FINALLY bought this today. It is probably the one and only game that I wanted but never got around to buying.
Instant purchase for the HD version at 99 cents. I played it for a bit and I can already tell that I will love it.
Updated and played for a bit this morning. For some reason the game is a bit laggy. I rebooted my 4th gen iPod touch but still get lag especially when a few enemies are around.
Same. I've been holding out for a $1.19 sale. I can't export my profile from the lite version. It says 'invalid URL' when the full version loads up. Will this problem be fixed soon or should I just start from the beginning?
Space Ore Bust IAP? Having fun with _Book of Heroes_. I wish _Space Miner: Space Ore Bust_ had In App Purchases. I would pay to have a higher starting license: A) 10,000 Space Bucks and a License 2 B) 75,000 Space Bucks and a License 3 C) 250,000 Space Bucks and a License 4 I would also pay to have a better ship: A) More weapon slots B) Multiple reactor slots C) More Alien Tech slots Personally I would also pay to have different paint jobs on the ship and different human avatars for my character. My wife would pay for a Firedrake ship(from Space Miner Blast).
i finally got around to playing this since it's been sitting on my phone for quite some time now. it's really addictive with the upgrades coming at just the right pace. i did find a few parts a little annoying, but the dialog is usually funny, and the game is just designed well all around. i basically didn't play anything else (even missed a free daily spin in bejeweled blitz!!! nooo!!!!) until i beat it. the game is easily worth a purchase, but i was unable to get into it for another round in New Game+. maybe i'll dip in for some mindless asteroid mining later on, but for now, i need the space on my phone.
I agree, I really liked the game when I played it way back when. I actually recently got around to playing through it again. The dialog in the game is great and often funny and customizing your ship is pretty cool. Some of the missions get a bit boring and it gets a little tiring mining sectors until you have 100% but it is still fun, I never stopped playing until I had 100% for all of them. Well worth the price and a great title for new iPhone or iPod Touch owners that may have never had the chance to play it.
UltracORE part 1 UltracORE part 1 SMSOB Space Miner Hardware Outline v1.0.1 2012-Feb-12 07:50 AM Practice this Walkthrough in Normal and then HardcORE difficulty before attempting UltracORE. Do not activate old satellites until instructed. Write down what sectors they are in when you find them. Find all Alien Tech before attempting UltracORE to maximize final score and add two shipwrecks(Piñata and Graveyard). ========================== HOW TO READ THIS OUTLINE : ========================== t= trade previous levels equipment *ACTION* means consult the end notes for more details. *SLOTS* means suggested order for placing equipment in your weapons slots. (UltracORE) is for completing UltracORE mode. (normal difficulty) is for using Outline for normal mode. It is not as efficient as one written specifically for normal mode, but it does work. Skip these if you are in HardcORE or UltracORE mode. For lines that start with numbers: Current Reactor Load, New Equipment (+Equipment Power=New Reactor Load) If the current Reactor Load is followed by a letter, it means the reactor load does not change, even though equipment does ======================== Okay, got that? Let's start mining! ======================== *ACTION* find nav buoy, destroy 20 asteroids. License 1 (Starting Ship) (UltracORE) ALIEN TECH, SLOT 1= -20% enemy detection range (N-Space Manifold) (UltracORE) ALIEN TECH, SLOT 2= +ore drop +10% (Alluvium Prospector) (UltracORE) ALIEN TECH, SLOT 3= 10% multiple ore drop from one asteroid (Entropic Comb) License 1- $0 60, Radio Scanner (+10= 70 MW) *ACTION* find all four all Level 1 satellites suggested sectors to mine: __sector Circosius Level 1 __sector Dustiny Level 1 __sector Mobius Level 1 70a, Slug Buddy I (+10= 70 MW) 70b, Light Shield (+20= 80 MW) 80a, Steam Drive (+30= 80 MW) License 2- $8,000 suggested sectors to mine: __sector Hades Level 2- 16 Mining Robots __sector Newian Level 2- 16 Mining Robots __sector Sarga Level 2- 16 Mining Robots, Fastroids riskier sectors to mine: __sector Hubble Level 2- 24 Sentry & Mining Robots 80b, t-Maglev Reactor (max 300 MW) 80c, t-Atlas Shield I (+50= 110 MW) 110, GrabOre $2500 (+30= 130 MW) 130, t-Speeder Pod Level 2.2 (+10= 140 MW) *SLOTS* Old Slug Buddy, Slug Buddy I License 3- $60,000 *ACTION*Save Bancroft Mission, ONLY 1 attempt, no abort. (see notes) suggested sectors to mine: __sector MegaSpace Level 3- 16 Mining Robots __sector Rubinesque Level 3- 16 Mining Robots, Gastroids __sector Arcadia Level 3- 16 Mining Robots, Gastroids. __sector Sonnichus Level 3- 16 Mining Robots, Collision Damage from Fastroids. 