching two Bonus Blocks is worth 80.
Isolating a block is worth a base score of 30. If you isolate more than one block with one match, you get additional points--10 bonus points for isolating two blocks, with each additional block carrying 10 more bonus points than the last one. For instance, if you isolate four plain blocks, you'll score 180: 30 for the first block, 40 for the second, 50 for the third, and 60 for the fourth. Each Bonus Block isolated adds 30 points to the total.
Isolating a bomb is worth 50 points.
If you successfully isolate the gold block, you'll get whatever bonus is remaining on the move meter, as well as a small time bonus, which is roughly two-thirds of the number of seconds you have left. The move meter starts at 2000 points on Level 1, 3000 on Level 2, and 4000 on Level 3, and counts down 50 points for each match you make.
Now, let's talk about how to score big points:
You'll almost always have a bomb on the screen at the start of a level. Get rid of it before anything else; messing around when it comes to clearing bombs can end a game prematurely. It doesn't happen often in the classic version, but every once in a while, one of the blocks touching a bomb won't have a match on the screen, so you'll have to isolate it to get rid of it. If you fooled around elsewhere before taking on the bomb, you might not take it out in time.
A note on taking out bombs: If you pair off the last block(s) touching the bomb, it will disappear right away, but if you isolate the last block(s), it will count down once more before disappearing. This means that if the timer gets down to 1 and you isolate the last block, you're dead! Keep this in mind when you're in bomb disposal mode.
The key to scoring the really big points is mass isolation. I make at least one or two 6-block isolations in every game. 7 and even 8 are possible, though quite rare. The points add up quickly with these moves; a 6-block isolation involving all plain blocks is worth 350 points--20 for the match, then 30+40+50+60+70+80 for the isolated blocks. Again, this is with all plain blocks--the score goes even higher if Bonus Blocks are involved.
So how do you pull off these mass isolations? It's a three-step process:
1. Identify a "target" pair. This is a matching pair of blocks that has several other blocks touching them that can be separated from each other. In other words, pick out block A1 and A2, which you will remove for the mass isolation. Both A1 and A2 should have at least three blocks touching them that aren't touching each other.
2. Remove all the blocks touching your target pair, except the ones that will be isolated. In other words, identify blocks B, C, and D (and E, if you're really good) that touch each A block but not each other, then remove all other blocks touching A, B, C, and D.
3. If you've done this right, you'll have a matching pair of blocks with several blocks "radiating" out from each of them. Now, click off your target pair for big points!
You should make at least one mass isolation in each level, and you can often make two or three. Don't ignore the chance to make smaller isolations either--every time your move involves an isolation, you're scoring at least as many points as you lose on the move meter, and you're gaining ground if any Bonus Blocks are involved, or if the move isolates more than one block. Just keep an eye on your timer, and leave enough time to isolate the gold block before it expires. Don't rush, but be aware of the timer.
I usually score around 2200-2300 in Level 1, and I usually have around 5300-5500 after Level 2. If you're hitting these scores, you're doing very well. I usually score in the mid to high 9K range, though I've broken 10K several times. The more mass isolations you can make, the better you'll do.
As always, feel free to leave any questions or feedback. Stay tuned for the Match Blocks Speedtrap Tip Sheet, coming soon. Take care and good luck!
6 comments
Ballin' in the Heartland Recap 11/26/07 9:26 AM
Now that I finally have some time to sit back and relax, I oughta write about our incredible road trip. It covered 17 states, just over 5000 miles, three time zones, three national memorials, and two football games. Hey, if you're gonna do it, do it big, right? :D
SATURDAY, 10-27: We left the house at 6:25am. 13 hours of driving brought us to St. Louis, where we'd attend the Browns-Rams game. This leg of the trip took us through Pennsylvania (home), West Virginia, Ohio, Indiana, Illinois, and ended up in Missouri. Allie got a few good shots of the Gateway Arch as we entered St. Louis, and a great shot of Exit 2C that I didn't have room for in the album :D We stayed at the Cheshire Inn, which has a medieval theme. It's very nice, except that the parking lot was being renovated when we were there, and the doorman-bellhop was busy yapping on his cell phone as we were bringing our bags in. Oh well...No tip for him :P TOTAL STATES: 6
SUNDAY, 10-28: Took the hotel shuttle to the game. I had printed our tickets from Ticketmaster on my printer, but I'm having issues with my toner, so they wouldn't scan. They ran our tickets through manually, which is good because I didn't want to have to shell out more cash to see this game, and coming out this far and not seeing it wasn't an option.
The Rams are having an awful season - 2-9 as of this writing, and they hadn't yet won a game when we were there - and it shows in their fan base. The game wasn't a sellout, so they couldn't show it locally on TV. That's sad, in my opinion--I'm a Browns fan, and no matter how poorly the team is doing, they always sell out.
The game itself was more exciting than I expected, as my Browns allowed themselves to fall into a 14-0 hole before straightening up and pulling out a 27-20 victory. Even then, the Rams had a chance to tie it in the last few minutes, until they were intercepted. There was quite a bit of brown in the stands, which isn't a surprise.
MONDAY, 10-29: Checked out of the hotel and saw a bit of St. Louis. We visited the Arch and got a shot of the Anheuser-Busch brewery as we left the city. We drove south, through rural Missouri and Arkansas, down to Memphis, Tennessee. Stayed at a Motel 6 in apparently not the better part of town. There was some sort of illicit activity going on in the room next to ours, but we still managed to get some sleep. TOTAL STATES: 8
TUESDAY, 10-30: Stopped for lunch at Interstate Bar-B-Q. We actually got there before it opened, so to kill time, we drove the few extra miles down to Mississippi, as Allie had never been there. If you're in Memphis, I highly recommend Interstate--great food at a reasonable price. We saw a bit of Memphis on our way out, including FedEx Arena, where the NBA's Grizzlies play, and Beale Street, home of the blues.
Our travels took us west today, across central Arkansas and through to Oklahoma. Spent the night at a Days Inn in Oklahoma City. On the way in, Allie noticed a Toby Keith's I Love This Bar & Grill, and being a country fan, she insisted that we check it out. We plan that for lunch tomorrow. TOTAL STATES: 9
WEDNESDAY, 10-31: Allie's birthday. We visit the OKC Memorial, which is simply a sight to behold. I have a few pics of it in the album, but they don't do it justice. If you go there and aren't at least a little bit moved, you simply aren't human.
We have lunch at Toby's--it turns out that Toby Keith lives in OKC, and this restaurant is the one he owns and operates, though a few others bear his name. We learn that he doesn't just talk the talk about supporting our troops; he walks the walk as well, as you can see from all the memorabilia. Also, any soldier can get a free burger, fries and soda there with military ID. Cool.
Our travels take us north, through Kansas (whose welcome center is positively loaded with Wizard of Oz merchandise) and western Iowa, on our way up to Omaha, Nebraska. We've been taking pictures of the state signs as we cross the borders, and I had to pull over for Allie to get this one. On the highway yet lol. Stopped for the night at another Days Inn. TOTAL STATES: 12
THURSDAY, 11-1: We leave Omaha and head up to South Dakota. We see the Corn Palace in Mitchell, and as we head west, we see what must be hundreds of signs for Wall Drug. It turns out to be pretty cool.
As we approach our hotel, we check the atlas and notice that we're less than an hour outside of Wyoming, so we say "Ah, what the hell" and check it out. Got a few souvenirs and started to head back.
On the way back from our little Wyoming visit, Allie looks at the map and wonders aloud how far we are from Montana. It's another two hours or so round trip from where we are, but when are we going to drive out this way again? So we head up to Montana on a back road. Allie gets out of the car to get a picture of the state sign, which I have to illuminate with the headlights because it's dark by this time. We hit a little store a few miles inside the border and get a few more souvenirs.
By the time we make it back to the Radisson in Rapid City, SD, we've tacked on two more states that we hadn't originally planned on. Now that's the adventuring spirit! :D TOTAL STATES: 15
FRIDAY, 11-2: We visit Mount Rushmore, in the Black Hills southwest of Rapid City. It's simply breathtaking--in more ways than one, as the elevation there is considerably higher. You can see us there in the album.
After a visit to the gift shop, we gas up and head back east. Over these two days, we get a real appreciation for just how big and empty South Dakota is. Eventually we make it back to Sioux City, Iowa. I don't remember where we stayed there, and I don't feel like asking Allie. lol
SATURDAY, 11-3: We discuss the possibility of adding even more states to our itinerary over breakfast at the Sioux City IHOP. It's a thought, but it's too far to go on this trip.
We hit the road again, headed back down to Kansas City, which we passed through on the way north. Our room is at the Chateau Avalon, on the Kansas side. It's a lovely little place, especially for couples, if you get my drift. We check out Legends, which is an outdoor mall not too far from the hotel. It was rather chilly that night, but they have bonfires that you can sit at. Pretty cool idea.
SUNDAY, 11-4: We leave the hotel for the Packers-Chiefs game. It takes over two hours to get across the city and into the game. Note to travelers: Avoid I-70 on Sundays when the Chiefs are at home, and if you're going to the game, leave at least 2-3 hours early. I'm serious. We left two hours before game time, and still missed half of the first quarter.
Unlike St. Louis, Arrowhead is LOUD. The Chiefs have great fans who make a LOT of noise. Of course, there are a few assholes in every crowd, but overall, they were decent, considering that the Packers came back in the fourth to beat the home team 33-22.
The real fun at the Chiefs game started as we were trying to get out. A fight nearly broke out in front of us as one of the drunken rednecks in the truck ahead of us tossed a chicken bone out his window and hit another car. That made for some great entertainment :D
We had a lot of ground to cover on the way back, so we hightailed it out of KC, back across Missouri, Illinois, Indiana, and put down for the night at a Holiday Inn just outside Louisville, Kentucky around 1am. TOTAL STATES: 16
MONDAY, 11-5: Breakfast at Waffle House, followed by lots of driving. Back through Kentucky, the heart of West Virginia, the west end of Maryland, and back into Pennsylvania, arriving home around 7:30pm. Just in time for me to get a bit of sleep before going back to work at midnight :D TOTAL STATES: 17
I've never taken a trip quite like that before, and to think we managed not to kill each other for over 5000 miles :) It was the adventure of a lifetime! At least until next fall...
SATURDAY, 10-27: We left the house at 6:25am. 13 hours of driving brought us to St. Louis, where we'd attend the Browns-Rams game. This leg of the trip took us through Pennsylvania (home), West Virginia, Ohio, Indiana, Illinois, and ended up in Missouri. Allie got a few good shots of the Gateway Arch as we entered St. Louis, and a great shot of Exit 2C that I didn't have room for in the album :D We stayed at the Cheshire Inn, which has a medieval theme. It's very nice, except that the parking lot was being renovated when we were there, and the doorman-bellhop was busy yapping on his cell phone as we were bringing our bags in. Oh well...No tip for him :P TOTAL STATES: 6
SUNDAY, 10-28: Took the hotel shuttle to the game. I had printed our tickets from Ticketmaster on my printer, but I'm having issues with my toner, so they wouldn't scan. They ran our tickets through manually, which is good because I didn't want to have to shell out more cash to see this game, and coming out this far and not seeing it wasn't an option.
The Rams are having an awful season - 2-9 as of this writing, and they hadn't yet won a game when we were there - and it shows in their fan base. The game wasn't a sellout, so they couldn't show it locally on TV. That's sad, in my opinion--I'm a Browns fan, and no matter how poorly the team is doing, they always sell out.
The game itself was more exciting than I expected, as my Browns allowed themselves to fall into a 14-0 hole before straightening up and pulling out a 27-20 victory. Even then, the Rams had a chance to tie it in the last few minutes, until they were intercepted. There was quite a bit of brown in the stands, which isn't a surprise.
MONDAY, 10-29: Checked out of the hotel and saw a bit of St. Louis. We visited the Arch and got a shot of the Anheuser-Busch brewery as we left the city. We drove south, through rural Missouri and Arkansas, down to Memphis, Tennessee. Stayed at a Motel 6 in apparently not the better part of town. There was some sort of illicit activity going on in the room next to ours, but we still managed to get some sleep. TOTAL STATES: 8
TUESDAY, 10-30: Stopped for lunch at Interstate Bar-B-Q. We actually got there before it opened, so to kill time, we drove the few extra miles down to Mississippi, as Allie had never been there. If you're in Memphis, I highly recommend Interstate--great food at a reasonable price. We saw a bit of Memphis on our way out, including FedEx Arena, where the NBA's Grizzlies play, and Beale Street, home of the blues.
Our travels took us west today, across central Arkansas and through to Oklahoma. Spent the night at a Days Inn in Oklahoma City. On the way in, Allie noticed a Toby Keith's I Love This Bar & Grill, and being a country fan, she insisted that we check it out. We plan that for lunch tomorrow. TOTAL STATES: 9
WEDNESDAY, 10-31: Allie's birthday. We visit the OKC Memorial, which is simply a sight to behold. I have a few pics of it in the album, but they don't do it justice. If you go there and aren't at least a little bit moved, you simply aren't human.
We have lunch at Toby's--it turns out that Toby Keith lives in OKC, and this restaurant is the one he owns and operates, though a few others bear his name. We learn that he doesn't just talk the talk about supporting our troops; he walks the walk as well, as you can see from all the memorabilia. Also, any soldier can get a free burger, fries and soda there with military ID. Cool.
Our travels take us north, through Kansas (whose welcome center is positively loaded with Wizard of Oz merchandise) and western Iowa, on our way up to Omaha, Nebraska. We've been taking pictures of the state signs as we cross the borders, and I had to pull over for Allie to get this one. On the highway yet lol. Stopped for the night at another Days Inn. TOTAL STATES: 12
THURSDAY, 11-1: We leave Omaha and head up to South Dakota. We see the Corn Palace in Mitchell, and as we head west, we see what must be hundreds of signs for Wall Drug. It turns out to be pretty cool.
As we approach our hotel, we check the atlas and notice that we're less than an hour outside of Wyoming, so we say "Ah, what the hell" and check it out. Got a few souvenirs and started to head back.
On the way back from our little Wyoming visit, Allie looks at the map and wonders aloud how far we are from Montana. It's another two hours or so round trip from where we are, but when are we going to drive out this way again? So we head up to Montana on a back road. Allie gets out of the car to get a picture of the state sign, which I have to illuminate with the headlights because it's dark by this time. We hit a little store a few miles inside the border and get a few more souvenirs.
By the time we make it back to the Radisson in Rapid City, SD, we've tacked on two more states that we hadn't originally planned on. Now that's the adventuring spirit! :D TOTAL STATES: 15
FRIDAY, 11-2: We visit Mount Rushmore, in the Black Hills southwest of Rapid City. It's simply breathtaking--in more ways than one, as the elevation there is considerably higher. You can see us there in the album.
After a visit to the gift shop, we gas up and head back east. Over these two days, we get a real appreciation for just how big and empty South Dakota is. Eventually we make it back to Sioux City, Iowa. I don't remember where we stayed there, and I don't feel like asking Allie. lol
SATURDAY, 11-3: We discuss the possibility of adding even more states to our itinerary over breakfast at the Sioux City IHOP. It's a thought, but it's too far to go on this trip.
We hit the road again, headed back down to Kansas City, which we passed through on the way north. Our room is at the Chateau Avalon, on the Kansas side. It's a lovely little place, especially for couples, if you get my drift. We check out Legends, which is an outdoor mall not too far from the hotel. It was rather chilly that night, but they have bonfires that you can sit at. Pretty cool idea.
SUNDAY, 11-4: We leave the hotel for the Packers-Chiefs game. It takes over two hours to get across the city and into the game. Note to travelers: Avoid I-70 on Sundays when the Chiefs are at home, and if you're going to the game, leave at least 2-3 hours early. I'm serious. We left two hours before game time, and still missed half of the first quarter.
Unlike St. Louis, Arrowhead is LOUD. The Chiefs have great fans who make a LOT of noise. Of course, there are a few assholes in every crowd, but overall, they were decent, considering that the Packers came back in the fourth to beat the home team 33-22.
The real fun at the Chiefs game started as we were trying to get out. A fight nearly broke out in front of us as one of the drunken rednecks in the truck ahead of us tossed a chicken bone out his window and hit another car. That made for some great entertainment :D
We had a lot of ground to cover on the way back, so we hightailed it out of KC, back across Missouri, Illinois, Indiana, and put down for the night at a Holiday Inn just outside Louisville, Kentucky around 1am. TOTAL STATES: 16
MONDAY, 11-5: Breakfast at Waffle House, followed by lots of driving. Back through Kentucky, the heart of West Virginia, the west end of Maryland, and back into Pennsylvania, arriving home around 7:30pm. Just in time for me to get a bit of sleep before going back to work at midnight :D TOTAL STATES: 17
I've never taken a trip quite like that before, and to think we managed not to kill each other for over 5000 miles :) It was the adventure of a lifetime! At least until next fall...
1 comments
SHOLLY'S TIP SHEETS, CHAPTER X: Top Ace 11/19/07 6:17 PM
I'm aware of many different solitaire games, but Aces Up, which is the game played in Top Ace, is unfamiliar to me. If I've seen it before, I don't remember it. This game can be totally frustrating, yet completely addictive. Proceed at your own risk!
In Top Ace, the objective is to move the four Aces to the top (duh) of the four stacks. You do this by eliminating lower cards of the same suit, until (hopefully) you have just the Aces left, standing proudly at the top of the board. If you do this successfully in two rounds, you'll get to play a third, which will significantly raise your score.
Let's talk about how this simple little game works:
You start each round with a row of four cards. If any suit appears more than once among these cards, you can click on the lower-ranking card to remove it. You can move a card to an empty column by clicking the card, then the empty space. You can also move a card to the sports bag by clicking the card, then the bag. The bag holds up to four cards. Note that only the top card (in terms of overlapping, not the highest on the screen) is playable in each stack, and in the bag. When you're done making moves, click on the deck to deal another row of cards on top of the four stacks. Oh, and one more thing: When an Ace hits an empty column, it locks into place, and can't be moved for the rest of the round. Aces can, however, still be "bagged" just like any other card, though of course they can't be removed, being the highest-ranked card.
Continue this process until either your four stacks are all headed by Aces, you run out of time, or you play out the whole deck. If you get the Aces Up, you'll get bonus points, and if you do it in both of the first two rounds, you'll get to play a third one.
Let's talk about the scoring:
Each card removed is worth 10 points times its face value; in other words, removing an 8 will get you 80 points. Jacks are worth 110, Queens 120, and Kings 130. There is no score for locking in an Ace.
If you get the Aces Up, you receive bonus points as follows:
Deck Bonus: 100 for each undealt card remaining
Bag Bonus: 250 for each empty spot remaining in the bag
Time Bonus: 500x(percentage of time remaining in the round)
Note that some games have higher maximum possible scores than others; the maximum for the round is entirely dependent on when the Aces appear. The theoretical maximum possible score in this game is 18,900, if all four Aces were the first cards dealt in each round: (4800 card bonus + 1000 bag bonus + 500 time bonus) x 3 rounds. However, if one or more Aces don't appear until the very last cards are dealt, there's no way to get any card bonus in that round, and so the maximum is much lower. The point is to concentrate not on the number of points you're scoring, but on whether or not you're finishing each round perfectly. More on that in a bit.
Now, let's talk about how you win this silly little game:
It's all about clearing each round perfectly. A Perfect Clear looks like this: No cards dealt after the fourth Ace appears, no cards other than the four Aces remaining on the board, and an empty bag. If you do this, you'll score the maximum possible for the cards on that board, leaving time as the only variable. If you clear all three rounds perfectly, you have an excellent chance of winning your game.
As there is no Undo button, you must click carefully, and plan ahead before you click. You should be familiar with all the different ways the cards can stack up, and how to untangle them without leaving any stuck in the bag. I'll cover as many card positions as I can think of here, and may have to update this Tip Sheet as I think of more.
