Thursday, September 3, 2009

Controls of Crazy Planets

* To move your player, simply click the place where you want s/he to end up at. Make sure that

your cursor is showing an arrow, and not a hand. This was a little tricky for me at first, because I

thought you had to click the planet’s surface, but it appears you have to click above the planet’s

surface. If your player ended up against a slight edge, s/he might not want to/be able to climb

that. Instead, move him/her back a little, and try again (so to give him/her a short run at it).

Within your 30 secs, you can walk nearly around the entire planet if its fairly flat, and still give

yourself time to shoot.


* The hand tool (when you move the cursor below the planet’s surface), is the zoom function in

the game. Simply click and hold the left mouse button, and move the cursor left/right to zoom

in and out. This works the best the higher up your player is. If your player is underground, or

close to the planet’s core, the zoom will not extend up high enough for flying enemies.


* When you are going up a lift, to save a tiny bit of time, make sure (or move a touch) so that

your player won’t bump his/her head against the underside of any above surfaces, as the lift

slows down while it shuffles you across. Likewise, you can also start to walk off the lift early

before it stops moving.


* If you are stuck for a place to hide/take cover and will probably be hit next turn, position

yourself so you are standing in the same spot as an enemy. All robots cannot aim close enough

to damage themselves, so if it’s a fixed position robot, you are safe from that robot, and the

moving ones generally don’t move that far either. The other bonus is that if another enemy

fires on you, causing damage to you, the enemy you are hiding behind also takes damage.



* Plan your attacks when fighting against powerful enemies. Once you know which robot will

fire next, sometimes its better to leave a smaller robot alive so that will maybe deal a small

amount of damage and you can kill the biggie the next round. Otherwise the powerful robot will

have his turn, and you take lots of damage. This gets more important the higher stage/level you

get.



* You can pass (not fire) by either letting the timer run out, or clicking on the ‘X’ just below

your player. If you have a weapon ready to be fired (the white pointer trail is showing), clicking

the ‘X’ will unready that weapon, and you can then move or ready the other weapon.



* Another good trick is to remember that any robot will aim for the nearest player. So if that

player is safely hidden behind cover, the robot effectively loses his turn, and if you are lucky

hits the wall causing damage to himself.



* When tossing grenades anywhere, if you keep the top of the throw arc as close to the surface

as possible, the grenade doesn’t bounce at all. This means you can use grenades instead of a

bazooka shot and deal more damage.



* When firing any missile, remember that the planet’s gravity has an effect on the missile, so if

you do a long strong powerful shot, the missile will end up travelling around planet. This is

useful for getting the ‘fire halfway around the planet and hit an enemy’ medal. Generally

speaking tho, the hitting an enemy is a chance. The best I have done is shoot a bazooka missile

the entire way round a planet, and land it a bit past myself. You could pay for the ‘Accuracy’

option tho.



* To pause your game (there is no pause button as yet, simply hit the ‘exit game’ in the bottom

left corner, and when the confirmation box pops up, just leave it at that hanging.



* Have extra coins and need more xp? Then remember … at the end of each completed mission,

you get the xp for the mission, plus a percentage of the same mission xp based on whatever

percentage of health all your team members ended up at.


E.g.

Paul’s health ends up at 100/100

John’s health ends up at 50/100

If the mission gave 2000 xp, then the bonus would be 1500 xp. However, if John didn’t take

part in the mission, Paul went solo and ended up on 100/100 health, the bonus would be 2000

xp. So, if you have spare coins, you can spend them on bringing your health back up to full just

before finishing the mission and getting more xp. Playing a mission solo means more bang for

your buck as well. If you have gotten double health, it is based on your maxed double health.

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