140, t-Atlas Shield II (+75= 165 MW) 165, Slug Buddy III AA (+30= 185 MW) *SLOTS* Slug Buddy I, Slug Buddy III 185, Slug Buddy III BB (+30= 205 MW) *SLOTS* Slug Buddy III, Slug Buddy III 205, t-Pulse Scanner (+30= 225 MW) 225, t-Battle Cruiser (+10= 235 MW) *SLOTS* Slug Buddy I, Slug Buddy III, Slug Buddy III *ACTION* find 4 furthest Level 2 satellites, skip diagonal ones (see notes) 235, t-Slug Buddy III CC (+30= 255 MW) was Slug Buddy I *SLOTS* Slug Buddy III, Slug Buddy III, Slug Buddy III (normal difficulty) * ACTION* Mining Drill Mission, Rending Sector (see notes) License 4- $200,000 *ACTION* Save Uncle Jeb Mission, if any hull damage, abort and retry (see notes) (normal difficulty) *ACTION* mine Polaris- AT satellite *ACTION* mine Triangulus suggested sectors to mine: __sector Triangulus Level 4- Hunter & Mining Robots, Fog __sector Nebular Level 4- 16 Mining Robots, Stun by Huge Asteroid, Fog __sector Agros Level 4- 16 Mining Robots, Icestroids. __sector Chaykin Level 4- 16 Mining Robots, Collision Damage by Fastroids. riskier sectors to mine: __remaining Level 2 sectors for Level 4 robot parts Close to Next License and need space bucks sectors: __remaining Level 1 sectors for ore __remaining Level 1 sectors for Level 4 robot parts __remaining Level 2 sectors for ore 255, t-Atlas Shield III (+100= 280 MW) 280a t-Nuclear Reactor Level 4.1(max 500 MW) 280b t-BioFuel Turbine $7500 (+60= 310 MW) 310, t-Blast Master I AA (push back) +80= 360 MW (was Slug Buddy III) *SLOTS* Blast Master I, Slug Buddy III, Slug Buddy III 360, t- AttractOre (+80= 410 MW) 410, t-Blast Master I BB (+80= 460 MW) was Slug Buddy III *SLOTS* Slug Buddy III, Blast Master I, Blast Master I (normal difficulty) * ACTION* Blast Wave Mission, Quantum Sector (see notes) 460, t-Active Scanner (+45= 475 MW) *ACTION* Easiest Level 3 satellite, then clockwise, skipping every other(see notes) License 5- $700,000 (normal difficutlty) *ACTION* mine Typhon - AT satellite suggested sectors to mine: __sector Pollux Level 5- 16 Mining Robots, Stun by Huge Asteroids, Gastroids, Fog __sector Andali Level 5- 16 Mining Robots, Stun and Huge Collision Damage by Metal Fastroids (for Alien Tech in this sector only, swap in 1- Equilibrium Stabilizer, prevents stun, and 2- Inertial Dampener, asteroid collision damage -50%, but keep 3- Entropic Comb, +10% multiple ore drop from one asteroid) __sector Hurricane Level 5- 16 Mining Robots, Icestroids, Gastroids, Fog (for Alien Tech in this sector only, swap in 1- Diffusor Pod, Shield +20%, and 2- Emergency Enertron- once per trip away from the station, partial Shield recharge when Hull low, but keep 3- Entropic Comb, +10% multiple ore drop from one asteroid). riskier sectors to mine: __remaining Level 2 sectors for Level 5 robot parts Close to Next License and need space bucks sectors __remaining Level 1 sectors for ore __remaining Level 1 sectors for Level 5 robot parts __remaining Level 2 sectors for ore 475, t-Atlas Shield IV (+125= 500 MW) 500a, t-Quantum Wheel (max 750 MW) 500b, t-Scram Cannon II (+50= 520 MW) was Slug Buddy III *SLOTS* Scram Cannon II, Blast Master I, Blast Master I (normal difficulty) *ACTION* Save Slate Missions(see notes) 520, t-Infinium Thruster $30,000 Level 4.1 (+90= 550 MW) (normal difficulty) * ACTION* Laser Cannon Mission, Lyman Sector (see notes) License 6- $1,400,000 *ACTION* if all located old satellites *2 <= undiscovered sectors, then activate (see notes) *ACTION* Piñata Sector- search shipwreck (normal difficulty) *ACTION* mine Savage - AT satellite 550, t-Atlas Shield V (+150= 575 MW) 645, t-Scram Cannon III (+60= 655 MW) was Scram Cannon II *SLOTS* Scram Cannon III, Blast Master I, Blast Master I *ACTION* Graveyard Sector- snipe