First off, you should always click off any cards you can remove without moving any cards. There is no advantage to leaving a card on the board when you can remove it without disturbing anything else.
The simplest obstacle is when cards of the same suit land on top of each other. When this happens, just move the top card to an empty column if you have one, then click off the smaller card. If you have no empty column after removing any other cards, you'll have to bag one.
It's always safe to bag a card if it's the only one of its suit on the board, at least if the bag is otherwise empty. This is often necessary early on when suits stack up, or "criss-cross" each other, meaning that for instance, a heart is dealt onto a club and a club onto a heart. Remember to take the card back out of the bag after removing the extra cards.
Speaking of criss-crosses: If both higher cards appear above or below the lower cards, you can move either top card to an empty column, then clean up the other suit, then clean up the first suit. For instance, if the 10 of spades is covered by the 3 of hearts and the 10 of hearts by the 4 of spades, you can move the 3 of hearts, then remove the 4 of spades, then remove the 3 of hearts. If the 10s are on top, just move one 10, remove the card beneath it, move the other 10 into the new hole, then remove the card beneath that. However, when both higher cards appear in one column of a criss-cross and both lower cards in the other, you must be careful to move the top card of the HIGHER stack first, in order to avoid unnecessary bagging and possibly getting stuck.
If you MUST leave cards in the bag - and sometimes you'll have to - it's a good idea to try to keep the bag all one suit. That way, it's easier to work your way back through the bag later, as you'll want to clean it out before you finish the round.
You'll often get a "dud" deal, which consists of one card of each suit. It's usually safe to just go ahead and deal another row on top of them early in the round, but later on - and especially if you already have one or more Aces locked in - you should bag one or more cards and try to work your way back through a column. Choose a column that isn't headed by an Ace, so you'll have an empty spot when you finish it. This will make it considerably easier to play your way through the other columns. Remember to keep the bag all one suit if possible.
You lose some flexibility once you start locking Aces in, so you have to be more careful at that point. It's very important that you keep your board as empty of stray cards as you possibly can at this point, as you'll need the room to empty the bag. Sometimes you won't be able to play off criss-crosses on top of the Aces, especially if you already have cards in the bag.
I'd guess that the situation that trips up the most novices is when you have three Aces locked in, and a card of the fourth suit in the other column. Don't leave that card there! If you leave it there and deal the corresponding Ace on top of it, you're dead, as you have nowhere to put the Ace to get rid of the card underneath. Once you have three Aces locked in, leave the fourth column empty. It's a matter of luck where the fourth Ace appears--if it lands in the empty column, you'll lose out on a good deal of bonus, but losing bonus is better than losing the round. It can be frustrating when the fourth Ace drops into the empty hole, but unless you're playing a progressive, you have no way of knowing where that Ace will show up, so it's just a chance you have to take. Again, keeping the bag as empty as possible minimizes the damage when the Ace does drop in.
I'll probably think of other card positions I want to discuss after I post this, so don't be surprised if this one gets taken down and updated a few times. As always, questions and feedback are welcome. Take care and good luck!
In Top Ace, the objective is to move the four Aces to the top (duh) of the four stacks. You do this by eliminating lower cards of the same suit, until (hopefully) you have just the Aces left, standing proudly at the top of the board. If you do this successfully in two rounds, you'll get to play a third, which will significantly raise your score.
Let's talk about how this simple little game works:
You start each round with a row of four cards. If any suit appears more than once among these cards, you can click on the lower-ranking card to remove it. You can move a card to an empty column by clicking the card, then the empty space. You can also move a card to the sports bag by clicking the card, then the bag. The bag holds up to four cards. Note that only the top card (in terms of overlapping, not the highest on the screen) is playable in each stack, and in the bag. When you're done making moves, click on the deck to deal another row of cards on top of the four stacks. Oh, and one more thing: When an Ace hits an empty column, it locks into place, and can't be moved for the rest of the round. Aces can, however, still be "bagged" just like any other card, though of course they can't be removed, being the highest-ranked card.
Continue this process until either your four stacks are all headed by Aces, you run out of time, or you play out the whole deck. If you get the Aces Up, you'll get bonus points, and if you do it in both of the first two rounds, you'll get to play a third one.
Let's talk about the scoring:
Each card removed is worth 10 points times its face value; in other words, removing an 8 will get you 80 points. Jacks are worth 110, Queens 120, and Kings 130. There is no score for locking in an Ace.
If you get the Aces Up, you receive bonus points as follows:
Deck Bonus: 100 for each undealt card remaining
Bag Bonus: 250 for each empty spot remaining in the bag
Time Bonus: 500x(percentage of time remaining in the round)
Note that some games have higher maximum possible scores than others; the maximum for the round is entirely dependent on when the Aces appear. The theoretical maximum possible score in this game is 18,900, if all four Aces were the first cards dealt in each round: (4800 card bonus + 1000 bag bonus + 500 time bonus) x 3 rounds. However, if one or more Aces don't appear until the very last cards are dealt, there's no way to get any card bonus in that round, and so the maximum is much lower. The point is to concentrate not on the number of points you're scoring, but on whether or not you're finishing each round perfectly. More on that in a bit.
Now, let's talk about how you win this silly little game:
It's all about clearing each round perfectly. A Perfect Clear looks like this: No cards dealt after the fourth Ace appears, no cards other than the four Aces remaining on the board, and an empty bag. If you do this, you'll score the maximum possible for the cards on that board, leaving time as the only variable. If you clear all three rounds perfectly, you have an excellent chance of winning your game.
As there is no Undo button, you must click carefully, and plan ahead before you click. You should be familiar with all the different ways the cards can stack up, and how to untangle them without leaving any stuck in the bag. I'll cover as many card positions as I can think of here, and may have to update this Tip Sheet as I think of more.
First off, you should always click off any cards you can remove without moving any cards. There is no advantage to leaving a card on the board when you can remove it without disturbing anything else.
The simplest obstacle is when cards of the same suit land on top of each other. When this happens, just move the top card to an empty column if you have one, then click off the smaller card. If you have no empty column after removing any other cards, you'll have to bag one.
It's always safe to bag a card if it's the only one of its suit on the board, at least if the bag is otherwise empty. This is often necessary early on when suits stack up, or "criss-cross" each other, meaning that for instance, a heart is dealt onto a club and a club onto a heart. Remember to take the card back out of the bag after removing the extra cards.
Speaking of criss-crosses: If both higher cards appear above or below the lower cards, you can move either top card to an empty column, then clean up the other suit, then clean up the first suit. For instance, if the 10 of spades is covered by the 3 of hearts and the 10 of hearts by the 4 of spades, you can move the 3 of hearts, then remove the 4 of spades, then remove the 3 of hearts. If the 10s are on top, just move one 10, remove the card beneath it, move the other 10 into the new hole, then remove the card beneath that. However, when both higher cards appear in one column of a criss-cross and both lower cards in the other, you must be careful to move the top card of the HIGHER stack first, in order to avoid unnecessary bagging and possibly getting stuck.
If you MUST leave cards in the bag - and sometimes you'll have to - it's a good idea to try to keep the bag all one suit. That way, it's easier to work your way back through the bag later, as you'll want to clean it out before you finish the round.
You'll often get a "dud" deal, which consists of one card of each suit. It's usually safe to just go ahead and deal another row on top of them early in the round, but later on - and especially if you already have one or more Aces locked in - you should bag one or more cards and try to work your way back through a column. Choose a column that isn't headed by an Ace, so you'll have an empty spot when you finish it. This will make it considerably easier to play your way through the other columns. Remember to keep the bag all one suit if possible.
You lose some flexibility once you start locking Aces in, so you have to be more careful at that point. It's very important that you keep your board as empty of stray cards as you possibly can at this point, as you'll need the room to empty the bag. Sometimes you won't be able to play off criss-crosses on top of the Aces, especially if you already have cards in the bag.
I'd guess that the situation that trips up the most novices is when you have three Aces locked in, and a card of the fourth suit in the other column. Don't leave that card there! If you leave it there and deal the corresponding Ace on top of it, you're dead, as you have nowhere to put the Ace to get rid of the card underneath. Once you have three Aces locked in, leave the fourth column empty. It's a matter of luck where the fourth Ace appears--if it lands in the empty column, you'll lose out on a good deal of bonus, but losing bonus is better than losing the round. It can be frustrating when the fourth Ace drops into the empty hole, but unless you're playing a progressive, you have no way of knowing where that Ace will show up, so it's just a chance you have to take. Again, keeping the bag as empty as possible minimizes the damage when the Ace does drop in.
I'll probably think of other card positions I want to discuss after I post this, so don't be surprised if this one gets taken down and updated a few times. As always, questions and feedback are welcome. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER IX: Goldfish Bowl 11/10/07 3:42 PM
I think this is a good time to do this particular Tip Sheet, as I just made King and there's currently a Diploma Hunt open for this game. In fact, I made King around the same time that I snagged the last Diploma piece, while blowing through a 6-round Cup (awaiting a semifinal opponent as I type).
The idea of this game is quite simple: Go Fish! No, not the card game. Use your rod and reel to pull objects out of the bowl. Be sure to focus on the higher-scoring "good" items, and to score enough in each round to qualify for the next.
Goldfish Bowl is a very simple game (if your aim is good) with very simple controls. You have one minute per round to snag all you can and score as many points as possible. Your hook will swing back and forth, and all you have to do is click your mouse anywhere in the bowl to drop your line. Your line will drop until your hook hits an object or the edge of the screen. If you snag an object, you'll automatically reel it in, and you won't be able to do anything else until you land it, unless you have a spare line. You can't reel in the Sturgeon or the Blowfish, which I'll discuss in a bit.
The game lasts for four rounds, unless you fail to reach a qualifying score. The qualifying scores are fixed, so if you manage to score 10,000 points in the first round, you won't have to worry about qualifying for the rest of the game. Also, making it to level 4 will get you an achievement point.
Let's talk about what you're fishing for:
There are three kinds of items in the bowl: "Good," "Bad," and "Special." However, not every round has special items. In addition, you might find one or more Blowfish sitting in the bowl, and the Sturgeon might make a special guest appearance.
The "Good" items score best and are reeled in very quickly (except the Clown Fish with Ring, which comes in at average speed). These are the items you want to grab, and to try to get several of one kind in a row if possible.
The "Bad" items carry a very low score and take longer to reel in (average speed, except for the Big Tire which is very slow). You usually don't want to bother with these items unless they're in your way.
The "Special" items are found in treasure chests, and there are three varieties of them: The Big Hook, which doubles the size of your hook, thus making it easier to catch items; the Wine, which increases your strength, thus causing you to reel in considerably faster; and the Spare Line, which allows you to cut your line if you've snagged an undesirable item. Press the Up arrow to cut your line. Note that, unlike the other two Special items which are good for an entire round, you can only cut your line once for each Spare Line you have. However, Spare Lines can be carried through the entire game.
The Sturgeon appears on certain levels, and you should hit him whenever he does. On Sturgeon levels, he will always make his appearance at the :49 mark of the round, and will make five passes across the screen, about ¾ of the way down. The Sturgeon can't be caught, but every time you hit him with your hook, he will drop a can of Caviar, which is the highest scoring item in the game. Two Sturgeons will appear (at the same time) on certain rare levels.
The Blowfish also appears on certain levels, doesn't move, and can't be caught. If you hit the Blowfish with your hook, he will explode, taking out any objects in the immediate vicinity. This can be good or bad, depending on what's in the area. Any fish (including the Sturgeon) that is caught in the blast radius will die, and its bones will remain in the bowl. The bones (except for Sturgeon bones) can also be reeled in, but give no points.
Let's talk about which items are Good and Bad, and how they score:
Good items (all reel in quickly, except for the Clown Fish with Ring, which is average speed):
Bag of Chips (crisps): 100
Can of Beans: 200
Hot Dog: 250
Soda Can: 300
Suntan Lotion, which I swear looks like mustard: 400
Wine Glass: 500
Clown Fish with Ring: 500
Caviar: 1000
Bad items (all reel in at average speed, except for the Big Tire, which is slow):
Blue Fish: 50
Clown Fish (without ring): 25
Briefs: 25
Small Tire: 10
Big Tire: 10
There is no score for Special items. Note that you must bring an item all the way in to score for it, so if time runs out before the score box for that item appears, you don't score for it.
If you catch the same item - Good or Bad - more than once in a row, the score for the item will be multiplied by the number of consecutive catches of that item. For instance, if you catch three Wine Glasses in a row, the first will be worth 500, the second 1000, and the third 1500. There is no limit to how high the multiplier goes, except the end of the round--I've gotten it up to 9 already.
If you make it past the first level, all catches will be multiplied as well: x1.2 on Level 2, x1.4 on Level 3, and x1.6 on Level 4.
You will also receive a small time bonus if you make a catch within ten seconds of the previous one, which is the number of seconds less than 10.
In the first three levels, your total score must reach or beat the qualifying score to advance to the next level. You need 1500 points to go on to Level 2, 5000 for Level 3, and 10,000 for Level 4. As stated earlier, this is total for the game, not for each round, so if you were to get 10,000 points in Level 1, you'd automatically qualify for all four levels.
Let's talk about how to reel in the big points:
As the Diploma Hunts for this game have highlighted, there are two keys to big points: Catching several of the same item in a row, and getting Caviar whenever you can. Scan the board quickly at the start of each round to see where there may be an opportunity to string together several of the same item, and/or if it's a Sturgeon board (more on that in a bit). If you identify such an opportunity, you may want to clear away items in the way, in order to avoid breaking up your multiplier. If you know or suspect that it's a Sturgeon board, you should clear a fairly wide path through which you can hit him.
How would you know ahead of time that the Sturgeon will appear on the board? There are a finite number of boards. They're randomly chosen, but not randomly generated. If you recognize the positions of the items, you'll know if it's a Sturgeon board or not. If you haven't seen the board before or don't remember, expect the Sturgeon if there are very few items on the board, or if a horizontal path about ¾ of the way down is relatively clear.
Just as the boards are fixed, so are the contents of the treasure chests on each board. If you remember which item is in a chest, you'll have a better idea whether or not you should take the time to grab it.
Your line always swings at exactly the same speed, back and forth. The game "remembers" where your line is "supposed" to be on this arc, even as you're reeling an item in, which means that when you land an item, the line will "jump" to the place in the arc it would be had you not cast. Keep this in mind when lining up your next cast.
Remember that clicking anywhere in the bowl will cast your line. Use this fact to your advantage: When you've decided what item to catch next, position your pointer between the top of your line and the item. This way, you can use the pointer to help you aim.
That's all I can think of for now. I'll probably come up with more later, at which time I'll update this Tip Sheet. As always, questions and feedback are welcome. Take care and good luck!
The idea of this game is quite simple: Go Fish! No, not the card game. Use your rod and reel to pull objects out of the bowl. Be sure to focus on the higher-scoring "good" items, and to score enough in each round to qualify for the next.
Goldfish Bowl is a very simple game (if your aim is good) with very simple controls. You have one minute per round to snag all you can and score as many points as possible. Your hook will swing back and forth, and all you have to do is click your mouse anywhere in the bowl to drop your line. Your line will drop until your hook hits an object or the edge of the screen. If you snag an object, you'll automatically reel it in, and you won't be able to do anything else until you land it, unless you have a spare line. You can't reel in the Sturgeon or the Blowfish, which I'll discuss in a bit.
The game lasts for four rounds, unless you fail to reach a qualifying score. The qualifying scores are fixed, so if you manage to score 10,000 points in the first round, you won't have to worry about qualifying for the rest of the game. Also, making it to level 4 will get you an achievement point.
Let's talk about what you're fishing for:
There are three kinds of items in the bowl: "Good," "Bad," and "Special." However, not every round has special items. In addition, you might find one or more Blowfish sitting in the bowl, and the Sturgeon might make a special guest appearance.
The "Good" items score best and are reeled in very quickly (except the Clown Fish with Ring, which comes in at average speed). These are the items you want to grab, and to try to get several of one kind in a row if possible.
The "Bad" items carry a very low score and take longer to reel in (average speed, except for the Big Tire which is very slow). You usually don't want to bother with these items unless they're in your way.
The "Special" items are found in treasure chests, and there are three varieties of them: The Big Hook, which doubles the size of your hook, thus making it easier to catch items; the Wine, which increases your strength, thus causing you to reel in considerably faster; and the Spare Line, which allows you to cut your line if you've snagged an undesirable item. Press the Up arrow to cut your line. Note that, unlike the other two Special items which are good for an entire round, you can only cut your line once for each Spare Line you have. However, Spare Lines can be carried through the entire game.
The Sturgeon appears on certain levels, and you should hit him whenever he does. On Sturgeon levels, he will always make his appearance at the :49 mark of the round, and will make five passes across the screen, about ¾ of the way down. The Sturgeon can't be caught, but every time you hit him with your hook, he will drop a can of Caviar, which is the highest scoring item in the game. Two Sturgeons will appear (at the same time) on certain rare levels.
The Blowfish also appears on certain levels, doesn't move, and can't be caught. If you hit the Blowfish with your hook, he will explode, taking out any objects in the immediate vicinity. This can be good or bad, depending on what's in the area. Any fish (including the Sturgeon) that is caught in the blast radius will die, and its bones will remain in the bowl. The bones (except for Sturgeon bones) can also be reeled in, but give no points.
Let's talk about which items are Good and Bad, and how they score:
Good items (all reel in quickly, except for the Clown Fish with Ring, which is average speed):
Bag of Chips (crisps): 100
Can of Beans: 200
Hot Dog: 250
Soda Can: 300
Suntan Lotion, which I swear looks like mustard: 400
Wine Glass: 500
Clown Fish with Ring: 500
Caviar: 1000
Bad items (all reel in at average speed, except for the Big Tire, which is slow):
Blue Fish: 50
Clown Fish (without ring): 25
Briefs: 25
Small Tire: 10
Big Tire: 10
There is no score for Special items. Note that you must bring an item all the way in to score for it, so if time runs out before the score box for that item appears, you don't score for it.
If you catch the same item - Good or Bad - more than once in a row, the score for the item will be multiplied by the number of consecutive catches of that item. For instance, if you catch three Wine Glasses in a row, the first will be worth 500, the second 1000, and the third 1500. There is no limit to how high the multiplier goes, except the end of the round--I've gotten it up to 9 already.
If you make it past the first level, all catches will be multiplied as well: x1.2 on Level 2, x1.4 on Level 3, and x1.6 on Level 4.
You will also receive a small time bonus if you make a catch within ten seconds of the previous one, which is the number of seconds less than 10.
In the first three levels, your total score must reach or beat the qualifying score to advance to the next level. You need 1500 points to go on to Level 2, 5000 for Level 3, and 10,000 for Level 4. As stated earlier, this is total for the game, not for each round, so if you were to get 10,000 points in Level 1, you'd automatically qualify for all four levels.
Let's talk about how to reel in the big points:
As the Diploma Hunts for this game have highlighted, there are two keys to big points: Catching several of the same item in a row, and getting Caviar whenever you can. Scan the board quickly at the start of each round to see where there may be an opportunity to string together several of the same item, and/or if it's a Sturgeon board (more on that in a bit). If you identify such an opportunity, you may want to clear away items in the way, in order to avoid breaking up your multiplier. If you know or suspect that it's a Sturgeon board, you should clear a fairly wide path through which you can hit him.
How would you know ahead of time that the Sturgeon will appear on the board? There are a finite number of boards. They're randomly chosen, but not randomly generated. If you recognize the positions of the items, you'll know if it's a Sturgeon board or not. If you haven't seen the board before or don't remember, expect the Sturgeon if there are very few items on the board, or if a horizontal path about ¾ of the way down is relatively clear.
Just as the boards are fixed, so are the contents of the treasure chests on each board. If you remember which item is in a chest, you'll have a better idea whether or not you should take the time to grab it.
