Ok this strategy is a complete variation of all the other strategies listed on this site. First off, play HIGHLY offensive, especially when the ball starts off. Take a few rounds to learn how to judge which side you are going to be able to hit the ball on. ALWAYS hit the ball off of the top side, or if it is going slow enough that Mirgle (the monkey) goes for it on the bottom you can plough right through it. Your advantage is that mirgle always goes straight for the ball, and therefore he get to the middle to hit the ball slower than you can because he chases it. Always try to hit ball off of the top side into the goal because (A) Mirgle has a harder time defending that area [game program] (B) Mirgle can defend the bottom much easier (C) The top is easier to gauge, and the distance between the bottom and the goal is smaller. If you keep spinning (holding a arrow button -right or left) you keep your speed, and that can make it easier to get around, and if you try to change directions, use the wall to bounce off of, while using the spin technique (Once you have tried these guidelines for about a week, you can on average, with only 8 accounts, and if you get a decent score (10 – i never have gotten lower) you will make 108000 in one day, without anything else. – Curtis S. Is_my_mail@excite.com
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GAME PLAY OVERVIEW:
If you’ve ever played Bejeweled, you will know how this game works. You must interchange two pieces on the board that are adjacent to create a vertical or horizontal line of at least 3 identical symbols. Once these lines are made, they disappear, and more pieces fall from above.
It is possible to start chain reactions from that one move! The first combo is 1X, the second combo is 2X, the third combo is 3X, and so on. (It is a linear multiplier.)
GAME PIECES (symbols)
Dark Orange Sunburst
Light Orange Geb (pyramid)
Yogreen Palm Tree
Blue Anubis Head
Wild Card: Lucky Coin
After reading the guide already on the site, I felt like contributing some more to the laws of averages. While the statistics mentioned before are all very well and good, al they work out is your chance of getting a certain amount of wins via the possibilities – this takes into account the fact that if you lose once, that’s it. This basically works out the chance of getting to a certain round, depending on how many times you play, instead of just your chance of winning.
For those of a nervous disposition, look away now.
nCr x p^r x q^n-r = Probability of when you’ll lose depending on how many rounds you want to go for
This is one of the easiest things you must do in the game, but I still see people mess up on such a simple thing. There is a variety of different ways you can serve, and sometimes you can earn easy points from serves.
On the first serve you take your fingers off of the left and right keys. You don’t have to remove them from the keys; you just have to not press them. You press the up key. That causes you to throw the ball high into the air. Now you have two options. You can stand there and do nothing, yes, nothing. The ball will bounce right off of your forehead, and the ball will most likely fly right over the net. You can also jump in the air before the ball lands. That way the ball would bounce right on top of your hands, causing the ball to soar right over the net. The ball will fly much higher if you jump.
More than practice, getting high scores in Crisis Courier relies largely on previous knowledge of levels. For example level seven is a maze, and one wrong step will lead you into a dead end. No skill involved there. So play a lot, know the levels and you’ll get that high score. Having a good mouse with a good level of sensitivity is a must for precision and a steady hand helps as well.
Here are some guidelines to follow:
At the start of level one type in ‘kingaltador’ to get that extra life. If you forget, type it at the beginning or end of any level, when you have a few seconds of free flying.