Holo-droids, collect ore, search 7 shipwrecks(see notes) (normal difficulty) *ACTION* Save Tourists Missions(see notes) License 7- $2,200,000 585, t-Scram Buddy AA (+90= 615 MW) was Scram Cannon III *SLOTS* Scram Buddy, Blast Master I, Blast Master I 615, t-Scram Buddy BB (+90= 625 MW) was Blast Master I *SLOTS* Blast Master I, Scram Buddy, Scram Buddy 625, t-Hypermass AA (+150= 695 MW) was Blast Master I *SLOTS* Hypermass, Scram Buddy, Scram Buddy 695, t-GravitatOre (+125= 740 MW) 740a, t-Infinity Loop (max 1000 MW) 740b, t-Nitro Rocket Level 4.2 (+120= 770 MW) Path A & B are based on your preference for a Turret Weapon or No Turret Weapon. Turret weapons are good for groups of robots, but when you miss a robot in a small Icestroid sector, you can set off an chain reaction. Leaving your turret empty lets your control your fire better and lets you equip more powerful equipment sooner, since you do not have the energy drain of the turret weapon. Path A- Turret Weapon (see Path B below for No Turret Weapon) 770a, t-Speeder Deluxe Level 4.2 *SLOTS* Hypermass, Scram Buddy, Scram Buddy, Empty 770b, Hypermass BB (+150= 920 MW) *SLOTS* Scram Buddy, Hypermass, Hypermass, Scram Buddy (normal difficulty)*ACTION* mine Piñata Sector with Speeder Deluxe 60 cargo hull(see notes) 920, Holo-Scanner (+75= 950 MW) #(normal difficulty)*ACTION* continue mining or Alien Codes & Beta Sector(see notes) *ACTION* hunt robots, 1308 total, for Level 6 robot parts (see notes) 950, t-OmnivOre (+150= 975 MW) 975a, t-Supraflector(+150= 975 MW) 975b t-Infinity+1 Loop (max 1250 MW) 975c, Fission Pulse (+180= 1035 MW) 1035, Hypermass CC(+150= 1095 MW) *SLOTS* Scram Buddy, Hypermass, Hypermass, Hypermass, (UltracORE difficulty)*ACTION*continue mining or Alien Codes & Beta Sector(see notes) 1095, Singularity Core (+275= 1190 MW) *ACTION* mine Piñata Sector with Cargo Trawler 80 cargo hull(see notes) 1190, Hypermass DD(+150= 1250 MW) *SLOTS* Hypermass, Hypermass, Hypermass, Hypermass (UltracORE difficulty)*ACTION*Alien Codes & Beta Sector. Path B- Empty Turret 770a, t-Speeder Deluxe Level 4.2 *SLOTS* Hypermass, Scram Buddy, Scram Buddy, Empty 770b, Holo-Scanner (+75= 800 MW) 800, Hypermass BB (+150= 860 MW) *SLOTS* Scram Buddy, Hypermass, Hypermass, Empty (normal difficulty) *ACTION* continue mining or Turret=Scram Buddy, Alien Codes & Beta Sector (see notes) (normal difficulty) *ACTION* mine Piñata Sector with Speeder Deluxe 60 cargo hull (see notes) *ACTION* hunt robots, 1308 total, for Level 6 robot parts (see notes) 860, t-OmnivOre (+150= 885 MW) 885a, t-Supraflector (+150= 885 MW) 885b, Fission Pulse (+180= 945 MW) *optional ACTION* Alien Weapon missions (see notes) 945a t-Infinity+1 Loop (max 1250 MW) 945b, Singularity Core (+275= 1040 MW) 1040, Hypermass CC (+150= 1190 MW) *SLOTS* Scram Buddy, Hypermass, Hypermass, Hypermass, (UltracORE difficulty) *ACTION* continue mining or Alien Codes & Beta Sector (see notes) *ACTION* mine Piñata Sector with Cargo Trawler 80 cargo hull (see notes) 1190, Hypermass DD (+150= 1250 MW) *SLOTS* Hypermass, Hypermass, Hypermass, Hypermass (UltracORE difficulty) *ACTION* Alien Codes & Beta Sector. continued in UltracORE part 2
UltracORE part 2 UltracORE part 2 SMSOB Space Miner Hardware Outline v1.0.1 2012-Feb-12 07:50 AM ========= ##NOTES ========= REMEMBER: Do not activate old satellites until License 6. Write their locations down for later. Old satellites are useful for unlocking sectors level 4, 5, and 6 when the adjacent sectors are too tough for you to enter. Mission Sectors on UltracORE can be very difficult. Alien Tech: ---------- ALIEN TECH, SLOT 1= -20% enemy detection range (N-Space Manifold) is important since HardcORE/ UltracORE enemies have longest detection range. If they cannot sense you then they cannot mob your ship. ALIEN TECH, SLOT 2= +ore drop (Alluvium Prospector) is important to advance with the least amount of sectors getting you license 7 weapons fastest. ALIEN TECH, SLOT 3= *ore drop (Entropic Comb) is important to advance with the least amount of sectors getting you license 7 weapons fastest. Notes, level-by-level: --------------------- *ACTION* find nav buoy, destroy 20 asteroids. To practice finding nav bouys, do not destroy asteroids. While dodging asteroids, look around for the nav buoy satellite. If asteroids get close, blow