Your line always swings at exactly the same speed, back and forth. The game "remembers" where your line is "supposed" to be on this arc, even as you're reeling an item in, which means that when you land an item, the line will "jump" to the place in the arc it would be had you not cast. Keep this in mind when lining up your next cast.
Remember that clicking anywhere in the bowl will cast your line. Use this fact to your advantage: When you've decided what item to catch next, position your pointer between the top of your line and the item. This way, you can use the pointer to help you aim.
That's all I can think of for now. I'll probably come up with more later, at which time I'll update this Tip Sheet. As always, questions and feedback are welcome. Take care and good luck!
3 comments
Ballin' in the Heartland 10/22/07 7:47 PM
Last year, my girlfriend and I took what I called the "Ball & Mall Tour". We drove from here in Pennsylvania all the way out to Minnesota. On that trip, we both saw our favorite football team play at home (I'm a Browns fan, and she's a Packers fan), and we checked out the Mall of America during the week in between.
This year, we have an even more aggressive itinerary planned, that I've dubbed "Ballin' in the Heartland". We will again be seeing our favorite teams play, but this time on the road, and during the week, we'll be checking out such sites as Memphis, the Oklahoma City memorial, and Mt. Rushmore. We'll be putting a LOT of miles on my car, but it'll be a blast.
If you came looking for a new Tip Sheet or update to my Diploma Guide, I will try to do a new Tip Sheet and write up this Thursday's diplomas before we leave Saturday morning. I'll be sure to take lots of pics and post some of them here. Try not to miss me too much while I'm gone, ok? Take care and good luck!
This year, we have an even more aggressive itinerary planned, that I've dubbed "Ballin' in the Heartland". We will again be seeing our favorite teams play, but this time on the road, and during the week, we'll be checking out such sites as Memphis, the Oklahoma City memorial, and Mt. Rushmore. We'll be putting a LOT of miles on my car, but it'll be a blast.
If you came looking for a new Tip Sheet or update to my Diploma Guide, I will try to do a new Tip Sheet and write up this Thursday's diplomas before we leave Saturday morning. I'll be sure to take lots of pics and post some of them here. Try not to miss me too much while I'm gone, ok? Take care and good luck!
1 comments
SHOLLY'S TIP SHEET SUPPLEMENTAL: The Diplomas, Part 1 of 2 10/15/07 8:14 AM
I can't decide what game to write up next, so this is a supplement for all you fans of Diploma Hunts. If you're not up to speed on Diplomas, a Diploma is a special achievement award for Gold players that can be earned by completing a certain task a certain number of times in a game. Every game will eventually have a Diploma (every cash game anyway--don't know about the free ones) that comes in one, two, or three pieces, and once you've collected them all, they will form a little animation when you look at it. Anyone can see anyone else's collected pieces, but only the owner can see the animation that comes with a finished one.
There are two new Diploma pieces launched every Thursday, and you have one week to collect them. Just play any cash game and complete the specified task, do it enough times, and you have yourself a Diploma piece! If you don't finish it in time, you can go back and activate it later, but you'll have to start that piece all over again.
Speaking of activation: On the Active Diplomas page, you have the option of activating an old piece that you didn't collect in time. You will get one week from the moment you click the Activate button to try again.
A few general tips for collecting Diploma pieces, then in Part 2, I'll give a bit of advice for each specific piece:
Play the progressives! If you're Diploma hunting, you should always play the progressives for the game in question. You get up to five entries per tournament (except some games like Keyword and GoGo 21, which only give you one due to their nature), and the board will be the same each time, so you have a good idea how to proceed.
If you missed a piece and a new one for that game is launched, you can activate it while the new piece is open, so that you have two pieces active for the same game. You can record achievements for both pieces at the same time! This isn't my original idea, but I don't recall who came up with it first.
Other than progressives, it's usually best to play the cheapest game you can. A Diploma Hunt can sometimes require you to use a less than optimal strategy for that game, and when this is the case, it's best not to blow more money on it than you have to.
Some Hunts allow for the collection of multiple points in one game. When this is the case, get as many as you can each time you play. This reduces the number of games you have to play, which is especially relevant if you're not particularly good at the game in question.
No, they're not worth much more than the visual appeal, but they're still cool to have. At least I think so. Watch for Part 2, which will provide advice on collecting each individual piece. If you have any comments or questions about individual pieces, please leave them here, as comments will be disabled on Part 2. Take care and good luck!
There are two new Diploma pieces launched every Thursday, and you have one week to collect them. Just play any cash game and complete the specified task, do it enough times, and you have yourself a Diploma piece! If you don't finish it in time, you can go back and activate it later, but you'll have to start that piece all over again.
Speaking of activation: On the Active Diplomas page, you have the option of activating an old piece that you didn't collect in time. You will get one week from the moment you click the Activate button to try again.
A few general tips for collecting Diploma pieces, then in Part 2, I'll give a bit of advice for each specific piece:
Play the progressives! If you're Diploma hunting, you should always play the progressives for the game in question. You get up to five entries per tournament (except some games like Keyword and GoGo 21, which only give you one due to their nature), and the board will be the same each time, so you have a good idea how to proceed.
If you missed a piece and a new one for that game is launched, you can activate it while the new piece is open, so that you have two pieces active for the same game. You can record achievements for both pieces at the same time! This isn't my original idea, but I don't recall who came up with it first.
Other than progressives, it's usually best to play the cheapest game you can. A Diploma Hunt can sometimes require you to use a less than optimal strategy for that game, and when this is the case, it's best not to blow more money on it than you have to.
Some Hunts allow for the collection of multiple points in one game. When this is the case, get as many as you can each time you play. This reduces the number of games you have to play, which is especially relevant if you're not particularly good at the game in question.
No, they're not worth much more than the visual appeal, but they're still cool to have. At least I think so. Watch for Part 2, which will provide advice on collecting each individual piece. If you have any comments or questions about individual pieces, please leave them here, as comments will be disabled on Part 2. Take care and good luck!
2 comments
SHOLLY'S TIP SHEETS, CHAPTER VIIIA: Bomp Bomp Party 9/26/07 10:37 PM
The deluxe version of Bomp Bomp adds a few new features that freshen up the game--Police Bomps, gems, and Party Mode. This will be a short supplement to the Bomp Bomp Tip Sheet, and as such, will not repeat the information found there.
This Tip Sheet assumes that you already know how to play classic Bomp Bomp. If you don't, go back one entry and check out Chapter VIII. This Tip Sheet supplement will discuss the new features, their scoring, and how your strategy should change to gain maximum benefit from them.
The Police Bomps are new to the Bomp Bomp world. They come in the same colors as the rest of the Bomps, and stand guard on the 8th row of the board, effectively reducing your play area to 7x10 until they're removed. Police Bomps can only be removed by a Special Match.
When a Police Bomp is removed, a gem of the same color is left behind. This gem forms matches just like a regular Bomp, except that you can't move it. It remins for three turns, or until used in a match. If you successfully use a gem in a match, it will wipe out its entire column. Note that you get three moves to use a gem, regardless of whether those moves make matches or not (unlike Bomb-Bomps, which count down by 2 when your move doesn't make a match).
Removing all ten Police Bomps will trigger Party Mode, which lasts for 20 seconds. During Party Mode, you have the full 10x10 board to work with, and all scores are increased by 10%, so move quickly!
After a certain number of Bomps are removed (I'm thinking 500, but I'm not certain), the game will be stopped momentarily as the line of Police Bomps is re-formed, once again cutting your board back to 7x10.
Let's talk about scoring of the new elements:
Removing a Police Bomp is worth 250 points.
Removing a gem left behind by a Police Bomp is worth 1500 points, so as you'd expect, it's a good idea to try to do so.
And as discussed, all matches made in Party Mode are multiplied by 1.1 (giving a 10% bonus).
Let's talk about how these new features affect your strategy:
During Party Mode and before the Police Bomps return, you should favor Star-Bomb Special Matches over Tri-Star Special Matches, as discussed in Chapter VIII. However, when you have Police Bomps on the screen, you should focus on Tri-Star Special Matches instead, for two reasons. First, the Tri-Star Special Match removes several Police Bomps in the same area at once, whereas the Star-Bomb Special Match usually removes one or two at best. Second, you're better placed to try to make a gem match with the Tri-star move, because there's a much better chance of having the right color Bomps nearby. When you use the Star-Bomb Special Match, it removes all Bomps of that color, which makes it extremely difficult to get two Bomps of that color down to the row where the gem is in time.
Bottom line: In general, when dealing with Police Bomps, work your Star-Bomps down to the bottom row and make Tri-Star Special Matches, which can wipe out half the row of Police Bomps at once if done properly. This gives you many more opportunities to boost your score than the Star-Bomb Special Matches do. But once the Police Bomps are gone, go back to the Star-Bomb strategy.
I hope this helps you get the hang of Bomp Bomp Party. I've broken 100K in BBP--can you? Feel free to leave questions or feedback as you see fit. Take care and good luck!
This Tip Sheet assumes that you already know how to play classic Bomp Bomp. If you don't, go back one entry and check out Chapter VIII. This Tip Sheet supplement will discuss the new features, their scoring, and how your strategy should change to gain maximum benefit from them.
The Police Bomps are new to the Bomp Bomp world. They come in the same colors as the rest of the Bomps, and stand guard on the 8th row of the board, effectively reducing your play area to 7x10 until they're removed. Police Bomps can only be removed by a Special Match.
When a Police Bomp is removed, a gem of the same color is left behind. This gem forms matches just like a regular Bomp, except that you can't move it. It remins for three turns, or until used in a match. If you successfully use a gem in a match, it will wipe out its entire column. Note that you get three moves to use a gem, regardless of whether those moves make matches or not (unlike Bomb-Bomps, which count down by 2 when your move doesn't make a match).
Removing all ten Police Bomps will trigger Party Mode, which lasts for 20 seconds. During Party Mode, you have the full 10x10 board to work with, and all scores are increased by 10%, so move quickly!
After a certain number of Bomps are removed (I'm thinking 500, but I'm not certain), the game will be stopped momentarily as the line of Police Bomps is re-formed, once again cutting your board back to 7x10.
Let's talk about scoring of the new elements:
Removing a Police Bomp is worth 250 points.
Removing a gem left behind by a Police Bomp is worth 1500 points, so as you'd expect, it's a good idea to try to do so.
And as discussed, all matches made in Party Mode are multiplied by 1.1 (giving a 10% bonus).
Let's talk about how these new features affect your strategy:
During Party Mode and before the Police Bomps return, you should favor Star-Bomb Special Matches over Tri-Star Special Matches, as discussed in Chapter VIII. However, when you have Police Bomps on the screen, you should focus on Tri-Star Special Matches instead, for two reasons. First, the Tri-Star Special Match removes several Police Bomps in the same area at once, whereas the Star-Bomb Special Match usually removes one or two at best. Second, you're better placed to try to make a gem match with the Tri-star move, because there's a much better chance of having the right color Bomps nearby. When you use the Star-Bomb Special Match, it removes all Bomps of that color, which makes it extremely difficult to get two Bomps of that color down to the row where the gem is in time.
Bottom line: In general, when dealing with Police Bomps, work your Star-Bomps down to the bottom row and make Tri-Star Special Matches, which can wipe out half the row of Police Bomps at once if done properly. This gives you many more opportunities to boost your score than the Star-Bomb Special Matches do. But once the Police Bomps are gone, go back to the Star-Bomb strategy.
I hope this helps you get the hang of Bomp Bomp Party. I've broken 100K in BBP--can you? Feel free to leave questions or feedback as you see fit. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER VIII: Bomp Bomp 9/25/07 5:21 AM
I held off on doing this next Tip Sheet for a while until I decided how I wanted to handle games with deluxe versions. I wanted to be sure I covered both versions of the game, but in separate Tip Sheets so as not to confuse you. Therefore, this Tip Sheet will soon be followed by a shorter Chapter VIIIA, for Bomp Bomp Party.
Bomp Bomp is an interesting twist on the match-3 genre spawned by Bejeweled. There are Stars, Bombs, and even a Reset button to shake things up. Not only that, but you can swap any two Bomps you like, not just ones that will make a match. Let's talk about these interesting twists:
You start with a 10x10 playfield full of Bomps of several different colors. It starts with six colors, with a seventh added after you've made significant progress in the game. You know the drill--make three or more of the same color in a row or column to remove them. You only have regular Bomps in the beginning, but as you make matches and new Bomps come out, you'll get the other two varieties as well:
Star-Bomps: Look like balls with a pair of gold stars on them. They come in the same colors as regular Bomps, and are capable of doubling the score for a match, or triggering the Special Matches.
Bomb-Bomps: Look like bombs, oddly enough. They start with a timer of 9, and must be removed before it counts down to 0. They're worth more points than regular Bomps, and will trigger the Star-Bomb Special Match.
Be aware of the Bomb-Bomps at all times! A Bomb-Bomp's timer will count down by one every time you make a matching move, and by two if you make a non-matching move. Always plan for their removal before it's too late!
If you're having trouble safely removing a Bomb-Bomp, you also have a Reset button on the left side that will reset the timers of all Bomb-Bomps on the screen to 9. You can use it as many times as necessary, but it must be "charged" before you can use it. The slider starts at 5, and moves one notch for every set number of Bomps (I think 50, but not sure) you remove. When it reaches 0, it lights up and is available for use. Pressing it sends it back to 5.
Keep matching and removing Bomps for as long as you can. This will be either five minutes, or until a Bomb-Bomp counts down to 0. Removing 50 or more Bomps with one move (easiest to do with the Star-Bomb Special Move) will get you an achievement point. You can earn more than one achievement in a game of Bomp Bomp.
I've mentioned the Special Matches, so let's talk about them for a bit, as they're the key to high scores:
The Tri-Star Special Match is the only match that doesn't require all the Bomps to be of the same color. If you get any three (or more) Star-Bomps together in a row or column, they'll be removed and will take out all Bomps touching them. This gives a good score, and is useful for removing several nearby Bomb-Bomps at once.
The Star-Bomb Special Match occurs when a match contains both a Star-Bomp and a Bomb-Bomp. When this happens, all Bomps of that color are removed. This can result in a HUGE scoring move, depending on how many Bomps of that color are on the screen at the time. It's also the easiest way to get achievements.
Whenever you make a Special Match, a little tune will play and the word "BLING!" will appear. Nice touch.
Let's talk about how this game is scored:
Each match of a row or column of three regular Bomps is worth 50 points. A match of four is 100, and a match of five is 150.
A non-matching switch is worth -11 points, but don't let that deter you.
If you make more than one match with one move, an increasing bonus is added for each match beyond the first: 50 for the second match, 100 for the third, 150 for the fourth, and so on up to a maximum of 400 per match for nine or more.
A match containing one or more Star-Bomps is multiplied. The base score for a match is doubled for each Star-Bomp it contains, but this isn't the best use for Star-Bomps, so try not to waste too many of them this way.
Each Bomb-Bomp in a regular match is worth an additional 200 points.
The Special Matches are where you'll get your big points:
The Tri-Star Special Match is worth 1500 for lining up three Star-Bomps, 2000 for four, and an impressive 2500 for a row of five. The most points you can get for this move is by making a row of five in which the middle Star-Bomp completes a crossing row of three (in a sort of T shape), for a whopping 4000 points! (2500 for the row of five + 1500 for the crossing three) You don't usually have that many Star-Bomps available to do this, but it's impressive if you can pull it off.
The Star-Bomb Special Match is worth a flat 1000 points, but the points really start coming in if you have a lot of Bomps of the matched color on the screen, as they're all removed and a whole bunch of new ones come in. This often results in several chain matches all over the board, which can pile up points in a hurry!
Neither of the Special Matches is affected by multipliers or chain bonuses. It's a flat score regardless of where or when you make it.
When the game ends, regardless of how it ended, you receive a bonus of 3 points for each Bomp removed in the game.
Now, let's talk some strategy:
It seldom takes long for Star-Bomps and Bomb-Bomps to start appearing. When the first Star-Bomp(s) appear, try to make matches mostly on the side of the board in which they appear, in order to keep them close to the next Star-Bomps and Bomb-Bomps that appear. It does no good to have a red Star-Bomp on the opposite side of the screen from that red Bomb-Bomp that just appeared.
When a Bomb-Bomp appears, a plan for its removal should always be the first thing on your mind, but there's no rush if it's close to a few Bomps of its own color. If this is the case, you have at least a few moves to bring a Star-Bomp over or to try to get one to appear in order to make the Special Match. If there are no Bomps of its color nearby - which can sometimes happen when you've made a Star-Bomb Special Match and the game cruelly throws you a Bomb-Bomp of the color you just wiped out - then you may want to make a Tri-Star Special Match next to it, if you have enough Star-Bomps in the area. If that's not an option either, you may have to hit the Reset button. More on Reset in a bit.
Just because you lose a handful of points for making a move that doesn't produce a match, don't be afraid to make one. They can be useful to set up a Special Match, as the right Bomps will seldom line up properly on their own. Just be aware that Bomb-Bomp timers count down by two whenever your move doesn't make a match.
Given a choice between a Tri-Star and a Star-Bomb Special Match, you should usually prefer the Star-Bomb match in the regular game (but NOT in Bomp Bomp Party--I'll discuss that in BBP's Tip Sheet). It has a lower base score, but a lot more point potential when it removes a lot of Bomps of its color. However, if you have several Bomb-Bomps of different colors in the vicinity, it may be safer to just take them all out with a Tri-Star match.
Don't abuse the Reset button, and don't press it until you absolutely have to! This means don't press it until the timer on a Bomb-Bomp is down to 1 and you can't remove it on your next move, or down to 2 and you need to make a non-matching move. If you use it before you need to, it might not be available when you really need it. Always try to remove dangerous Bomb-Bomps before considering the Reset button.
I usually end up with a score in the 50-70K range, though my high score is over 80K.
That's about it for now. Stay tuned for the Bomp Bomp Party Tip Sheet, which will soon follow this one. As always, all questions and feedback are welcome and appreciated. Take care and good luck!
Bomp Bomp is an interesting twist on the match-3 genre spawned by Bejeweled. There are Stars, Bombs, and even a Reset button to shake things up. Not only that, but you can swap any two Bomps you like, not just ones that will make a match. Let's talk about these interesting twists:
You start with a 10x10 playfield full of Bomps of several different colors. It starts with six colors, with a seventh added after you've made significant progress in the game. You know the drill--make three or more of the same color in a row or column to remove them. You only have regular Bomps in the beginning, but as you make matches and new Bomps come out, you'll get the other two varieties as well:
Star-Bomps: Look like balls with a pair of gold stars on them. They come in the same colors as regular Bomps, and are capable of doubling the score for a match, or triggering the Special Matches.
Bomb-Bomps: Look like bombs, oddly enough. They start with a timer of 9, and must be removed before it counts down to 0. They're worth more points than regular Bomps, and will trigger the Star-Bomb Special Match.
Be aware of the Bomb-Bomps at all times! A Bomb-Bomp's timer will count down by one every time you make a matching move, and by two if you make a non-matching move. Always plan for their removal before it's too late!
If you're having trouble safely removing a Bomb-Bomp, you also have a Reset button on the left side that will reset the timers of all Bomb-Bomps on the screen to 9. You can use it as many times as necessary, but it must be "charged" before you can use it. The slider starts at 5, and moves one notch for every set number of Bomps (I think 50, but not sure) you remove. When it reaches 0, it lights up and is available for use. Pressing it sends it back to 5.
Keep matching and removing Bomps for as long as you can. This will be either five minutes, or until a Bomb-Bomp counts down to 0. Removing 50 or more Bomps with one move (easiest to do with the Star-Bomb Special Move) will get you an achievement point. You can earn more than one achievement in a game of Bomp Bomp.