them up, but try to move through areas with few asteroids. The general path you take should be 30 degrees from horizontal. This give you enough overlap to find objects in large sectors. After finding the nav buoy, destroy 20 asteroids to enter Gritstone Station. License 1 (Starting Ship) *ACTION* find all four all Level 1 satellites Instead of mining ore, look for nav buoy satellites. This will unlock all the level 2 sectors. License 2- $8,000 Suggested sectors to mine usually means sectors with only Mining Robots. Mining Robots only attack when you attack them. In UltracORE robots are much tougher than you, until you get access to license 7 equipment. Riskier sectors have Sentry Robots. Once you reach license 3 on normal difficulty, Sentry Robots fire 3 slow, inaccurate shots that do annoying damage. Once you reach license 3 on UltracORE, they fire fast, accurate, medium damage shots. If you can, wait for sectors with Sentry Robots (or more dangerous robot types) until you have an Atlas V shield and one or more Scram Buddy weapons. License 3- $60,000 Brief- Only 1 attempt. No ABORT mission, which I do not like. If you die on UltracORE, you must start over. But no time limit, faster ship, longer weapon range, shields regenerate with time. Strategy- Immediately go left or right. Dodge Medium Asteroids (Size 2), shoot Small Asteroids (Size 1). You are faster, so AI falls behind. Small sector, so wraps quickly. When see Rogue AI(AI) in front of you, start shooting. When get close, turn 180 and repeat. If the AI hits you a few times before you turn 180, that is okay. Why: By running away with your faster ship, you let your shields recharge. By staying out of his detection range, you reduce the number of AI special attacks. By coming straight at the AI from the other side of the sector, you use your weapon's longer range. Mine Megaspace. Like most mission sectors, Megaspace is rich in ore. *ACTION* find 4 furthest Level 2 satellites, skip diagonal ones While defending against enemies, sneak around looking for nav buoy satellites. If enemies get close, blow them up, but try to move through areas with few enemies. The general path you take should be 30 degrees from horizontal. This gives you enough overlap to find objects in large sectors. If you are having trouble, temporarily equip Kinetic Anchor (if all weapons are kinetic, firing rate is +20%), and Scan Modulator (Radar range +20%) but keep N-Space Manifold (-20% enemy detection range). Go to the 4 furthest Level 2 satellites. They will be horizontal and vertical from the station. By skipping the diagonal Level 2 sectors, you can hit 4 of 8 sectors and unlock 3 adjacent sectors at a time. (normal difficulty) * ACTION* Mining Drill Mission, Rending Sector If you have the Equilibrium Stabilizer(Alien Tech- Prevents Stun), then equip it so General Scar will not stun you. After you chase off General Scar, but before getting the Mining Drill, fill you ship with ore since no robots are in this sector. The Mining Drill is useful in the Piñata Sector, against Mega Asteroids(Size 4) and Metalstroids. When trying to break up an one of these three, it prevents you being stunned when you drift too close to them, and when they break into smaller sizes. You are still stunned if they hit your from the side or rear. Not as useful for Metal Fastroids. It is recommended you skip this sector until you have completed UltracORE at least once. If you do attempt, mission sectors are rich in ore. License 4- $200,000 *ACTION*Save Uncle Jeb Mission, if any hull damage, abort and retry. Brief: If your ship takes any hull damage, abort mission and retry. Time limit, but allowed to retry if fail due to lack of time. Not allowed to retry if die. Strategy: Snipe Sentry Robots. Pay attention for Shredder and Hunter robots on the scanner. Defend yourself, but try to avoid them. When you see the anti-dimensional buoys, look for the 45 degree angle (North East, South East, South West, North West) with little or no asteroids blocking your line of fire. Using the arrow representing your ship on the scanner, line up your weapons with two Sentry robots. Fire. if you do not hear your weapons hitting, slightly adjust your aim. When two of the four Sentry robots are destroyed, adjust your aim to the third robot, and start to approach the buoy with your ship. Once you destroy the third robot, maneuver to hit the last Sentry robot. Once destroyed, activate the buoy. Repeat for all five buoys. Why: Using the N-Space Manifold Alien Tech and the Pulse scanner, you can hide from most Shredder and Hunter robots while shooting at the Sentry robots from outside their detection range. Three Slug Buddy III weapons do enough damage to kill the Sentry robots in the time limit. They also have enough kick back to keep Shredder robots away from you while you shoot at them. Maneuvering to avoid asteroids in your weapon's fire takes less time than destroying the asteroids to hit the Sentry robots. Firing at a 45 degree angle means most misses will hit the second Sentry robot and when the first Sentry robot is destroyed, your weapon's fire is already aimed at the second robot. The Atlas Shield II gives you 3000 shield points to close with the third Sentry Robot. In UltracORE, license 3 Sentry Robots fire a volley of three, fast, accurate shots. See License 2 for suggested sectors and Riskier Sectors. Close to Next License, and need space bucks sectors usually means low value sectors. Once you run out of suggested and riskier sectors, you may still be short of the next licensing level, due to the random nature of the game. Every time you go up a license, the robots get tougher, but the parts get more valuable. When you reach license 6, the robots stop getting tougher, and the parts fetch the maximum space bucks. If possible, you want to save robots, and their parts, until you have license 7 equipment. By mining ore and parts in these sectors, you hope to get your next license, and access to new suggested sectors. (normal difficulty) *ACTION* mine Polaris- AT satellite On normal difficulty, by mining Polaris as soon as you reach license 4, you can empty the sector of asteroids before the Alien Tech Missions. On UltracORE skip this action. *ACTION* mine Triangulus Like most mission sectors, Triangulus is rich in ore. (normal difficulty) * ACTION* Blast Wave Mission, Quantum Sector If you have the Equilibrium Stabilizer(Alien Tech - Prevents Stun), then equip it so General Scar will not stun you. After you chase off General Scar, but before getting the Blast Wave, fill you ship with ore since no robots are in this sector. In normal mode, anytime you equip it, also equip the Equilibrium Stabilizer(Alien Tech- Prevents Stun). This allows you to fight immediately after using the Blast Wave weapon. It is recommended you skip this sector until you have completed UltracORE at least once. In UltracORE, robots are too tough for the Blast Wave weapon. If you do attempt, mission sectors are rich in ore. *ACTION* Easiest Level 3 satellite, then clockwise, skipping every other(see notes) While defending against enemies, sneak around looking for nav buoy satellites. If enemies get close, blow them up, but try to move through areas with few enemies. The general path you take should be 30 degrees from horizontal. This gives you enough overlap to find objects in large sectors. If you are having trouble, temporarily equip Kinetic Anchor (if all weapons are kinetic, firing rate is +20%), and Scan Modulator (Radar range +20%) but keep N-Space Manifold (-20% enemy detection range). Start with the easiest Level 3 sector, activate nav buoy. Then, going clockwise, skip one level 3 sector and go to the next level 3 sector. By skipping every other sector, you can hit 6 of 12 sectors and unlock 2 adjacent sectors at a time. License 5- $700,000 (normal difficulty) *ACTION* mine Typhon - AT satellite On normal difficulty, by mining Typhon as soon as you reach license 5, you can empty the sector of asteroids before the Alien Tech Missions. On UltracORE skip this action. (normal difficulty)*ACTION* Save Slate Missions During normal difficulty, wait until license 5 to accept any "Save Slate" Missions. At license 5 or higher, your worst reward is a Holo-Scanner (worth $62,500 if sold) and you best award is an OmnivOre (worth $250,000 if sold). If you complete a Save Slate mission, you will not be offered another until your reach the next license level. If you are license 7, it will keep offering you missions until you have saved Slate a total of 4 times during this play through. continued in UltracORE part 3