I've mentioned the Special Matches, so let's talk about them for a bit, as they're the key to high scores:
The Tri-Star Special Match is the only match that doesn't require all the Bomps to be of the same color. If you get any three (or more) Star-Bomps together in a row or column, they'll be removed and will take out all Bomps touching them. This gives a good score, and is useful for removing several nearby Bomb-Bomps at once.
The Star-Bomb Special Match occurs when a match contains both a Star-Bomp and a Bomb-Bomp. When this happens, all Bomps of that color are removed. This can result in a HUGE scoring move, depending on how many Bomps of that color are on the screen at the time. It's also the easiest way to get achievements.
Whenever you make a Special Match, a little tune will play and the word "BLING!" will appear. Nice touch.
Let's talk about how this game is scored:
Each match of a row or column of three regular Bomps is worth 50 points. A match of four is 100, and a match of five is 150.
A non-matching switch is worth -11 points, but don't let that deter you.
If you make more than one match with one move, an increasing bonus is added for each match beyond the first: 50 for the second match, 100 for the third, 150 for the fourth, and so on up to a maximum of 400 per match for nine or more.
A match containing one or more Star-Bomps is multiplied. The base score for a match is doubled for each Star-Bomp it contains, but this isn't the best use for Star-Bomps, so try not to waste too many of them this way.
Each Bomb-Bomp in a regular match is worth an additional 200 points.
The Special Matches are where you'll get your big points:
The Tri-Star Special Match is worth 1500 for lining up three Star-Bomps, 2000 for four, and an impressive 2500 for a row of five. The most points you can get for this move is by making a row of five in which the middle Star-Bomp completes a crossing row of three (in a sort of T shape), for a whopping 4000 points! (2500 for the row of five + 1500 for the crossing three) You don't usually have that many Star-Bomps available to do this, but it's impressive if you can pull it off.
The Star-Bomb Special Match is worth a flat 1000 points, but the points really start coming in if you have a lot of Bomps of the matched color on the screen, as they're all removed and a whole bunch of new ones come in. This often results in several chain matches all over the board, which can pile up points in a hurry!
Neither of the Special Matches is affected by multipliers or chain bonuses. It's a flat score regardless of where or when you make it.
When the game ends, regardless of how it ended, you receive a bonus of 3 points for each Bomp removed in the game.
Now, let's talk some strategy:
It seldom takes long for Star-Bomps and Bomb-Bomps to start appearing. When the first Star-Bomp(s) appear, try to make matches mostly on the side of the board in which they appear, in order to keep them close to the next Star-Bomps and Bomb-Bomps that appear. It does no good to have a red Star-Bomp on the opposite side of the screen from that red Bomb-Bomp that just appeared.
When a Bomb-Bomp appears, a plan for its removal should always be the first thing on your mind, but there's no rush if it's close to a few Bomps of its own color. If this is the case, you have at least a few moves to bring a Star-Bomp over or to try to get one to appear in order to make the Special Match. If there are no Bomps of its color nearby - which can sometimes happen when you've made a Star-Bomb Special Match and the game cruelly throws you a Bomb-Bomp of the color you just wiped out - then you may want to make a Tri-Star Special Match next to it, if you have enough Star-Bomps in the area. If that's not an option either, you may have to hit the Reset button. More on Reset in a bit.
Just because you lose a handful of points for making a move that doesn't produce a match, don't be afraid to make one. They can be useful to set up a Special Match, as the right Bomps will seldom line up properly on their own. Just be aware that Bomb-Bomp timers count down by two whenever your move doesn't make a match.
Given a choice between a Tri-Star and a Star-Bomb Special Match, you should usually prefer the Star-Bomb match in the regular game (but NOT in Bomp Bomp Party--I'll discuss that in BBP's Tip Sheet). It has a lower base score, but a lot more point potential when it removes a lot of Bomps of its color. However, if you have several Bomb-Bomps of different colors in the vicinity, it may be safer to just take them all out with a Tri-Star match.
Don't abuse the Reset button, and don't press it until you absolutely have to! This means don't press it until the timer on a Bomb-Bomp is down to 1 and you can't remove it on your next move, or down to 2 and you need to make a non-matching move. If you use it before you need to, it might not be available when you really need it. Always try to remove dangerous Bomb-Bomps before considering the Reset button.
I usually end up with a score in the 50-70K range, though my high score is over 80K.
That's about it for now. Stay tuned for the Bomp Bomp Party Tip Sheet, which will soon follow this one. As always, all questions and feedback are welcome and appreciated. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER VII: Ace Solitaire 9/14/07 4:05 PM
I didn't originally intend to do back to back Tip Sheets on card games, but I just made Warrior King in Ace Solitaire a few days ago, and so it goes to the front of the list.
If you can count to 11, you can play Ace Solitaire. Clear three layups within three minutes to win, by removing pairs or groups of cards totalling 11. The game uses a standard deck of cards, except that the Kings, Queens, and Jacks have all been replaced by Aces, which count as 1.
There are 22 cards in the layup, which is shaped like three diamonds. Just click on each card you want to remove one at a time, and when the total reaches 11, they're removed. You can also deal reserve cards to help you, by clicking the face-down pack. You can have up to two cards in reserve at once--if both reserve spots are full and you deal another card, the reserve card on the right (the "oldest" reserve) will be moved up into the layup, if possible. When a card is moved up this way, it will occupy the higest possible row, and the leftmost open spot in that row. If the entire layup is full, the displaced card will be discarded. You only get one deal through the pack, so make it count.
When you've cleared a layup, the next one will be dealt automatically. You can also skip ahead to the next one at any time by clicking on the Next Level button, though you won't get any pack bonus for doing this. For your convenience, "NO MORE MOVES" will appear across the layup if you've dealt all your cards and are unable to remove any more.
The game lasts for three minutes, or until you've cleared the third layup (or clicked the End Game button). Clearing all three layups (without clicking the button) will get you an achievement point.
Those are the basics. Let's talk about how this game is scored:
Cards in the layup (including cards moved there from the reserves) are always worth the same amount, depending on which row they're in. The three cards in the top row are worth 500 points each, the next row 400, the middle row 300, then 200, and finally, the bottom two cards are worth 100 points each. The total value of the entire layup, not counting any cards that are moved up from the reserves, is 7000 points.
Reserve cards have a variable value, depending on what cards they're matched with. A reserve card is worth the same as the highest valued card removed in a group, meaning that if a group includes one or both reserve cards and a card from the top row, that particular reserve card is worth 500 points. However, if you just pair up the two reserve cards without using a card from the layup, they're only worth 50 each, so don't do that.
If you clear the entire layup, you receive a bonus of 600 points for each unused card remaining in the pack, including any reserve card(s) left on the table. Note that this is more than any individual card is worth; more on that in a bit.
There's also a speed bonus for making consecutive groups quickly. You get a bonus of 10 points for each second less than 10 (scored to the nearest tenth of a second) that it takes you to make the next group. For instance, if you make a group, then make the next group four seconds later, you'll get an extra 60 points.
A "perfect" score (not including speed bonuses) - meaning that you've cleared the entire layup without using (or discarding) any reserve cards at all - is 7000 for the layup cards plus a pack bonus of 18,000 (30 cardsX600 per card), for a total of 25,000 points. That's 75,000 for three layups, and I figure the absolute maximum possible total speed bonus to be about 1100 per layup, or 3300 total. Therefore, the absolute maximum you can score in this game is around 78,300. As of this writing, my top score is 74,834...Can you top that?
Let's talk about how you'd go about topping my score:
I think this first tip is the most important: Do not remove any cards if you don't have cards in both reserve spots. In other words, deal two reserve cards before you make ANY moves, and if you use one or both of them, refill the reserve spaces before removing any more cards. Get in the habit of doing this! This will help you plan ahead, in order to better determine which cards to remove next, and it doesn't hurt your score, because reserve cards are still counted as part of the pack when you clear the layup.
Be aware of the high cards, which are hardest to remove. You can only take out a 10 with an Ace, a 9 with a 2 or two Aces, etc. Don't use up all your low cards in big groups, and then not have any left when the high cards come. There is no extra bonus for making big groups, so try to keep low cards available as much as possible.
If your two reserve cards can be paired off and you have no other move (and you have an empty spot in the layup), move one of the reserve cards up to the layup by dealing another reserve card. Even if it's the bottom row, getting 100 each for these two cards is better than getting only 50 by clicking them off the reserve area. You only have to move one card up, because the card remaining in reserve will be worth the same as the card you moved up.
It's usually best to prefer to match up cards in the layup rather than use reserve cards, as unused reserves are worth more than you can possibly get for using them. However, pay attention to your layup--if using a reserve card will make the layup easier to clear, it may be better to do so, even if it scores less in the short term.
And finally, take your time, but don't dawdle. You only get three minutes to clear all three layups, which is one minute per board. If you're hearing a ticking sound, you only have five seconds left, and you need to work on your speed next time.
That's about all. There's not a whole lot to this game, and you can do very well if you pay attention and keep a good pace. As always, please leave comments, questions, or feedback as you see fit. Take care and good luck!
If you can count to 11, you can play Ace Solitaire. Clear three layups within three minutes to win, by removing pairs or groups of cards totalling 11. The game uses a standard deck of cards, except that the Kings, Queens, and Jacks have all been replaced by Aces, which count as 1.
There are 22 cards in the layup, which is shaped like three diamonds. Just click on each card you want to remove one at a time, and when the total reaches 11, they're removed. You can also deal reserve cards to help you, by clicking the face-down pack. You can have up to two cards in reserve at once--if both reserve spots are full and you deal another card, the reserve card on the right (the "oldest" reserve) will be moved up into the layup, if possible. When a card is moved up this way, it will occupy the higest possible row, and the leftmost open spot in that row. If the entire layup is full, the displaced card will be discarded. You only get one deal through the pack, so make it count.
When you've cleared a layup, the next one will be dealt automatically. You can also skip ahead to the next one at any time by clicking on the Next Level button, though you won't get any pack bonus for doing this. For your convenience, "NO MORE MOVES" will appear across the layup if you've dealt all your cards and are unable to remove any more.
The game lasts for three minutes, or until you've cleared the third layup (or clicked the End Game button). Clearing all three layups (without clicking the button) will get you an achievement point.
Those are the basics. Let's talk about how this game is scored:
Cards in the layup (including cards moved there from the reserves) are always worth the same amount, depending on which row they're in. The three cards in the top row are worth 500 points each, the next row 400, the middle row 300, then 200, and finally, the bottom two cards are worth 100 points each. The total value of the entire layup, not counting any cards that are moved up from the reserves, is 7000 points.
Reserve cards have a variable value, depending on what cards they're matched with. A reserve card is worth the same as the highest valued card removed in a group, meaning that if a group includes one or both reserve cards and a card from the top row, that particular reserve card is worth 500 points. However, if you just pair up the two reserve cards without using a card from the layup, they're only worth 50 each, so don't do that.
If you clear the entire layup, you receive a bonus of 600 points for each unused card remaining in the pack, including any reserve card(s) left on the table. Note that this is more than any individual card is worth; more on that in a bit.
There's also a speed bonus for making consecutive groups quickly. You get a bonus of 10 points for each second less than 10 (scored to the nearest tenth of a second) that it takes you to make the next group. For instance, if you make a group, then make the next group four seconds later, you'll get an extra 60 points.
A "perfect" score (not including speed bonuses) - meaning that you've cleared the entire layup without using (or discarding) any reserve cards at all - is 7000 for the layup cards plus a pack bonus of 18,000 (30 cardsX600 per card), for a total of 25,000 points. That's 75,000 for three layups, and I figure the absolute maximum possible total speed bonus to be about 1100 per layup, or 3300 total. Therefore, the absolute maximum you can score in this game is around 78,300. As of this writing, my top score is 74,834...Can you top that?
Let's talk about how you'd go about topping my score:
I think this first tip is the most important: Do not remove any cards if you don't have cards in both reserve spots. In other words, deal two reserve cards before you make ANY moves, and if you use one or both of them, refill the reserve spaces before removing any more cards. Get in the habit of doing this! This will help you plan ahead, in order to better determine which cards to remove next, and it doesn't hurt your score, because reserve cards are still counted as part of the pack when you clear the layup.
Be aware of the high cards, which are hardest to remove. You can only take out a 10 with an Ace, a 9 with a 2 or two Aces, etc. Don't use up all your low cards in big groups, and then not have any left when the high cards come. There is no extra bonus for making big groups, so try to keep low cards available as much as possible.
If your two reserve cards can be paired off and you have no other move (and you have an empty spot in the layup), move one of the reserve cards up to the layup by dealing another reserve card. Even if it's the bottom row, getting 100 each for these two cards is better than getting only 50 by clicking them off the reserve area. You only have to move one card up, because the card remaining in reserve will be worth the same as the card you moved up.
It's usually best to prefer to match up cards in the layup rather than use reserve cards, as unused reserves are worth more than you can possibly get for using them. However, pay attention to your layup--if using a reserve card will make the layup easier to clear, it may be better to do so, even if it scores less in the short term.
And finally, take your time, but don't dawdle. You only get three minutes to clear all three layups, which is one minute per board. If you're hearing a ticking sound, you only have five seconds left, and you need to work on your speed next time.
That's about all. There's not a whole lot to this game, and you can do very well if you pay attention and keep a good pace. As always, please leave comments, questions, or feedback as you see fit. Take care and good luck!
3 comments
SHOLLY'S TIP SHEETS, CHAPTER VI: 5 Card Solitaire 9/5/07 10:33 PM
5 Card Solitaire, formerly known as Poker Solitaire, is another King.com original, if I'm not mistaken. From what I understand, the name was changed due to anti-poker legislation passed by the US Congress last year. Even though this game is pure skill, it's understandable that King wouldn't want a bunch of busybody lawmakers to confuse this game with actual poker. Do you get the impression that I disagree with the legislation? 'Cause I do, ya know...
Anyway, the objective of this game is to make your way through three rounds by forming up to ten poker hands, trying to meet all the requirements for the round in order to advance. It's another "think before you click" game, but you don't have much time to dawdle. Making it to Round 3 will get you an achievement point.
Let's talk about the nuts and bolts of this game:
You have two minutes and ten hands in each round. You will be given a list of 5-8 Required Hands, which must all be made in order to advance. Note that you do NOT have to make the full complement of ten hands to advance to the next round, as long as you complete the Required list.
Click on a card to select it, then click on any card touching that card to add it to the hand. Once you've clicked five touching cards, if you've formed at least a pair, you'll hear the click of your six-shooter as your hand is ready to "fire", or submit. Unlike Honey Combo and Hex Combo, you don't have to click cards in sequence--as long as each card you click touches one you've selected, it can be added to the hand.
The game continues until you either: Complete three rounds; Run out of time or hands without completing all Required Hands for that round; or Allow a Bomb Card to explode. As you get bonus points for each round you complete, it's obviously in your best interest to make it through all three rounds.
There are three kinds of special cards that will affect game play. Let's talk about them a bit:
Gold Cards start to appear in Round 2. You'll almost always see at least one Gold Card in both Rounds 2 and 3. Using a Gold Card in a hand will give you half again the score for that hand--in other words, your hand score will be multiplied by 1½. If you use more than one Gold Card in a hand, your hand score will be multiplied for each Gold Card used. For instance, two Gold Cards would cause your hand to be multiplied by 1½x1½=2¼. Given the choice, you should use Gold Cards together rather than separately. More on that in a bit.
Bomb Cards appear in Round 3, and sometimes in Round 2. A Bomb Card will have a bomb pictured on it (duh) with a 3 hand timer. If you don't use a Bomb Card in the next three hands, it will explode and end your game immediately. NOTE: If a Bomb Card appears with only one or two hands left to make, you can safely ignore it, but if it appears with exactly 3 hands left, you still have to use it! It will still explode in that case, even though your last hand is submitted before the bomb counter changes.
Freeze Cards only appear in Round 3, and they're very annoying. A Freeze Card will have a picture of a snowflake on it; if you don't use it in your next hand, it will freeze and become unusable. A Freeze Card can be thawed out by using a card next to it, but it will still have the snowflake on it, and as such will freeze again if not used in the very next hand.
Let's talk about the scoring for this game:
Each hand you make is worth a given number of points, and the more difficult a hand is to make, the more it's worth:
One Pair: 50
Two Pair: 100
Three of a Kind: 120
Straight: 130
Flush: 150
Full House: 175
Four of a Kind: 250
Straight Flush: 400
Royal Flush: 500
Five of a Kind: 600
If a hand satisfies one of your Required Hands, 200 points are added to the above score (before multiplying, in the case of a Gold Card).
As mentioned above, your hand score will be multiplied by 1.5 for each Gold Card that appears in it.
Completing a round will get you bonus points: 500 for Round 1, 1000 for Round 2, and 1500 for Round 3.
You also get a Speed Bonus of one point for each second less than 15 it takes you to make your next hand, but this doesn't affect score or strategy much.
Let's talk about how to score big in this game:
The key is to make big hands, and use Gold Cards in Required Hands and other big hands whenever possible. Remember, the 200 point bonus for a Required Hand is added BEFORE the hand is multiplied for Gold Cards.
Note also that a bigger hand can complete a Required Hand if it fits the requirement. For instance, a Two Pair requirement can be satisfied with Two Pair, Full House, Four of a Kind, or Five of a Kind. It's strongly recommended that you do this whenever possible.
If you have the chance to use more than one Gold Card in a hand, it's usually a good idea to use them together, as long as you don't have to make a substantially weaker hand to get them both in. For instance, if you need 2 Two Pair hands and you have two Gold Cards handy that can be either combined or split, the difference in score looks like this:
With the Gold Cards taken together, the two hands are worth 300 (100 base + 200 Required) and 675 (300x1.5x1.5), for a total of 975.
With the Gold Cards taken separately, both hands are worth 450 (300x1.5), for a total of 900.
However, if you have to make a considerably weaker hand to bring the Gold Cards together, it might not be worth it. For our example, if you can only make One Pair by bringing the Gold Cards together, the hands in that case would only be worth 300 (for the plain one) and 113 (50x1.5x1.5), which is much less than if you took them separately and made Two Pair with each one.
Watch for the big hands! If you see three or four cards coming together that will make a Straight Flush, Royal Flush, or Five of a Kind, try to make hands that will bring those cards together, and hopefully, you'll get a Joker or the card(s) you need. This means that you may have to settle for a low-scoring hand or two, but the payoff is often worth it, especially if your big hand is Required and/or uses a Gold Card.
Good scoring benchmarks to aim for are 3500 points for Round 1 (after bonus), and 8000 for Round 2. I usually get in the 12.5K to 13.5K range, though my high score is about 14.1K.
That's about all that comes to mind for now. If I think of more, I'll add to it. If you're still in the Royal Cup (which I'm not), I hope this helps. Take care and good luck!
Anyway, the objective of this game is to make your way through three rounds by forming up to ten poker hands, trying to meet all the requirements for the round in order to advance. It's another "think before you click" game, but you don't have much time to dawdle. Making it to Round 3 will get you an achievement point.
Let's talk about the nuts and bolts of this game:
You have two minutes and ten hands in each round. You will be given a list of 5-8 Required Hands, which must all be made in order to advance. Note that you do NOT have to make the full complement of ten hands to advance to the next round, as long as you complete the Required list.
Click on a card to select it, then click on any card touching that card to add it to the hand. Once you've clicked five touching cards, if you've formed at least a pair, you'll hear the click of your six-shooter as your hand is ready to "fire", or submit. Unlike Honey Combo and Hex Combo, you don't have to click cards in sequence--as long as each card you click touches one you've selected, it can be added to the hand.
The game continues until you either: Complete three rounds; Run out of time or hands without completing all Required Hands for that round; or Allow a Bomb Card to explode. As you get bonus points for each round you complete, it's obviously in your best interest to make it through all three rounds.
There are three kinds of special cards that will affect game play. Let's talk about them a bit:
Gold Cards start to appear in Round 2. You'll almost always see at least one Gold Card in both Rounds 2 and 3. Using a Gold Card in a hand will give you half again the score for that hand--in other words, your hand score will be multiplied by 1½. If you use more than one Gold Card in a hand, your hand score will be multiplied for each Gold Card used. For instance, two Gold Cards would cause your hand to be multiplied by 1½x1½=2¼. Given the choice, you should use Gold Cards together rather than separately. More on that in a bit.
Bomb Cards appear in Round 3, and sometimes in Round 2. A Bomb Card will have a bomb pictured on it (duh) with a 3 hand timer. If you don't use a Bomb Card in the next three hands, it will explode and end your game immediately. NOTE: If a Bomb Card appears with only one or two hands left to make, you can safely ignore it, but if it appears with exactly 3 hands left, you still have to use it! It will still explode in that case, even though your last hand is submitted before the bomb counter changes.
Freeze Cards only appear in Round 3, and they're very annoying. A Freeze Card will have a picture of a snowflake on it; if you don't use it in your next hand, it will freeze and become unusable. A Freeze Card can be thawed out by using a card next to it, but it will still have the snowflake on it, and as such will freeze again if not used in the very next hand.
Let's talk about the scoring for this game:
Each hand you make is worth a given number of points, and the more difficult a hand is to make, the more it's worth:
One Pair: 50
Two Pair: 100
Three of a Kind: 120
Straight: 130
Flush: 150
Full House: 175
Four of a Kind: 250
Straight Flush: 400
Royal Flush: 500
Five of a Kind: 600
If a hand satisfies one of your Required Hands, 200 points are added to the above score (before multiplying, in the case of a Gold Card).
As mentioned above, your hand score will be multiplied by 1.5 for each Gold Card that appears in it.
Completing a round will get you bonus points: 500 for Round 1, 1000 for Round 2, and 1500 for Round 3.
You also get a Speed Bonus of one point for each second less than 15 it takes you to make your next hand, but this doesn't affect score or strategy much.
Let's talk about how to score big in this game:
The key is to make big hands, and use Gold Cards in Required Hands and other big hands whenever possible. Remember, the 200 point bonus for a Required Hand is added BEFORE the hand is multiplied for Gold Cards.
Note also that a bigger hand can complete a Required Hand if it fits the requirement. For instance, a Two Pair requirement can be satisfied with Two Pair, Full House, Four of a Kind, or Five of a Kind. It's strongly recommended that you do this whenever possible.
If you have the chance to use more than one Gold Card in a hand, it's usually a good idea to use them together, as long as you don't have to make a substantially weaker hand to get them both in. For instance, if you need 2 Two Pair hands and you have two Gold Cards handy that can be either combined or split, the difference in score looks like this:
With the Gold Cards taken together, the two hands are worth 300 (100 base + 200 Required) and 675 (300x1.5x1.5), for a total of 975.
With the Gold Cards taken separately, both hands are worth 450 (300x1.5), for a total of 900.
However, if you have to make a considerably weaker hand to bring the Gold Cards together, it might not be worth it. For our example, if you can only make One Pair by bringing the Gold Cards together, the hands in that case would only be worth 300 (for the plain one) and 113 (50x1.5x1.5), which is much less than if you took them separately and made Two Pair with each one.
Watch for the big hands! If you see three or four cards coming together that will make a Straight Flush, Royal Flush, or Five of a Kind, try to make hands that will bring those cards together, and hopefully, you'll get a Joker or the card(s) you need. This means that you may have to settle for a low-scoring hand or two, but the payoff is often worth it, especially if your big hand is Required and/or uses a Gold Card.
Good scoring benchmarks to aim for are 3500 points for Round 1 (after bonus), and 8000 for Round 2. I usually get in the 12.5K to 13.5K range, though my high score is about 14.1K.
That's about all that comes to mind for now. If I think of more, I'll add to it. If you're still in the Royal Cup (which I'm not), I hope this helps. Take care and good luck!
1 comments
SHOLLY'S TIP SHEETS, CHAPTER V: Bejeweled 2 8/26/07 3:40 PM
PopCap's monster hit game is the topic of this Tip Sheet. However, in a departure from standard procedure, most of the material you will read here is not my own. The bulk of this Tip Sheet is brought to you courtesy of gamergoddess, one of King's top B2 players.
Most of the planet knows how this game works by now, but let's go over it briefly, for the sake of completeness:
Switch two gems to make a row of three or more of the same color. Make a row of four or two intersecting rows with one move, and you'll get a Power Gem, which will destroy all gems touching it when it's matched. Make a row of five and you'll get a Hyper Cube, which will destroy all gems of the color it's switched with. Unlike the retail version of B2, a Power Gem or Hyper Cube will never be destroyed in the same move in which it's formed, even if another Power Gem explodes next to it. This allows you to hoard Power Gems - which I recommend - and explode them all at once for a massive bonus.
The scoring differs slightly from the retail version as well:
A regular match is worth the base amount for the level you're on. In the event of a combo, each succesive match is worth baseXsize of combo. For instance, if you make a combo of three matches on Level 1, it's worth 10+20+30=60 points.
A match of four gems is worth double the base amount, and a match of five or more is worth triple the base amount.
The score for exploding Power Gems goes up rather rapidly for each additional Power Gem blown up at once. I'm not going to retype the formula, but suffice it to say that it's worth the effort to set up a group of them.
You get the base amount for each gem removed with a Hyper Cube.
The base amount starts at 10 points on Level 1, and goes up 5 for each level thereafter.
You advance to the next level by reaching the point threshold. To get the next threshold, add 500 more points than the amount you added to the previous one. You need 500 points to reach Level 2, 1500 for Level 3, 3000 for Level 4, 5000 for Level 5, etc. Making it to Level 4 (in other words, scoring at least 3000) will get you an achievement point.
Now, without any further ado, here's how gamergoddess suggests building those high scores:
What I find weird about this BJ2 is that chain explosions seem to give more points than activating hypercubes. But that doesn’t mean you shouldn’t try to get them. Hypercubes are your safety nets whenever you are stuck or need to get a nice clump of points within a short time.
The key components.
Speed - with the timed version of this game you want to move through the levels as fast as you can and get as many pointscomboshypersbombs between those point slots of each level. You need to be able to see several moves to do (and how your current moves will influence them) every second so you can keep a steady pace. In not time you will find it very difficult to get a score under 10k. When there is a lag time between combos and moves I am still active. I click my next move constantly until the combo ends keeping the energy up. or if you cannot see anything you can just keep switching jewels until you do to keep your pace. I like that there is always that hint button there for you if you need it. You don’t want to have more than 3 seconds of lag because you are looking for new moves. Keep the pace and energy up.
Play down but LOOK UP! - For these games they always tell you "play down to create more possible combos". But if you are just playing down for "slim chances" it could cost you a lot of points and time for the bigger comboshypers/bombs that were waiting for you above. Sometimes the game is very generous and gives you a hypercube (for you to get in one move) but if you are focusing on the bottom you will miss it, even if you are trying to get a hypercube down there to begin with. So if you are playing at the bottom make sure to scan up after the jewels fall. You could be missing some key moves and powerups.
Knowing how the gems will fall - Is also a key component to score in the game. The only thing that gets a little tricky is when you make bombs. The gem you switched to get that four combo will stay....so it wont fall at all but the rest will cause a regular drop. This comes in handy for hypercubes also. if you have something like this......
--^-^
^^-^-
You can get the hypercube in ONE move. If there is a 4 combo right under it.....and the jewel you need to switch to get it is in the same column under 4th gem in the diagram that gem will stay in place, while the other two will fall into place. and BOOM! hyper. You can also get multiple 3's also. If you have something like this.....
--^--
^^---
--^--
---^^
Getting the 3 at the bottom will cause you to get a combo with the 3 at the top. Sometimes you can get more than 3-4 "3 combos" in by just moving the lower one and having the upper ones (which you wouldve had to get seperately) fall into place and give you huge points. One of the best bonuses from knowing how jewels will fall is making hypercubes (or hypercube combos) by using a hypercube. Yes there may be a lot of one color on the board, but if you just take a quick scan you can make one or even two hypercubes by using your current one with the "lesser" color. But you need to see how many points you have left to gain in the level. Don’t do it if you are 300-500 points away. It would ruin everything and then you have used up your hypercube.
Setting up hypercube combos - There are tons of ways to get hypercubes, some in 2 moves, some in 4 or 5. If there is a hyper to get in one move go for it. But be aware of how many points you racked up in a level. You could be focusing on getting a hyper but attain all the points you needed for that level and BOOM, gone. That’s why the time to get hypercubes is in the beginning of the level. And hey, if you do a quick scan of the entire board before you play you can find hypers which they gave to you (usually 1-2 moves to get them).
The Gap - ^^-^^ If you see gems of the same color arranged like that with the center one missing, that is a hypercube combination. There are two versions of this the vertical and the horizontal. For the horizontal one if there is a vertical move of 3 or more in that "gap column" you could use it to bring more jewels down from the center and hopefully the color you want will fall down into place.
The Vertical 4s - You can pretty much turn any 4 combo into a hypercube. The vertical ones are more tricky to attain than the horizontal ones. If you see a "vertical 4" check the rest of the column to see if there same color is there. if it is you could do a couple moves to have them line up into a hypercube combination.
The Horizontal 4s - With horizontal 4s I usually leave them alone for several moves. I just get as many moves to the side of them (without disrupting the arrangement) until the jewel color I need falls down from the bottom into place. But it depends on your time and where you are in the level. Since bomb chains give you more points overall I would just go for the bomb, unless I could turn it into a hypercube in less than 3 moves.
The upside down V -
--^--
-^-^-
^---^
If you see jewels lined up like this. you can turn it into a hypercube. If you see a horizontal 3 combo centered right underneath it. it will fall into a hypercube that you can get in one move. ^^
There are other advanced ones, like if there are no hypercube combos on the board but there are moves you can do to align the gems that way, but those take an awful lot of time, and focus. And for a timed version of that game like this you really cannot afford to spend so much time and concentration on the advanced ones.
So I got a hyper, now when do I use them? - I think it's a personal preference depending on your style of play. Hypercubes are your safety nets. If you have trouble getting a lot of points from combos, then you have hypers to help you out. If you are stuck, the hyper will be there. I am a hyper hoarder. I never ever use my hypercubes unless........
My lag time for next move is over 5 seconds (or I felt I have wasted too much time in the current or previous levels) - If I take too much time to get a next move I just use it, even without clicking hint first, I just go for it. By using it then I gain back all (or at least most of) the time I lost.
If I can make another hyper from using my current one - It's so nice when you can make the jewels fall neatly into another hypercube. It depends on how many points you have left to gain in the level. if you still have a long way to go, then go for it.
The future levels are in sight - I usually hold as most of my hypercubes for levels 4+. the higher the level the faster you will need to be to gain many more points. Using the hypers then will bridge the gap and keep your speed up. If I have 2 or more hypercubes on my board is use one hyper cube each new level until I am left with just one. With only one left I go into hyper hoarder mode again XD.
When time is about to run out - that’s it, all bets are off, stop hoarding and just go crazy. XD
My Bejeweling mentality - I always go into the game actively, thinking to myself "I will make a hypercube in every level". Not even "try" I WILL make one. This keeps me active, and determined throughout the game. This single mentality helps my pace and performance throughout the game. It works for me, but it might not work for you. Set yourself goals and see which ones give you the best performance. Even if I don’t make a hyper in a level, its no skin off my bones, I still have other levels to try and pursue.
King's BJ2 - my average for the king's version is 10-11k. I rarely get below that...maybe around 10% of the time I do. Bejeweled is a very active game, and if you have trouble scanning fast or the entire board at once during any point it the game it would be very difficult, challenging and frustrating at times. But the good news is that with enough practice you can train your eyes to do so. ^~
hope that helps some. ^^
****
Keep in mind, this girl beat me in round 9 of the B2 Royal Cup, so she knows her stuff. As always, comments, questions, and feedback are welcome. Take care and good luck!
Most of the planet knows how this game works by now, but let's go over it briefly, for the sake of completeness:
Switch two gems to make a row of three or more of the same color. Make a row of four or two intersecting rows with one move, and you'll get a Power Gem, which will destroy all gems touching it when it's matched. Make a row of five and you'll get a Hyper Cube, which will destroy all gems of the color it's switched with. Unlike the retail version of B2, a Power Gem or Hyper Cube will never be destroyed in the same move in which it's formed, even if another Power Gem explodes next to it. This allows you to hoard Power Gems - which I recommend - and explode them all at once for a massive bonus.
The scoring differs slightly from the retail version as well:
A regular match is worth the base amount for the level you're on. In the event of a combo, each succesive match is worth baseXsize of combo. For instance, if you make a combo of three matches on Level 1, it's worth 10+20+30=60 points.
A match of four gems is worth double the base amount, and a match of five or more is worth triple the base amount.
The score for exploding Power Gems goes up rather rapidly for each additional Power Gem blown up at once. I'm not going to retype the formula, but suffice it to say that it's worth the effort to set up a group of them.
You get the base amount for each gem removed with a Hyper Cube.
The base amount starts at 10 points on Level 1, and goes up 5 for each level thereafter.
You advance to the next level by reaching the point threshold. To get the next threshold, add 500 more points than the amount you added to the previous one. You need 500 points to reach Level 2, 1500 for Level 3, 3000 for Level 4, 5000 for Level 5, etc. Making it to Level 4 (in other words, scoring at least 3000) will get you an achievement point.
Now, without any further ado, here's how gamergoddess suggests building those high scores:
What I find weird about this BJ2 is that chain explosions seem to give more points than activating hypercubes. But that doesn’t mean you shouldn’t try to get them. Hypercubes are your safety nets whenever you are stuck or need to get a nice clump of points within a short time.
The key components.
Speed - with the timed version of this game you want to move through the levels as fast as you can and get as many pointscomboshypersbombs between those point slots of each level. You need to be able to see several moves to do (and how your current moves will influence them) every second so you can keep a steady pace. In not time you will find it very difficult to get a score under 10k. When there is a lag time between combos and moves I am still active. I click my next move constantly until the combo ends keeping the energy up. or if you cannot see anything you can just keep switching jewels until you do to keep your pace. I like that there is always that hint button there for you if you need it. You don’t want to have more than 3 seconds of lag because you are looking for new moves. Keep the pace and energy up.
Play down but LOOK UP! - For these games they always tell you "play down to create more possible combos". But if you are just playing down for "slim chances" it could cost you a lot of points and time for the bigger comboshypers/bombs that were waiting for you above. Sometimes the game is very generous and gives you a hypercube (for you to get in one move) but if you are focusing on the bottom you will miss it, even if you are trying to get a hypercube down there to begin with. So if you are playing at the bottom make sure to scan up after the jewels fall. You could be missing some key moves and powerups.
Knowing how the gems will fall - Is also a key component to score in the game. The only thing that gets a little tricky is when you make bombs. The gem you switched to get that four combo will stay....so it wont fall at all but the rest will cause a regular drop. This comes in handy for hypercubes also. if you have something like this......
--^-^
^^-^-
You can get the hypercube in ONE move. If there is a 4 combo right under it.....and the jewel you need to switch to get it is in the same column under 4th gem in the diagram that gem will stay in place, while the other two will fall into place. and BOOM! hyper. You can also get multiple 3's also. If you have something like this.....
--^--
^^---
--^--
---^^
Getting the 3 at the bottom will cause you to get a combo with the 3 at the top. Sometimes you can get more than 3-4 "3 combos" in by just moving the lower one and having the upper ones (which you wouldve had to get seperately) fall into place and give you huge points. One of the best bonuses from knowing how jewels will fall is making hypercubes (or hypercube combos) by using a hypercube. Yes there may be a lot of one color on the board, but if you just take a quick scan you can make one or even two hypercubes by using your current one with the "lesser" color. But you need to see how many points you have left to gain in the level. Don’t do it if you are 300-500 points away. It would ruin everything and then you have used up your hypercube.
Setting up hypercube combos - There are tons of ways to get hypercubes, some in 2 moves, some in 4 or 5. If there is a hyper to get in one move go for it. But be aware of how many points you racked up in a level. You could be focusing on getting a hyper but attain all the points you needed for that level and BOOM, gone. That’s why the time to get hypercubes is in the beginning of the level. And hey, if you do a quick scan of the entire board before you play you can find hypers which they gave to you (usually 1-2 moves to get them).
The Gap - ^^-^^ If you see gems of the same color arranged like that with the center one missing, that is a hypercube combination. There are two versions of this the vertical and the horizontal. For the horizontal one if there is a vertical move of 3 or more in that "gap column" you could use it to bring more jewels down from the center and hopefully the color you want will fall down into place.
The Vertical 4s - You can pretty much turn any 4 combo into a hypercube. The vertical ones are more tricky to attain than the horizontal ones. If you see a "vertical 4" check the rest of the column to see if there same color is there. if it is you could do a couple moves to have them line up into a hypercube combination.
The Horizontal 4s - With horizontal 4s I usually leave them alone for several moves. I just get as many moves to the side of them (without disrupting the arrangement) until the jewel color I need falls down from the bottom into place. But it depends on your time and where you are in the level. Since bomb chains give you more points overall I would just go for the bomb, unless I could turn it into a hypercube in less than 3 moves.
The upside down V -
--^--
-^-^-
^---^
If you see jewels lined up like this. you can turn it into a hypercube. If you see a horizontal 3 combo centered right underneath it. it will fall into a hypercube that you can get in one move. ^^
There are other advanced ones, like if there are no hypercube combos on the board but there are moves you can do to align the gems that way, but those take an awful lot of time, and focus. And for a timed version of that game like this you really cannot afford to spend so much time and concentration on the advanced ones.
So I got a hyper, now when do I use them? - I think it's a personal preference depending on your style of play. Hypercubes are your safety nets. If you have trouble getting a lot of points from combos, then you have hypers to help you out. If you are stuck, the hyper will be there. I am a hyper hoarder. I never ever use my hypercubes unless........
My lag time for next move is over 5 seconds (or I felt I have wasted too much time in the current or previous levels) - If I take too much time to get a next move I just use it, even without clicking hint first, I just go for it. By using it then I gain back all (or at least most of) the time I lost.
If I can make another hyper from using my current one - It's so nice when you can make the jewels fall neatly into another hypercube. It depends on how many points you have left to gain in the level. if you still have a long way to go, then go for it.
The future levels are in sight - I usually hold as most of my hypercubes for levels 4+. the higher the level the faster you will need to be to gain many more points. Using the hypers then will bridge the gap and keep your speed up. If I have 2 or more hypercubes on my board is use one hyper cube each new level until I am left with just one. With only one left I go into hyper hoarder mode again XD.
When time is about to run out - that’s it, all bets are off, stop hoarding and just go crazy. XD
My Bejeweling mentality - I always go into the game actively, thinking to myself "I will make a hypercube in every level". Not even "try" I WILL make one. This keeps me active, and determined throughout the game. This single mentality helps my pace and performance throughout the game. It works for me, but it might not work for you. Set yourself goals and see which ones give you the best performance. Even if I don’t make a hyper in a level, its no skin off my bones, I still have other levels to try and pursue.
King's BJ2 - my average for the king's version is 10-11k. I rarely get below that...maybe around 10% of the time I do. Bejeweled is a very active game, and if you have trouble scanning fast or the entire board at once during any point it the game it would be very difficult, challenging and frustrating at times. But the good news is that with enough practice you can train your eyes to do so. ^~
hope that helps some. ^^
****
Keep in mind, this girl beat me in round 9 of the B2 Royal Cup, so she knows her stuff. As always, comments, questions, and feedback are welcome. Take care and good luck!
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SHOLLY'S TIP SHEETS, CHAPTER IV: Big Bang 8/14/07 12:06 PM
The fourth installment in my Tip Sheet series deals with a King.com original, as far as I know. Big Bang reminds me of a game I got out of a computer magazine back in the mid-80's, back when just about anyone could write his own programs if he knew BASIC. The game involved adding bombs to squares, which would explode and occupy the surrounding squares when the target square reached critical mass, though this game was for two players, and very basic.