UltracORE part 3 UltracORE part 3 SMSOB Space Miner Hardware Outline v1.0.1 2012-Feb-12 07:50 AM (normal difficulty) * ACTION* Laser Cannon Mission, Lyman Sector If you have the Equilibrium Stabilizer(Alien Teck- Prevents Stun), then equip it so General Scar will not stun you. After you defeat General Scar, but before getting the Laser Cannon, fill you ship with ore since no robots are in this sector. The Laser Cannon is terrible against asteroids. It takes 25 minutes for it to mine the Piñata Sector. It is recommended you skip this sector until you have completed UltracORE at least once. In UltracORE, robots are too tough for the Laser Cannon weapon. If you do attempt, mission sectors are rich in ore. License 6- $1,400,000 *ACTION* if all located old satellites *2 <= undiscovered sectors, then activate. Enemies are tough in UltracORE. By saving the old satellites until you are license 6, you can uncover the Piñata and Graveyard sectors without getting killed in the adjacent level 5 sectors. Go to Apartment V (Statistics) and check the discovered sectors. Subtract this from 48. Divide by 2. If this number is equal to, or less than, the old satellites you have located, activate the old satellites. If not, look in Level 2, then Level 3 sectors for old satellites. After finding enough old satellites, or running out of Level 3 sectors, start activating them. *ACTION* Piñata Sector - search shipwreck First time through with a profile, there is an Alien Matrix in the Piñata Sector. By finding all the Alien Tech before attempting UltracORE, you replace it with an undefended shipwreck. Very cool if you find an OmnivOre, Fission Pulse, or Atlas Shield V. (normal difficulty) *ACTION* mine Savage - AT satellite On normal difficulty, by mining Savage as soon as you reach license 6, you can empty the sector of asteroids before the Alien Tech Missions. On UltracORE skip this action. *ACTION* Graveyard Sector- snipe Holo-droids, collect ore, search 7 shipwrecks First time through with a profile, there is an Alien Matrix in the Graveyard Sector. By finding all the Alien Tech before attempting UltracORE, you replace it with another shipwreck. On normal difficulty, Holo-droids are slow, inaccurate shots, that do annoying damage. On UltracORE, they are fast, accurate and do lots of damage at a long distance. Using the N-Space Manifold lets you sneak up on Holo-Droids. Look for Large Metalstroids (size 3), that rotate but do not move. This is similar to Sentries. Be especially careful when Large Metalstroids are near Magnetic Mines and shipwrecks. When in doubt, use the thumb guide to line up a shot with the exact center of the Large Metalstroid, set to Auto Fire, and press the fire button. If your aim is good, you will hit the Holo-droid with two volleys of fire, before its first shot hits you. If it was not a Holo-droid, you will hear the distinctive clink of a Metalstroid. If you are having trouble identifying the Holo-droids, once you have found a Large Metalstroids, shoot it until it breaks into Medium Metalstroids (size 2); Any remaining Large Metalstroids on the scanner might be a Holo-droid. If you are having trouble with Magnetic Mines, approach them from the opposite side of an asteroid. If you get close enough, the Magnetic Mine will activate, head towards you, then detonate against the asteroid. If there is no suitable asteroid nearby, shoot it, run away, then hide behind a large asteroid. Running into a Metalstroid stuns you, by mining the sector for ore, you reduce your chances of being stunned by a Metalstroid or shot by a Holo-droid. When you search the last shipwreck, the Sector Description will include an icon of a Cargo Trawler with a Mining Drill. In other sectors, there are only one shipwreck, so as soon as you search it, the icon appears. (normal difficulty)*ACTION* Save Tourists Missions During normal difficulty, wait until license 6 to accept any "Save Tourist" Missions. At license 6 or higher, each rescued tourist is worth $7,000 for a maximum of 30 tourists ($210,000). If you complete a Save Tourist mission, you will not be offered another until you reach the next license level. If you are license 7, it will keep offering you missions until you have saved the tourists a total of 5 times during this play through. License 7- $2,200,000 (normal difficulty)*ACTION* mine Piñata Sector with Speeder Deluxe 60 cargo hull In normal difficulty, use the Speeder Deluxe hull (60 cargo units) and mine the Piñata Sector for 60 random ore. (normal difficulty)*ACTION* continue mining or Alien Codes & Beta Sector On normal difficulty, now that you have a Nitro Rocket, you can finish the game in Beta Sector or continue to mine. For UltracORE, I recommend more License 6 and 7 equipment. *ACTION* hunt robots, 1308 total, for Level 6 robot parts # You still do not have an OmnivOre, but collector bonuses do not apply to robot parts. All sectors contain a total of 1308 enemies. Current enemies defeated can be found in Apt V along with other current statistics. Missions enemies do not count towards this total. (UltracORE difficulty)*ACTION* continue mining or Alien Codes & Beta Sector On UltracORE difficulty, now that you have a third Hypermass, you are doing 7666 Damage Per Second. You can finish the game in Beta Sector or continue to mine. *ACTION* mine Piñata Sector with Cargo Trawler 80 cargo hull Just like some sectors have very fast asteroids, the Piñata Sector has fast disappearing ore. Without the correct pieces of Alien Tech, the Piñata Sector always yields 80 random pieces of ore. You want the Singularity Core and the OmnivOre. The Cargo Trawler is more than twice the mass of the Speeder Deluxe. The Singularity Core has twice the thrust of the Nitro Rocket. The OmnivOre has the largest range of the collectors. Use no weapon in Special, Hypermass in Left, Hypermass in Right, and no weapon in Turret. continued in UltracORE part 4
UltracORE part 4 UltracORE part 4 SMSOB Space Miner Hardware Outline v1.0.1 2012-Feb-12 07:50 AM (UltracORE difficulty)*ACTION* Alien Codes & Beta Sector. Brief- During these three missions, if your ship takes any hull damage, abort mission and retry. Alien Tech- Equip N-Space Manifold (-20% enemy detection range) and Diffusor Pod (Shield +20%). If you have three Hypermasses and one Scram Buddy then equip Kinergetic Capstan (if weapons are energy and kinetic, firing rate is +20%) to raise Damage Per Second from 7666 to 9583. If you have four Hypermasses then equip Thermal Sink (if all weapons are energy, firing rate is +20%) to raise Damage Per Second from 8000 to 9999 Gemini Strategy: Immediately go left or right. Dodge Medium Asteroids (Size 2), shoot Small Asteroids (Size 1). If the AI is close, take cover from Sentry robots by going around asteroids between you and the sentry, otherwise shoot them. You are faster, so AI falls behind. Small sector, so wraps quickly. When see Rogue AI(AI) in front of you, start shooting. When get close, turn 180 and repeat. If the AI hits you a few times before you turn 180, that is okay. Why: By running away with your faster ship, you let your shields recharge. By staying out of his detection range, you reduce the number of AI special attacks. By coming straight at the AI from the other side of the sector, you use your weapon's longer range. By going straight right and left, you reduce the number of Sentry robots shooting at you. Omicron Strategy: Immediately go left or right. Dodge Medium Asteroids (Size 2), shoot Small Asteroids (Size 1). Dodge Magnetic Mines. You are faster, so AI falls behind. Small sector, so wraps quickly. When see Rogue AI(AI) in front of you, start shooting. When get close, turn 180 and repeat. If the AI hits you a few times before you turn 180, that is okay. Why: By running away with your faster ship, you let your shields recharge. By staying out of his detection range, you reduce the number of AI special attacks. By coming straight at the AI from the other side of the sector, you use your weapon's longer range. By going straight right and left, you reduce the number of Magnetic Mines attacking you. Beta Sector Headphones are highly recommended for Beta Sector. Brief: If your ship takes any hull damage, abort mission and retry. Alien Tech: Equip Equilibrium Stabilizer (Prevents Stun) and Diffusor Pod (Shield +20%). If you have three Hypermasses and one Scram Buddy then equip Kinergetic Capstan (if weapons are energy and kinetic, firing rate is +20%) to raise Damage Per Second from 7666 to 9583. If you have four Hypermasses then equip Thermal Sink (if all weapons are energy, firing rate is +20%) to raise Damage Per Second from 8000 to 9999. Strategy: Turn on