In Big Bang, the objective is to destroy all the atoms on the screen in each of five levels by overloading them with electrons. You have limited time and electrons to do this, and Levels 4 and 5 feature atoms of two different colors.
Each level consists of a 6x6 grid containing 26-30 atoms, some of which bear special features that I'll get to in a bit. You control an electron gun with 12 shots (the game instructions incorrectly say 10). Move the pointer to any square containing an atom and click to fire the gun, which will add an electron to the atom. If the atom hit already holds three electrons (as evidenced by the number of orbits around it), it will explode and launch an electron (or two, or a positron, depending on if it's a special atom) in each of the four cardinal directions. This may result in other atoms being overloaded and exploding as well, causing a chain reaction (not to be confused with King.com's Chain Reaction game, which is completely different and contains no chain reactions per se).
For every three atoms destroyed in one chain reaction, an electron will be added to the gun. If the first atom destroyed sets off a chain reaction that destroys every atom on the screen, you've made a Big Bang. Making at least one Big Bang in a game will get you an achievement point. For each level you clear, you will receive bonus electrons equal to the level number you just cleared.
On Levels 4 and 5, there are both pink and green atoms. All atoms will absorb an incoming electron regardless of color, but a pink electron can't destroy a green atom, or vice versa. This makes Big Bangs nearly impossible on Levels 4 and 5, except when there are Charged (lightning) atoms present. Even then, it's extremely difficult and not always possible.
You have four minutes to complete all five levels. The game continues until you complete them all, or run out of electrons or time. If you complete all five levels, a bonus is added to your score, as discussed below.
There are three special features that atoms can carry: They can be Charged (pictured with a lightning bolt), Unstable (pictured with a cross of electrons), or have a score multiplier of 2 or 3. Let's talk about them a bit:
Charged (lightning) atoms behave like any other atoms until they're exploded. When a Charged atom is blown up, it sends positrons instead of electrons in each direction. A positron will blow up the next atom it touches, regardless of size or color. These are very useful for clearing atoms with few electrons, and are a big aid in setting up a Big Bang. They are also the only way you can destroy atoms of two colors with one shot.
Unstable (or Multi) atoms behave like normal atoms until they're blown up, at which point they release two electrons in each direction instead of one. These are useful for cutting down electron use.
X2 and X3 atoms do exactly as they suggest: The score for destroying this atom is double or triple what it would normally be.
Let's talk about the scoring:
Destroying an atom with the electron gun is worth 100 points. If one shot destroys more than one atom, each successive atom destroyed is worth 10 points more than the last one. This means that the key to scoring big is to form long chain reactions, preferably Big Bangs.
Destroying a X2 or X3 atom doubles or triples the score for that atom only. To get maximum value for these, you want to destroy them as late in your chain as practical.
If you complete all five levels, you receive a bonus of 100 points for every electron remaining in the gun, and 10 points for every second left (measured to the nearest tenth of a second, though the screen doesn't show that).
There are two points to keep in mind to achieve the maximum possible score, and speed isn't one of them. Think before you click! They are: Making Big Bangs and chains as long as possible using the fewest possible number of electrons, and destroying X2 and X3 atoms as late in those chains as possible. After all, a X3 atom destroyed late in a Big Bang is often worth over 1000 points.
To build your chains, you need to know some basic atom formations that will yield chains. In my examples, a number refers to the number of electrons the atom is holding, and an L is a lightning (Charged) atom.
Starting with straight-line combinations...I will put the atom to hit in parentheses:
3 (3) 2 The most basic chain of three. The 2 atom will receive an electron first from the center atom, then the left atom.
3 3 (3) 1, 3 3 3 (3) 0 These are extensions of the basic chain. With a string of 3s, destroy the one closest to the atom that's not a 3.
2 (3) 3 2 You can actually destroy either 3 in this symmetrical arrangement. As pictured, the left atom will absorb two electrons as above, then will send one to the 2 on the right, which already absorbed an electron from the 3 on the right.
1 (3) 3 3 2, 0 (3) 3 3 3 2 Again, extensions of the theme.
This is the basic idea. To list all such chains would make this Tip Sheet impossibly long--besides, who would go to the trouble to memorize them all? It's best to discover the other patterns on your own.
I won't go too much into two-dimensional chains, except to say that a square or rectangular arrangement of four atoms must have 3s at each corner, except that one corner can be a 2 as it will absorb an electron from each adjacent corner.
Charged atoms should be used to destroy small atoms whenever possible, in order to conserve electrons. It's not always a good idea to start your chain by blowing up the Charged atom:
2 0 (3) L 0 (the Charged atom is a 3)
If you were to blow up the Charged atom here, it would take out the 3 and the 0 on the end. These two atoms would each contribute an electron to the other 0, leaving a pair of 2s. However, if you blow up the indicated atom, it will send an electron to each side and blow up the Charged atom, which will now take out both 0s. Each of those 0s will send an electron to the 2, blowing it up and taking out the whole chain.
Again, think before you click! Take a while to study the screen before you start firing electrons, and see where you really need them and where you don't. Picking your starting point wisely is also very important, as it determines how many electrons you'll need to make a Big Bang or massive chain. It also determines how much your X2 and X3 atoms will be worth. You should usually pick your starting point where one of the above formations is, or can be formed with few electrons.
For Levels 4 and 5, if there are no Charged atoms, it's usually best to see which color is dominant on the screen, then blow up atoms of the other color in the way (making chains whenever possible, of course) in order to set up a big chain in the dominant color.
If you do have any Charged atoms, you may be able to set up a chain involving both colors. An in-depth look at how to do that is beyond the scope of this Tip Sheet, but practice and you'll figure it out.
I hope this helps. It's hard to come up with truly useful material for this game, as it's easier for you to see for yourself how it works. As always, comments, questions and feedback are appreciated. Take care and good luck!
This concludes the series for games in which I am ranked Warrior King or higher. The next batch of Tip Sheets will get into games I'm a King in as of this writing.
In Big Bang, the objective is to destroy all the atoms on the screen in each of five levels by overloading them with electrons. You have limited time and electrons to do this, and Levels 4 and 5 feature atoms of two different colors.
Each level consists of a 6x6 grid containing 26-30 atoms, some of which bear special features that I'll get to in a bit. You control an electron gun with 12 shots (the game instructions incorrectly say 10). Move the pointer to any square containing an atom and click to fire the gun, which will add an electron to the atom. If the atom hit already holds three electrons (as evidenced by the number of orbits around it), it will explode and launch an electron (or two, or a positron, depending on if it's a special atom) in each of the four cardinal directions. This may result in other atoms being overloaded and exploding as well, causing a chain reaction (not to be confused with King.com's Chain Reaction game, which is completely different and contains no chain reactions per se).
For every three atoms destroyed in one chain reaction, an electron will be added to the gun. If the first atom destroyed sets off a chain reaction that destroys every atom on the screen, you've made a Big Bang. Making at least one Big Bang in a game will get you an achievement point. For each level you clear, you will receive bonus electrons equal to the level number you just cleared.
On Levels 4 and 5, there are both pink and green atoms. All atoms will absorb an incoming electron regardless of color, but a pink electron can't destroy a green atom, or vice versa. This makes Big Bangs nearly impossible on Levels 4 and 5, except when there are Charged (lightning) atoms present. Even then, it's extremely difficult and not always possible.
You have four minutes to complete all five levels. The game continues until you complete them all, or run out of electrons or time. If you complete all five levels, a bonus is added to your score, as discussed below.
There are three special features that atoms can carry: They can be Charged (pictured with a lightning bolt), Unstable (pictured with a cross of electrons), or have a score multiplier of 2 or 3. Let's talk about them a bit:
Charged (lightning) atoms behave like any other atoms until they're exploded. When a Charged atom is blown up, it sends positrons instead of electrons in each direction. A positron will blow up the next atom it touches, regardless of size or color. These are very useful for clearing atoms with few electrons, and are a big aid in setting up a Big Bang. They are also the only way you can destroy atoms of two colors with one shot.
Unstable (or Multi) atoms behave like normal atoms until they're blown up, at which point they release two electrons in each direction instead of one. These are useful for cutting down electron use.
X2 and X3 atoms do exactly as they suggest: The score for destroying this atom is double or triple what it would normally be.
Let's talk about the scoring:
Destroying an atom with the electron gun is worth 100 points. If one shot destroys more than one atom, each successive atom destroyed is worth 10 points more than the last one. This means that the key to scoring big is to form long chain reactions, preferably Big Bangs.
Destroying a X2 or X3 atom doubles or triples the score for that atom only. To get maximum value for these, you want to destroy them as late in your chain as practical.
If you complete all five levels, you receive a bonus of 100 points for every electron remaining in the gun, and 10 points for every second left (measured to the nearest tenth of a second, though the screen doesn't show that).
There are two points to keep in mind to achieve the maximum possible score, and speed isn't one of them. Think before you click! They are: Making Big Bangs and chains as long as possible using the fewest possible number of electrons, and destroying X2 and X3 atoms as late in those chains as possible. After all, a X3 atom destroyed late in a Big Bang is often worth over 1000 points.
To build your chains, you need to know some basic atom formations that will yield chains. In my examples, a number refers to the number of electrons the atom is holding, and an L is a lightning (Charged) atom.
Starting with straight-line combinations...I will put the atom to hit in parentheses:
3 (3) 2 The most basic chain of three. The 2 atom will receive an electron first from the center atom, then the left atom.
3 3 (3) 1, 3 3 3 (3) 0 These are extensions of the basic chain. With a string of 3s, destroy the one closest to the atom that's not a 3.
2 (3) 3 2 You can actually destroy either 3 in this symmetrical arrangement. As pictured, the left atom will absorb two electrons as above, then will send one to the 2 on the right, which already absorbed an electron from the 3 on the right.
1 (3) 3 3 2, 0 (3) 3 3 3 2 Again, extensions of the theme.
This is the basic idea. To list all such chains would make this Tip Sheet impossibly long--besides, who would go to the trouble to memorize them all? It's best to discover the other patterns on your own.
I won't go too much into two-dimensional chains, except to say that a square or rectangular arrangement of four atoms must have 3s at each corner, except that one corner can be a 2 as it will absorb an electron from each adjacent corner.
Charged atoms should be used to destroy small atoms whenever possible, in order to conserve electrons. It's not always a good idea to start your chain by blowing up the Charged atom:
2 0 (3) L 0 (the Charged atom is a 3)
If you were to blow up the Charged atom here, it would take out the 3 and the 0 on the end. These two atoms would each contribute an electron to the other 0, leaving a pair of 2s. However, if you blow up the indicated atom, it will send an electron to each side and blow up the Charged atom, which will now take out both 0s. Each of those 0s will send an electron to the 2, blowing it up and taking out the whole chain.
Again, think before you click! Take a while to study the screen before you start firing electrons, and see where you really need them and where you don't. Picking your starting point wisely is also very important, as it determines how many electrons you'll need to make a Big Bang or massive chain. It also determines how much your X2 and X3 atoms will be worth. You should usually pick your starting point where one of the above formations is, or can be formed with few electrons.
For Levels 4 and 5, if there are no Charged atoms, it's usually best to see which color is dominant on the screen, then blow up atoms of the other color in the way (making chains whenever possible, of course) in order to set up a big chain in the dominant color.
If you do have any Charged atoms, you may be able to set up a chain involving both colors. An in-depth look at how to do that is beyond the scope of this Tip Sheet, but practice and you'll figure it out.
I hope this helps. It's hard to come up with truly useful material for this game, as it's easier for you to see for yourself how it works. As always, comments, questions and feedback are appreciated. Take care and good luck!
This concludes the series for games in which I am ranked Warrior King or higher. The next batch of Tip Sheets will get into games I'm a King in as of this writing.
4 comments
SHOLLY'S TIP SHEETS, CHAPTER III: Jungle Bubble 8/8/07 6:06 PM
This next Tip Sheet goes back a ways, to one of King's older games. Jungle Bubble is an offshoot of Taito's arcade hit Bust-A-Move, and is played pretty much the same way. You have to use the shooter to fire bubbles up into the playfield, trying to form groups of three or more of the same color to eliminate them.
That just about sums up all you need to know about how Jungle Bubble is played. All that's left are a few specifics, the scoring, and how to score really well.
You start the game with a playfield full of bubbles of several different colors. I want to say 20 rows and 7 colors, but that's at Warrior King level, and apparently it varies with your skill level. You have a shooter at the bottom of the screen, with a bubble loaded and ready to fire and the next one standing by in the statue's mouth. You aim the shooter with the mouse and click to fire.
A fired bubble will move upward in a straight line, bouncing off the side walls if it hits them, until it hits the top of the playfield or sticks to another bubble. If it sticks to a bubble of the same color and forms a group of at least three of that color, all the bubbles in that group will pop and disappear. If the popping of that group leaves any other bubbles unconnected to the top of the playfield, they will fall and also be eliminated. Bubbles isolated in this way are worth extra points.
The game continues until you either run out of time or clear the entire field. Because all bubbles are supported by the top line, this means knocking out the top line of bubbles.
Let's talk about scoring:
You get points for popping and dropping (snicker) bubbles. You get a base score of 10 points for popping a group of bubbles, REGARDLESS OF THE SIZE OF THE GROUP. It doesn't matter if it's 3 bubbles or 30, you only get 10 for the lot. If you pop bubbles with consecutive shots, a bonus is added for each successive shot, but it never gets very large, and I really don't feel like typing out the whole chart.
I also don't feel like typing out the chart for dropping bubbles, except to say that unlike pops, drops are worth more the more bubbles you drop. It starts at 5 points for one bubble, and goes up to a whopping 200 for 15 or more. (NOTE: This is the only time - dropping 15 or more bubbles in one shot - that you receive more points for your shot than the amount of shot bonus you lose. More on that in a bit.)
If you complete the game before time runs out, you'll also get a small time bonus.
All of these scores pale in comparison to the Shot Bonus, which starts at a fixed number (which varies by skill level, but is at least 20,000) and decreases by 200 for each shot you fire. You also receive this upon completion of the game.
The Shot Bonus is, by far, the most important component of your score, which means that the best way to score big is to complete the game with as few shots as possible. Don't bother trying to "set up" big scoring shots, because you still lose more in Shot Bonus than you'd get for most shots anyway.
Let's talk about some ways to cut down on your ammo usage:
If you've ever played PopCap's Dynomite, you know how unforgiving those eggs can be. If you miss your target by even a little bit, the egg won't go where you want it. Well, bubbles are more elastic than eggs, and you can squeeze them into areas that an egg couldn't go. How do you know if it'll fit? If you place the target at the center of the spot you want the bubble to land, and the firing line doesn't pass through any other bubbles, it'll fit, even if it looks like it won't. This assumes a direct shot--if you're bouncing off a wall, you're on your own.
Speaking of ricochets: It's always difficult to judge the angle when you're making a wall shot, but for better results, place the target a half bubble width away from the wall, rather than right on the wall. The target and firing line indicate where the CENTER of the bubble will be on its travels.
Plan your shots before you take them, and be sure to take the next bubble into account. For instance, if you have just one group of two red bubbles open and your current and next bubble are both red, DON'T hit the group with the first shot. Place the first red bubble one spot away from the group, then if the following bubble isn't red, connect them with the second red one. If the following bubble IS red, stick it to the one you just shot before connecting them with the third one. You get the idea, which is to not leave stray bubbles when you don't have to.
The exception to the stray bubble rule is when a group of stray bubbles is being held up by a reachable group of just one color. It's ok to load up bubbles then, because you'll drop them when the color holding them up comes up.
The other important point is toward the end of the game, when you're near the top. A color will not appear again once it's been eliminated from the playfield, but be aware that the next bubble is chosen before the one you've just shot hits its target, so you might end up removing the last blue bubbles only to find a blue one coming up next. It's annoying as hell, but if you're aware of it, you can better plan for it. If it does happen, I recommend you put it underneath a group being held up by just one color, in order to better get rid of it and get more points when you do.
That's all I can think of for now. If something more comes to mind, I'll pull this down and update it. As always, feel free to leave comments, questions or feedback. Take care and good luck!
That just about sums up all you need to know about how Jungle Bubble is played. All that's left are a few specifics, the scoring, and how to score really well.
You start the game with a playfield full of bubbles of several different colors. I want to say 20 rows and 7 colors, but that's at Warrior King level, and apparently it varies with your skill level. You have a shooter at the bottom of the screen, with a bubble loaded and ready to fire and the next one standing by in the statue's mouth. You aim the shooter with the mouse and click to fire.
A fired bubble will move upward in a straight line, bouncing off the side walls if it hits them, until it hits the top of the playfield or sticks to another bubble. If it sticks to a bubble of the same color and forms a group of at least three of that color, all the bubbles in that group will pop and disappear. If the popping of that group leaves any other bubbles unconnected to the top of the playfield, they will fall and also be eliminated. Bubbles isolated in this way are worth extra points.
The game continues until you either run out of time or clear the entire field. Because all bubbles are supported by the top line, this means knocking out the top line of bubbles.
Let's talk about scoring:
You get points for popping and dropping (snicker) bubbles. You get a base score of 10 points for popping a group of bubbles, REGARDLESS OF THE SIZE OF THE GROUP. It doesn't matter if it's 3 bubbles or 30, you only get 10 for the lot. If you pop bubbles with consecutive shots, a bonus is added for each successive shot, but it never gets very large, and I really don't feel like typing out the whole chart.
I also don't feel like typing out the chart for dropping bubbles, except to say that unlike pops, drops are worth more the more bubbles you drop. It starts at 5 points for one bubble, and goes up to a whopping 200 for 15 or more. (NOTE: This is the only time - dropping 15 or more bubbles in one shot - that you receive more points for your shot than the amount of shot bonus you lose. More on that in a bit.)
If you complete the game before time runs out, you'll also get a small time bonus.
All of these scores pale in comparison to the Shot Bonus, which starts at a fixed number (which varies by skill level, but is at least 20,000) and decreases by 200 for each shot you fire. You also receive this upon completion of the game.
The Shot Bonus is, by far, the most important component of your score, which means that the best way to score big is to complete the game with as few shots as possible. Don't bother trying to "set up" big scoring shots, because you still lose more in Shot Bonus than you'd get for most shots anyway.
Let's talk about some ways to cut down on your ammo usage:
If you've ever played PopCap's Dynomite, you know how unforgiving those eggs can be. If you miss your target by even a little bit, the egg won't go where you want it. Well, bubbles are more elastic than eggs, and you can squeeze them into areas that an egg couldn't go. How do you know if it'll fit? If you place the target at the center of the spot you want the bubble to land, and the firing line doesn't pass through any other bubbles, it'll fit, even if it looks like it won't. This assumes a direct shot--if you're bouncing off a wall, you're on your own.
Speaking of ricochets: It's always difficult to judge the angle when you're making a wall shot, but for better results, place the target a half bubble width away from the wall, rather than right on the wall. The target and firing line indicate where the CENTER of the bubble will be on its travels.
Plan your shots before you take them, and be sure to take the next bubble into account. For instance, if you have just one group of two red bubbles open and your current and next bubble are both red, DON'T hit the group with the first shot. Place the first red bubble one spot away from the group, then if the following bubble isn't red, connect them with the second red one. If the following bubble IS red, stick it to the one you just shot before connecting them with the third one. You get the idea, which is to not leave stray bubbles when you don't have to.
The exception to the stray bubble rule is when a group of stray bubbles is being held up by a reachable group of just one color. It's ok to load up bubbles then, because you'll drop them when the color holding them up comes up.
The other important point is toward the end of the game, when you're near the top. A color will not appear again once it's been eliminated from the playfield, but be aware that the next bubble is chosen before the one you've just shot hits its target, so you might end up removing the last blue bubbles only to find a blue one coming up next. It's annoying as hell, but if you're aware of it, you can better plan for it. If it does happen, I recommend you put it underneath a group being held up by just one color, in order to better get rid of it and get more points when you do.
That's all I can think of for now. If something more comes to mind, I'll pull this down and update it. As always, feel free to leave comments, questions or feedback. Take care and good luck!
4 comments
SHOLLY'S TIP SHEETS, CHAPTER II: Luxor 8/3/07 12:41 AM
My next Tip Sheet has been far and away my most requested one, as Luxor is another one of my strongest games (and the one in which I've won the most money, over $400 to date). It's often imitated, but never duplicated, and is one of King.com's more, if not most, popular games.
If you've played the retail version of Luxor, you know that the King.com version is very similar (and much better than the Worldwinner version, I might add). There are a few major differences:
You get five minutes to score as much as you can.
The levels are chosen randomly, instead of in a specific sequence like the retail version.
* The first level contains balls of three colors, with another color added with each new level.
The key to winning King.com Luxor can be summed up in three words: Speed, speed, speed. Get through the levels as quickly as you can, because the higher the level you're on, the more the gems are worth. Of course, it's also important to catch the gems and coins, and to know when (and when NOT) to catch a power-up.
The first order of business is to make sure that you have your screen set up properly. When the title screen comes up, slide it down so that there is a small space between the words "Mumbo Jumbo" and the bottom of the playing area. Make sure you have it set the way you want before you begin. If you click outside the play area when a board is up, at least before it's finished, a glitch in the game may screw up your next shot. You won't be able to switch your next ball, because if you hit the space bar after clicking outside the play area, it will knock your screen out of position.
In general, you want to make matches and blow through each level as quickly as you can, but if it's practical, you'll want to build some combos and chains to get power-ups. A combo is formed when each successive shot removes balls; you'll receive a power-up for every three consecutive scoring shots (other than by fire or lightning). A chain is formed when one shot removes multiple groups of balls; again, a power-up is released for every three consecutive groups removed with the same shot.
Combos and chains can really boost your score, but unless the balls come out in the right order for you, they're not always worth the time it takes to build them. I'll only build one if it doesn't take too many balls to set it up. However, if the balls line up properly, you can make a huge combo that will dramatically increase your score. I've made combos of 20 or longer several times, including a 23-banger in the recent Royal Cup.
A great way to get a quick point boost is to make a small chain in which a large group of one color ball is separated by two balls of another color, like this:
G G G G G G G G B B G G G G G
If you fire a blue ball into the other two, you'll create a chain that will yield 2600 points for destroying the green balls (13 balls X 100 X chain of 2), instead of the 1300 you'd get for removing them separately.
If you clear the only segment on the screen, it will often change the colors of your balls when the new segment comes out. Keep this in mind so that you don't shoot the wrong color ball.
Some more about the power-ups...
There are three types of power-ups: Movement, Instant (Color Bombs and Speed Shots), and Shooter power-ups.
The Movement power-ups are Slow, Stop, and Reverse. It's usually a good idea to catch these when you can, but if you catch a Stop or Reverse and then clear the last segment on the screen, the next segment won't appear until the power-up wears off, which costs you several seconds. Also, grabbing a movement power-up when the segment is on a vertical stretch of track isn't always a good idea, as again, you'll have to wait for your shot.
If you use a Stop or Reverse to push an incoming segment back off the screen, it will lurch forward at high speed when it starts moving again. Keep this in mind when the power-up time is about to run out and you're setting up a shot.
Be sure to grab the Color Bombs whenever you get one; but if you're close to clearing a segment, try to quickly finish it before grabbing the Color Bomb. If you get the C.B. before you finish, it won't remove many balls, if any, but if you finish the segment first, it will destroy balls in the next segment, even if they're not on the screen yet. As soon as the sound for an entering segment plays, the entire segment is "in play", even before all the balls have entered the screen. Grabbing a C.B. then can wipe out most of an incoming segment if you're lucky with balls chaining together. Not much to say about Speed Shots, except to be sure to grab them when you see them, and be aware that your shots will travel faster, a fact you should keep in mind if you're trying to time a shot.
Then there are the Shooter power-ups: the Wild, Fire, and Lightning balls. They act just like regular balls until you fire them, and can be switched with the next ball the same way.
The Wild Ball will destroy the color group on either side of where it hits. Just be sure there IS at least one ball on either side of where it will land. The Wild Ball is best used when you have two groups of the same color (preferably large ones) separated by two groups of different colors, like this:
R R R R R B B B Y R R R R
If you shoot a Wild Ball between the blue group and the yellow ball, it will take out the blues and yellow, and the reds will chain together for a nice shot!
Even if the groups on either side aren't the same color, the Wild Ball is useful for "cleaning up":
R R R R R B Y G G G G
Shooting the Wild Ball between the blue and yellow balls won't cause a chain here, but can help to keep a good combo going, as it eliminates the stray balls in between.
The Fire Ball will take out a group of balls within a specific radius. On a horizontal section of track, the Fire Ball will destroy six balls across. Keep in mind, however, that the Fire Ball destroys a circular area, not just one section of track, so if there are balls on a crossing or nearby section of track to where the Fire Ball hits, they'll be destroyed too.
The Fire Ball is best used on a group of stray unmatched balls, or where a segment crosses itself or crosses or gets close to another segment.
The Lightning Ball will destroy all balls directly in its path. The width of its effect is much less than that of the Fire Ball - only two balls wide - but it doesn't stop when it hits a ball, and there is no lag time whatsoever when it is fired.
There are three boards - Inner Sanctum of the Temple, Opening of the Mouth Ceremony, and Pharaoh's War Crown - on which the Lightning Ball is especially valuable. These boards begin with a stretch of vertical track, and if you hit an incoming segment with a Lightning Ball, the entire segment will be destroyed just like that! Stay alert though--when you do this, the gem that is released tends to fall very quickly, so pay attention and make sure to catch it!
As you'd expect, the Lightning Ball is most useful on vertical stretches of track, but you can also use it to take out two stray balls in between two groups as you would a Wild Ball.
As I've said, the idea is to get through levels quickly and efficiently. If you make it to Level 4, you're doing pretty well. Making Level 5 is very good, and will win many lower-ranked games. I make it to Level 5 roughly 80% of the time. If you make it to Level 6, I want to hear about it, as I don't know anyone who has ever made it to Level 6.
A word about quick and efficient: It's actually possible to be TOO efficient, especially on Level 3, and sometimes Level 2. The red bar at the bottom of the screen goes up with each destroyed ball, including the balls you fire. Normally, clearing your third segment on these levels will end the screen, but if you don't use enough fired balls to clear the third segment, the bar won't quite reach the top and you'll have to clear a fourth segment. You can actually use this info to your advantage in progressives: If you know that Level 4 is very hard and you won't be able to clear it, you can clear Level 3 very efficiently in order to get another segment to clear and more points. On the other hand, if you know that Level 4 can be finished with enough time remaining to be useful, you'll want to "misfire" a few times in Level 3 so that you won't have to bother with a fourth segment.
A word about "timing" a shot: This takes some practice and skill, but the idea here is to fire a ball that will hit a pair of balls being pulled back, JUST as they come into contact with each other or the beetle. You want to aim for the point where they'll meet. If you do this correctly, you'll notice that you receive both Combo and Chain bonus, as it's another consecutive scoring shot, but the group is still being destroyed in the same motion. Once you get the hang of it, if you're really good, you can time several shots in a row and pile up a huge bonus! (Note: If the balls are falling back to the beetle and the first two are the same color, you can fire a ball of the same color at the beetle ahead of time and still get Combo bonus, but you won't get Chain bonus that way.)
A word about dual-track boards: As you've seen, some boards have two tracks (Arma Megiddo, Crossing the Reed Sea, Dance of the Crocodiles, Invasion of the Hyksos, Isis Knot, Navigating the Cataracts, The Pillar of Osiris, The Wrath of Set, Weighing of the Heart, and possibly a few others). These boards are extremely hard to clear at levels 3 and up, but your best chance is to not let segments from both sides reach the pyramid area at the same time. The game will tend to give you the color balls you need to clear a segment that gets close to the pyramid, so if you can keep one side pushed back as the other approaches the end, you'll be more likely to have a chance to clear the approaching segment. If both segments reach the end area at the same time, you'll get colors for both sides and won't be able to clear either one.
That's all that comes to mind for now. I'm sure I'll think of more shortly after I post this, but oh well. If I do, I'll take it down and update it. Feel free to leave your comments, questions, and feedback. Take care and good luck!
If you've played the retail version of Luxor, you know that the King.com version is very similar (and much better than the Worldwinner version, I might add). There are a few major differences:
You get five minutes to score as much as you can.
The levels are chosen randomly, instead of in a specific sequence like the retail version.
* The first level contains balls of three colors, with another color added with each new level.
The key to winning King.com Luxor can be summed up in three words: Speed, speed, speed. Get through the levels as quickly as you can, because the higher the level you're on, the more the gems are worth. Of course, it's also important to catch the gems and coins, and to know when (and when NOT) to catch a power-up.
The first order of business is to make sure that you have your screen set up properly. When the title screen comes up, slide it down so that there is a small space between the words "Mumbo Jumbo" and the bottom of the playing area. Make sure you have it set the way you want before you begin. If you click outside the play area when a board is up, at least before it's finished, a glitch in the game may screw up your next shot. You won't be able to switch your next ball, because if you hit the space bar after clicking outside the play area, it will knock your screen out of position.
In general, you want to make matches and blow through each level as quickly as you can, but if it's practical, you'll want to build some combos and chains to get power-ups. A combo is formed when each successive shot removes balls; you'll receive a power-up for every three consecutive scoring shots (other than by fire or lightning). A chain is formed when one shot removes multiple groups of balls; again, a power-up is released for every three consecutive groups removed with the same shot.
Combos and chains can really boost your score, but unless the balls come out in the right order for you, they're not always worth the time it takes to build them. I'll only build one if it doesn't take too many balls to set it up. However, if the balls line up properly, you can make a huge combo that will dramatically increase your score. I've made combos of 20 or longer several times, including a 23-banger in the recent Royal Cup.
A great way to get a quick point boost is to make a small chain in which a large group of one color ball is separated by two balls of another color, like this:
G G G G G G G G B B G G G G G
If you fire a blue ball into the other two, you'll create a chain that will yield 2600 points for destroying the green balls (13 balls X 100 X chain of 2), instead of the 1300 you'd get for removing them separately.
If you clear the only segment on the screen, it will often change the colors of your balls when the new segment comes out. Keep this in mind so that you don't shoot the wrong color ball.
Some more about the power-ups...
There are three types of power-ups: Movement, Instant (Color Bombs and Speed Shots), and Shooter power-ups.
The Movement power-ups are Slow, Stop, and Reverse. It's usually a good idea to catch these when you can, but if you catch a Stop or Reverse and then clear the last segment on the screen, the next segment won't appear until the power-up wears off, which costs you several seconds. Also, grabbing a movement power-up when the segment is on a vertical stretch of track isn't always a good idea, as again, you'll have to wait for your shot.
If you use a Stop or Reverse to push an incoming segment back off the screen, it will lurch forward at high speed when it starts moving again. Keep this in mind when the power-up time is about to run out and you're setting up a shot.
Be sure to grab the Color Bombs whenever you get one; but if you're close to clearing a segment, try to quickly finish it before grabbing the Color Bomb. If you get the C.B. before you finish, it won't remove many balls, if any, but if you finish the segment first, it will destroy balls in the next segment, even if they're not on the screen yet. As soon as the sound for an entering segment plays, the entire segment is "in play", even before all the balls have entered the screen. Grabbing a C.B. then can wipe out most of an incoming segment if you're lucky with balls chaining together. Not much to say about Speed Shots, except to be sure to grab them when you see them, and be aware that your shots will travel faster, a fact you should keep in mind if you're trying to time a shot.
Then there are the Shooter power-ups: the Wild, Fire, and Lightning balls. They act just like regular balls until you fire them, and can be switched with the next ball the same way.
The Wild Ball will destroy the color group on either side of where it hits. Just be sure there IS at least one ball on either side of where it will land. The Wild Ball is best used when you have two groups of the same color (preferably large ones) separated by two groups of different colors, like this:
R R R R R B B B Y R R R R
If you shoot a Wild Ball between the blue group and the yellow ball, it will take out the blues and yellow, and the reds will chain together for a nice shot!
Even if the groups on either side aren't the same color, the Wild Ball is useful for "cleaning up":
R R R R R B Y G G G G
Shooting the Wild Ball between the blue and yellow balls won't cause a chain here, but can help to keep a good combo going, as it eliminates the stray balls in between.
The Fire Ball will take out a group of balls within a specific radius. On a horizontal section of track, the Fire Ball will destroy six balls across. Keep in mind, however, that the Fire Ball destroys a circular area, not just one section of track, so if there are balls on a crossing or nearby section of track to where the Fire Ball hits, they'll be destroyed too.
The Fire Ball is best used on a group of stray unmatched balls, or where a segment crosses itself or crosses or gets close to another segment.
The Lightning Ball will destroy all balls directly in its path. The width of its effect is much less than that of the Fire Ball - only two balls wide - but it doesn't stop when it hits a ball, and there is no lag time whatsoever when it is fired.
There are three boards - Inner Sanctum of the Temple, Opening of the Mouth Ceremony, and Pharaoh's War Crown - on which the Lightning Ball is especially valuable. These boards begin with a stretch of vertical track, and if you hit an incoming segment with a Lightning Ball, the entire segment will be destroyed just like that! Stay alert though--when you do this, the gem that is released tends to fall very quickly, so pay attention and make sure to catch it!
As you'd expect, the Lightning Ball is most useful on vertical stretches of track, but you can also use it to take out two stray balls in between two groups as you would a Wild Ball.
As I've said, the idea is to get through levels quickly and efficiently. If you make it to Level 4, you're doing pretty well. Making Level 5 is very good, and will win many lower-ranked games. I make it to Level 5 roughly 80% of the time. If you make it to Level 6, I want to hear about it, as I don't know anyone who has ever made it to Level 6.
A word about quick and efficient: It's actually possible to be TOO efficient, especially on Level 3, and sometimes Level 2. The red bar at the bottom of the screen goes up with each destroyed ball, including the balls you fire. Normally, clearing your third segment on these levels will end the screen, but if you don't use enough fired balls to clear the third segment, the bar won't quite reach the top and you'll have to clear a fourth segment. You can actually use this info to your advantage in progressives: If you know that Level 4 is very hard and you won't be able to clear it, you can clear Level 3 very efficiently in order to get another segment to clear and more points. On the other hand, if you know that Level 4 can be finished with enough time remaining to be useful, you'll want to "misfire" a few times in Level 3 so that you won't have to bother with a fourth segment.
A word about "timing" a shot: This takes some practice and skill, but the idea here is to fire a ball that will hit a pair of balls being pulled back, JUST as they come into contact with each other or the beetle. You want to aim for the point where they'll meet. If you do this correctly, you'll notice that you receive both Combo and Chain bonus, as it's another consecutive scoring shot, but the group is still being destroyed in the same motion. Once you get the hang of it, if you're really good, you can time several shots in a row and pile up a huge bonus! (Note: If the balls are falling back to the beetle and the first two are the same color, you can fire a ball of the same color at the beetle ahead of time and still get Combo bonus, but you won't get Chain bonus that way.)
A word about dual-track boards: As you've seen, some boards have two tracks (Arma Megiddo, Crossing the Reed Sea, Dance of the Crocodiles, Invasion of the Hyksos, Isis Knot, Navigating the Cataracts, The Pillar of Osiris, The Wrath of Set, Weighing of the Heart, and possibly a few others). These boards are extremely hard to clear at levels 3 and up, but your best chance is to not let segments from both sides reach the pyramid area at the same time. The game will tend to give you the color balls you need to clear a segment that gets close to the pyramid, so if you can keep one side pushed back as the other approaches the end, you'll be more likely to have a chance to clear the approaching segment. If both segments reach the end area at the same time, you'll get colors for both sides and won't be able to clear either one.
That's all that comes to mind for now. I'm sure I'll think of more shortly after I post this, but oh well. If I do, I'll take it down and update it. Feel free to leave your comments, questions, and feedback. Take care and good luck!
4 comments
SHOLLY'S TIP SHEETS, CHAPTER I: Magic Spinball 7/30/07 5:25 PM
I've decided to take Trish's advice and start my series of Tip Sheets with my strongest game(s). As of this writing, my best game (according to rank, not money won) is Magic Spinball, so let's start there.
Magic Spinball breathes a bit of new life into the all-time classic Breakout, and its descendants such as Arkanoid. Score as big as you can by knocking out blocks and catching coins, then get out quickly for big bonus!
Let's review the basic elements before we talk turkey here:
You control an angled paddle with which you hit the ball(s). You are given a free ball to start the game, and you have three in reserve, which you can release at any time (and as you'll see later, I recommend you do so, at the right time).
The game runs for three levels, or until you run out of balls or time on any level. You must successfully complete (or exit through the warp) all three levels to receive an achievement point (toward the Award).
There are several different kinds of blocks. I recommend you make yourself aware of them:
Standard Block - No frills, just hit it and it goes away.
Covered Block - This block has a black covering over it. You must hit it three times to destroy it (unless you destroy an Exploding Block next to it, or hit it with a Missile).
Exploding Block - When hit, this block will destroy all blocks touching it in all eight directions. Useful for taking out Metal Blocks, or a big chunk of the screen when a large number of them are grouped together. Covered in some stages.
Metal Block - Can only be destroyed by a Missile or Exploding Block. You don't have to destroy these to get credit for clearing the screen or reaching the percentage necessary to open the warp, but if you can, you might as well. They're worth points too, and sometimes contain coins.
Angle Block - There's a special place reserved in Hell for whomever dreamed up the Angle Block. The ball will bounce normally if it hits one of the flat sides of this triangle-shaped block, but if you hit the angled side, look out! It will bounce at a weird angle, so be on your toes.
Ramp Block - This block is marked with an arrow, and can be used to get "behind" a wall. It can be destroyed by Laser shot, Missile, or a ball hitting it from above; but if a ball comes into contact with it from below (that is, the vertical component of the ball's movement is upward), the ball will pass right through the Ramp Block, and will continue to move through blocks until it reaches empty space.
You also have power-ups to help you clear blocks away. There are four of them, and unlike similar games, none of them will harm you:
Multiball - Splits your ball into three separate balls, with the two new ones coming off to each side of the original ball at a slightly different angle. If you have more than one ball in play when you catch a Multiball, a ball will be randomly chosen to split. This is my favorite power-up, as it can get you through a screen VERY quickly.
Laser - Attaches a laser gun to your paddle, with a capacity of ten shots. Click the mouse to fire. Laser shots will destroy any block except Metal, though will only deliver one hit per shot to a Covered block. Laser shots will not pick up Coins.
Missile - Attaches a rocket to your paddle, which is fired with the mouse button. You only get one per power-up; when fired, it flies straight up, destroying EVERY block in its path. Useful for ripping a path through a big level, or getting rid of annoying Metal blocks. However, they will not pick up Coins either.
Magnet - The least useful of the power-ups on most boards, the Magnet will make a ball stick to the paddle the next three times contact is made. You can move the paddle, then release the ball by clicking the mouse button. Only one ball can stick to the paddle at a time; if you're holding a ball and another ball hits, the old ball will be released and the new one will stick.
Catching a new power-up while you already have one will result in the loss of the old power-up, except that balls launched by a Multiball remain in play until you lose them (or exit the level).
Then there are the Coins. Some of the blocks, regardless of variety, have a Midas Coin in them, which is released when the block is destroyed. You have about five seconds to catch the coin by hitting it with a ball (which will not affect the ball's trajectory) before it disappears. These are the key to scoring big in Magic Spinball, because they multiply your Time Bonus at the end of the level.
Speaking of bonuses and such, let's talk about the scoring a bit:
Each block you destroy is worth 50 points, regardless of type or how you destroy it.
Each time a ball hits your paddle, it's worth 5 points.
At the end of a (successfully completed or exited) level, you receive bonus points: Time Bonus, which is 1000xthe percentage of time you have left, and Coin Bonus, which is (# of coins+1)xTime Bonus, if you caught any Coins. No Coins, no Coin Bonus.
Obviously, the way to score big is by catching many Coins and finishing quickly, so let's talk about how to do that:
You begin each level with a ball stuck to your paddle, which you release by clicking the mouse button. When released, the ball will leave the paddle at an angle of approximately 30 degrees right of vertical. Keep this in mind when you release the ball, because you can move the paddle wherever you like before you release. Put the ball where it will do you the most good!
When you hit the ball, the angle at which it comes off the paddle depends on where on the paddle it was hit. If it hits near the center, the angle will be close to vertical; if near the edge, the angle will be close to horizontal (Note: Both of these angles are good for catching Coins), and results are less predictable if you hit elsewhere. Be careful with the horizontal shot though--if you hit too close to the edge, the ball will actually come off at a downward angle, and you'll probably lose it!
I mentioned releasing your extra balls earlier. Having multiple balls in play will get you through a level MUCH quicker than just one ball. You have three balls in reserve, which is one extra ball for each level. I recommend that you launch one extra ball in each level as soon as it is SAFE to do so, or if it will allow you to catch a Coin you'd otherwise miss. When I say "safe", I mean that it's not a good idea to release a ball right away if there are a lot of blocks close to your paddle, because you might not be able to react in time and end up losing your old ball, which defeats the purpose of releasing a new one. Released balls come out stuck to the paddle in exactly the same way as the first ball does.
Another exception to the "one extra ball release per level" rule is if you grab a Multiball power-up right away. With three balls in play, there's no dire need to release a fourth--you may need it more on a later level.
When you have multiple balls in play - which you should most of the time, for maximum score - I recommend trying to hit all or most of them at an angle close to horizontal. This way, they take longer to come back down, and usually hit more blocks before they do. Also, you tend to catch more Coins with high-angle shots like this.
The Magnet doesn't have much use, but it does help when you have a lot of balls on the screen at once. The ability to hold one ball until you hit another one can give you just enough of a breather to avoid losing several balls at once. However, I still wouldn't go out of my way to grab a Magnet.
If a screen contains a Ramp block(s), it's usually a very good idea to take advantage of their special power. If you can reach the ramp at the beginning of the level, send the ball up it, then release another ball right away!
When you've cleared most of the screen - I'm not sure of the exact amount, but I'd guesstimate around 90% - the warp will open. If you've collected at least two or three coins, you should hit a ball into the warp as soon as possible for maximum bonus. However, if you only have one Coin or none at all, or you have several Coins on the screen waiting to be picked up, don't be so hasty. Try to get any Coins on the screen before warping, and if you don't have more than one Coin, don't bother with the warp. Just knock all the blocks out, because without a good multiplier, the bonus won't be worth it.
If you're having trouble entering the warp, try this: When a ball comes down just wide of the warp, hit it with the edge of your paddle closest to the warp. Get as close to the edge as you dare, in order to push it sideways into the warp. This won't work if the ball is too close to the side of the screen; in this case, hit it back up at an angle, and try again with another ball.
I forgot to mention it earlier, but even if you have several balls in play when you exit a level, you only get to take one to the next level. Keep this in mind when deciding whether or not to launch another of your reserve balls. However, if you have less than 15 seconds left and are having trouble finishing, it's better to launch your last ball than to run out of time.
That's all that comes to mind right now. I'm sure I'll think of more to say shortly after posting this--I'll pull it down and update it if I do. Hope this helps. Please comment with any questions or feedback. Take care and good luck!
Magic Spinball breathes a bit of new life into the all-time classic Breakout, and its descendants such as Arkanoid. Score as big as you can by knocking out blocks and catching coins, then get out quickly for big bonus!
Let's review the basic elements before we talk turkey here:
You control an angled paddle with which you hit the ball(s). You are given a free ball to start the game, and you have three in reserve, which you can release at any time (and as you'll see later, I recommend you do so, at the right time).
The game runs for three levels, or until you run out of balls or time on any level. You must successfully complete (or exit through the warp) all three levels to receive an achievement point (toward the Award).
There are several different kinds of blocks. I recommend you make yourself aware of them:
Standard Block - No frills, just hit it and it goes away.
Covered Block - This block has a black covering over it. You must hit it three times to destroy it (unless you destroy an Exploding Block next to it, or hit it with a Missile).
Exploding Block - When hit, this block will destroy all blocks touching it in all eight directions. Useful for taking out Metal Blocks, or a big chunk of the screen when a large number of them are grouped together. Covered in some stages.
Metal Block - Can only be destroyed by a Missile or Exploding Block. You don't have to destroy these to get credit for clearing the screen or reaching the percentage necessary to open the warp, but if you can, you might as well. They're worth points too, and sometimes contain coins.
Angle Block - There's a special place reserved in Hell for whomever dreamed up the Angle Block. The ball will bounce normally if it hits one of the flat sides of this triangle-shaped block, but if you hit the angled side, look out! It will bounce at a weird angle, so be on your toes.
Ramp Block - This block is marked with an arrow, and can be used to get "behind" a wall. It can be destroyed by Laser shot, Missile, or a ball hitting it from above; but if a ball comes into contact with it from below (that is, the vertical component of the ball's movement is upward), the ball will pass right through the Ramp Block, and will continue to move through blocks until it reaches empty space.
You also have power-ups to help you clear blocks away. There are four of them, and unlike similar games, none of them will harm you:
Multiball - Splits your ball into three separate balls, with the two new ones coming off to each side of the original ball at a slightly different angle. If you have more than one ball in play when you catch a Multiball, a ball will be randomly chosen to split. This is my favorite power-up, as it can get you through a screen VERY quickly.
Laser - Attaches a laser gun to your paddle, with a capacity of ten shots. Click the mouse to fire. Laser shots will destroy any block except Metal, though will only deliver one hit per shot to a Covered block. Laser shots will not pick up Coins.
Missile - Attaches a rocket to your paddle, which is fired with the mouse button. You only get one per power-up; when fired, it flies straight up, destroying EVERY block in its path. Useful for ripping a path through a big level, or getting rid of annoying Metal blocks. However, they will not pick up Coins either.
Magnet - The least useful of the power-ups on most boards, the Magnet will make a ball stick to the paddle the next three times contact is made. You can move the paddle, then release the ball by clicking the mouse button. Only one ball can stick to the paddle at a time; if you're holding a ball and another ball hits, the old ball will be released and the new one will stick.
Catching a new power-up while you already have one will result in the loss of the old power-up, except that balls launched by a Multiball remain in play until you lose them (or exit the level).
Then there are the Coins. Some of the blocks, regardless of variety, have a Midas Coin in them, which is released when the block is destroyed. You have about five seconds to catch the coin by hitting it with a ball (which will not affect the ball's trajectory) before it disappears. These are the key to scoring big in Magic Spinball, because they multiply your Time Bonus at the end of the level.
Speaking of bonuses and such, let's talk about the scoring a bit:
Each block you destroy is worth 50 points, regardless of type or how you destroy it.
Each time a ball hits your paddle, it's worth 5 points.
At the end of a (successfully completed or exited) level, you receive bonus points: Time Bonus, which is 1000xthe percentage of time you have left, and Coin Bonus, which is (# of coins+1)xTime Bonus, if you caught any Coins. No Coins, no Coin Bonus.
Obviously, the way to score big is by catching many Coins and finishing quickly, so let's talk about how to do that:
You begin each level with a ball stuck to your paddle, which you release by clicking the mouse button. When released, the ball will leave the paddle at an angle of approximately 30 degrees right of vertical. Keep this in mind when you release the ball, because you can move the paddle wherever you like before you release. Put the ball where it will do you the most good!
When you hit the ball, the angle at which it comes off the paddle depends on where on the paddle it was hit. If it hits near the center, the angle will be close to vertical; if near the edge, the angle will be close to horizontal (Note: Both of these angles are good for catching Coins), and results are less predictable if you hit elsewhere. Be careful with the horizontal shot though--if you hit too close to the edge, the ball will actually come off at a downward angle, and you'll probably lose it!
I mentioned releasing your extra balls earlier. Having multiple balls in play will get you through a level MUCH quicker than just one ball. You have three balls in reserve, which is one extra ball for each level. I recommend that you launch one extra ball in each level as soon as it is SAFE to do so, or if it will allow you to catch a Coin you'd otherwise miss. When I say "safe", I mean that it's not a good idea to release a ball right away if there are a lot of blocks close to your paddle, because you might not be able to react in time and end up losing your old ball, which defeats the purpose of releasing a new one. Released balls come out stuck to the paddle in exactly the same way as the first ball does.
Another exception to the "one extra ball release per level" rule is if you grab a Multiball power-up right away. With three balls in play, there's no dire need to release a fourth--you may need it more on a later level.
When you have multiple balls in play - which you should most of the time, for maximum score - I recommend trying to hit all or most of them at an angle close to horizontal. This way, they take longer to come back down, and usually hit more blocks before they do. Also, you tend to catch more Coins with high-angle shots like this.
The Magnet doesn't have much use, but it does help when you have a lot of balls on the screen at once. The ability to hold one ball until you hit another one can give you just enough of a breather to avoid losing several balls at once. However, I still wouldn't go out of my way to grab a Magnet.
If a screen contains a Ramp block(s), it's usually a very good idea to take advantage of their special power. If you can reach the ramp at the beginning of the level, send the ball up it, then release another ball right away!
When you've cleared most of the screen - I'm not sure of the exact amount, but I'd guesstimate around 90% - the warp will open. If you've collected at least two or three coins, you should hit a ball into the warp as soon as possible for maximum bonus. However, if you only have one Coin or none at all, or you have several Coins on the screen waiting to be picked up, don't be so hasty. Try to get any Coins on the screen before warping, and if you don't have more than one Coin, don't bother with the warp. Just knock all the blocks out, because without a good multiplier, the bonus won't be worth it.
If you're having trouble entering the warp, try this: When a ball comes down just wide of the warp, hit it with the edge of your paddle closest to the warp. Get as close to the edge as you dare, in order to push it sideways into the warp. This won't work if the ball is too close to the side of the screen; in this case, hit it back up at an angle, and try again with another ball.
I forgot to mention it earlier, but even if you have several balls in play when you exit a level, you only get to take one to the next level. Keep this in mind when deciding whether or not to launch another of your reserve balls. However, if you have less than 15 seconds left and are having trouble finishing, it's better to launch your last ball than to run out of time.
That's all that comes to mind right now. I'm sure I'll think of more to say shortly after posting this--I'll pull it down and update it if I do. Hope this helps. Please comment with any questions or feedback. Take care and good luck!
7 comments
The "Rollback" Issue 7/22/07 9:19 AM
Last night, I had something very bizarre occur. When I started playing that morning, I was about halfway through my diploma hunts. I completed them over the course of the day, then checked out the new pieces, kept up with the Fool's blog, etc. The strange part happened later that evening. I had gone for groceries and had dinner and a DVD with Allie, and when I logged back on to King, parts of my account had strangely been "rolled back" to where I was in the morning. It showed my diploma hunts still in progress (even though I had completed them), and no comments on the Fool's two newest blog entries, even though I had read them earlier. Oddly enough, when I looked up each diploma on my profile page, it showed there that I had completed all the necessary achievements, but the new pieces wouldn't display either.
Anyway, I stumbled upon a solution this morning. If you ever have this problem, go to C:\WINDOWS\Downloaded Program Files, and look for a file called simply "King.com", shown with a picture of a cube. It's an ActiveX control. Right-click on it and select Update, then close your browser windows and log back in. It should then be updated.
If you're reading this and know of someone who has this problem, please send them this info. Thanks!
Anyway, I stumbled upon a solution this morning. If you ever have this problem, go to C:\WINDOWS\Downloaded Program Files, and look for a file called simply "King.com", shown with a picture of a cube. It's an ActiveX control. Right-click on it and select Update, then close your browser windows and log back in. It should then be updated.
If you're reading this and know of someone who has this problem, please send them this info. Thanks!
5 comments
Skat 7/16/07 10:49 PM
I have discovered that yes, I can play Skat even though I do not speak German. I can even activate the Skat diploma pieces, though I have no idea if they will show up on my profile when in US English mode. I have Hunt #5 going now, which requires you to win 10 games. #12 is the other piece of the two-piece Skat diploma.
Not sure what the achievement is in Skat to earn the award, but whatever it is, I got the bronze award. You can see it in my award case--look for the white lion-like thing. However, there is no listing for it on the page, at least not on the English version of the page.
If you want to play Skat, you have to change your language to German. You do this under My Account-My settings-Language. Look under Card games (so you Texans and Georgians are still S.O.L.). It is a multiplayer game. If you want to chase the diploma, you can activate it (you have to be in German) as you would any other old diploma; and of course, not while you already have an old diploma active. You have to get ranked by playing five cash games as you would any other game.
If you would like to learn the game but can not read German, drop me a message or comment on this entry, and I will type it out for you. Yes, there are translators you can use, but translated versions are still kinda hard to read.
Guten nicht, and good luck!
Not sure what the achievement is in Skat to earn the award, but whatever it is, I got the bronze award. You can see it in my award case--look for the white lion-like thing. However, there is no listing for it on the page, at least not on the English version of the page.
If you want to play Skat, you have to change your language to German. You do this under My Account-My settings-Language. Look under Card games (so you Texans and Georgians are still S.O.L.). It is a multiplayer game. If you want to chase the diploma, you can activate it (you have to be in German) as you would any other old diploma; and of course, not while you already have an old diploma active. You have to get ranked by playing five cash games as you would any other game.
If you would like to learn the game but can not read German, drop me a message or comment on this entry, and I will type it out for you. Yes, there are translators you can use, but translated versions are still kinda hard to read.
Guten nicht, and good luck!
1 comments
Let the Tips Begin... 7/12/07 4:59 PM
I promised that when I finally got my blog, that I would post my tips and strategies for the games here. The only thing I have to decide now is where to start. Should I do the games in alphabetical order? In order by category? By my rank, so that the games I'm good at come first?
I couldn't decide, so I'll leave it up to you. I'll probably do the Luxor guide first, as I already have it pretty much typed out, but I'm taking suggestions. What game would you like info for? Leave me a comment and let me know...
I couldn't decide, so I'll leave it up to you. I'll probably do the Luxor guide first, as I already have it pretty much typed out, but I'm taking suggestions. What game would you like info for? Leave me a comment and let me know...
3 comments
Stopping on a Dime 7/11/07 8:01 PM
Welcome to my brand spankin' new blog :)
In recent days, I've seen a few people pull off special jewel feats. bgarvin managed to rake in a million jewels in just one day, and Trishelle made a big jewel run to snag her black diamond. These feats inspired me to try one of my own, but what could I do that would be unique? Then it came to me--I could try to get EXACTLY one million jewels. I had around 970,000 at the time, so a bit of planning was in order...
I still had the Startris diploma to finish and a few awards I could grab that would bring me close to the mark. I had to be careful how I did it though, because if I played too many games in which I didn't register achievements, I'd overshoot the 990,000 mark. I was aiming to keep it under 990K so that I could claim my Klick, Klack & Roll gold award and still have some wiggle room. I picked up the silver award in Abacus Alley (thanks for finally opening it up to me!), then got the silver in Klicker Klacker 2 by entering a cup tournament. However, I won the first two games in that cup, a factor that would come into play later.
The KK2 award brought me up to over 989K, which left me barely enough room to get the last few KK&R achievements I needed. I played several $.65 games of KK&R, but I screwed up a few of them, failing to get 85% clearance on one of the levels. However, I managed to pull it off with literally less than 100 jewels to go.
At that point, I realized that I had an odd number of jewels for hitting a million on the nose. All Gold games you play, even free ones, award jewels in multiples of 3. The only way to get 1 or 2 jewels in a game is as a Silver member, or by playing a jewel challenge against a Silver member. So I sat at 999,963 jewels, posting in the Fool's blog looking for a Silver challenge or two to put me on track. Then suddenly, I remembered that I had the KK2 cup game open, and when I went to check it, I had an opponent. I know that once you get past the first round of a cup, only the winner gets jewels, but I didn't know how many jewels a third-round KK2 win was worth, so I was actually rooting for her to beat me. lol
I held my breath as I saw the winning graphic appear, and checked my jewel count again. Turns out that it earned me 36 jewels, leaving me at exactly 999,999! However, shortly after that, I got a hold of Kate - you know her as reese_katherine - and played a Mahjong Masquerade challenge against her on her Silver account. And darn the luck, I had a miserable round and got beat, which means I only got one jewel. A million on the nose! And wouldn't you know, I got several challenges from Silver members right after I played Kate. I'll still play them, by the way.
Thanks to all of you who sent me challenges, and to all of you who offered congratulations, kind words and gifts. It was a tricky feat and left me on the edge of my seat at times, but it's nice to be able to say that I could pull it off. I don't know of anyone else on King.com who has ever done so.
I took some pictures of the magic total for those who didn't get to see what an exact million looks like when it happened. Who knows, maybe I'll try it again at 2,000,000...
In recent days, I've seen a few people pull off special jewel feats. bgarvin managed to rake in a million jewels in just one day, and Trishelle made a big jewel run to snag her black diamond. These feats inspired me to try one of my own, but what could I do that would be unique? Then it came to me--I could try to get EXACTLY one million jewels. I had around 970,000 at the time, so a bit of planning was in order...
I still had the Startris diploma to finish and a few awards I could grab that would bring me close to the mark. I had to be careful how I did it though, because if I played too many games in which I didn't register achievements, I'd overshoot the 990,000 mark. I was aiming to keep it under 990K so that I could claim my Klick, Klack & Roll gold award and still have some wiggle room. I picked up the silver award in Abacus Alley (thanks for finally opening it up to me!), then got the silver in Klicker Klacker 2 by entering a cup tournament. However, I won the first two games in that cup, a factor that would come into play later.
The KK2 award brought me up to over 989K, which left me barely enough room to get the last few KK&R achievements I needed. I played several $.65 games of KK&R, but I screwed up a few of them, failing to get 85% clearance on one of the levels. However, I managed to pull it off with literally less than 100 jewels to go.
At that point, I realized that I had an odd number of jewels for hitting a million on the nose. All Gold games you play, even free ones, award jewels in multiples of 3. The only way to get 1 or 2 jewels in a game is as a Silver member, or by playing a jewel challenge against a Silver member. So I sat at 999,963 jewels, posting in the Fool's blog looking for a Silver challenge or two to put me on track. Then suddenly, I remembered that I had the KK2 cup game open, and when I went to check it, I had an opponent. I know that once you get past the first round of a cup, only the winner gets jewels, but I didn't know how many jewels a third-round KK2 win was worth, so I was actually rooting for her to beat me. lol
I held my breath as I saw the winning graphic appear, and checked my jewel count again. Turns out that it earned me 36 jewels, leaving me at exactly 999,999! However, shortly after that, I got a hold of Kate - you know her as reese_katherine - and played a Mahjong Masquerade challenge against her on her Silver account. And darn the luck, I had a miserable round and got beat, which means I only got one jewel. A million on the nose! And wouldn't you know, I got several challenges from Silver members right after I played Kate. I'll still play them, by the way.
Thanks to all of you who sent me challenges, and to all of you who offered congratulations, kind words and gifts. It was a tricky feat and left me on the edge of my seat at times, but it's nice to be able to say that I could pull it off. I don't know of anyone else on King.com who has ever done so.
I took some pictures of the magic total for those who didn't get to see what an exact million looks like when it happened. Who knows, maybe I'll try it again at 2,000,000...
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