AutoFire, leave your weapons on. You need to use the Mega Metalstroids as cover to protect you from the Giant Super Shredder. Try to find one by itself, so you do not get trapped between two Mega Metalstroids. Circle it, destroying all the blue and red asteroids around it. Phase 1, hide on the other side of the Mega Metalstroid when the Giant Super Shredder is using a special attack. As the attack sounds taper off, reduce your speed and let the Giant Super Shredder get closer. When the special attack stops, turn around and hit it with your forward facing weapons. After a few volleys, hide on the other side of the Mega Metalstroid until your shields recharge. Once your shields are recharged, wait for another special attack to slow down, then repeat. Phase 1 ends with the activation of the Mega Shield. Phase 2, circle the Mega Metalstroid until you hear the Giant Super Shredder try to ram you, miss and become stunned. Sound is very important for Phase 2. You cannot see the failed ram attack. When the Giant Super Shredder is stunned, circle back and fire you forward weapons. While stunned it will be upside down, when it starts to right itself, hide on the other side of the Mega Metalstroid, then repeat. Phase 2 ends with the destruction of the Mega Shield. Phase 3, hide on the other side of the Mega Metalstroid when the Giant Super Shredder is using a special attack. As the attack sounds taper off, reduce your speed and let the Giant Super Shredder get closer. When the special attack stops, turn around and hit it with your forward facing weapons. After a few volleys, hide on the other side of the Mega Metalstroid until your shields recharge. If the Giant Super Shredder starts a special attack, immediately break off and hide behind the Mega Metalstroid. If it starts to speed away, beware of a Ram Attack. The Giant Super Shredder may go away from you, wrap the sector, then attack you from the other side. Once your shields are recharged, wait for another special attack to taper off, then repeat. Because Phase 3 has multiple special attacks, and less time between special attacks, this is the longest phase of the fight. Occasionally check your hull, if you have damage, Abort Mission and retry. UltracORE only gives you one life. Why: Equilibrium Stabilizer prevents you from being stunned when the Giant Super Shredder uses a Ram Attack or you hit a Mega Metalstroid. By leaving your weapons on, your Turret Hypermass fires whenever the Giant Super Shredder is near. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ IF'N YA WANNA GET FANCY ABOUT IT -------------------------------- License 3 *ACTION* ONLY 1 attempt, no abort. Save Bancroft Mission Fancy: Try and get the lowest percentage mined for MegaSpace sector. License 4 *ACTION* if any hull damage, abort and retry. Save Uncle Jeb Mission Fancy: Clear the sector of enemies and complete the mission before time runs out. License 7 (UltracORE difficulty)*ACTION* Alien Codes & Beta Sector. Beta Sector Fancy: Collect all the red and blue ore before MegaShield activation (end of Phase 1). Ore collected in Beta Sector adds to your final score. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Odds and Ends Large scanner dots are Mega Asteroids(Size 4), medium dots are Large Asteroids(Size 3) and small dots are all other objects in the sector. When the Space Miner gets a new license level, the enemy robots advance a level. Enemies are toughest when you have just reached a new license. Enemies are easiest when you have bought all the equipment in the walkthrough for that license. Asteroids based on level of sector. Asteroid types based on sector name. Enemies based on license of miner (max 6). #Enemy types based on sector name. License 7 Miner in a Level 1 Sector, gets Level 1 Ore and Level 6 enemies. Your first time through UltracORE, skip "Save Slate", "Save Tourist", Mining Drill, Blast Wave, and Laser Cannon missions. You do not need to complete these missions to complete the game, but if you die during one, the game is over. Laser Cannon is especially difficult in UltracORE. Once you've survived, then go back and try again with the side missions. Abbreviations: DPS- Damage Per Second DPA- Damage Per Attack APS- Attacks Per Second Enemies are small and fast. More Attacks Per Second (APS) means more chances to hit. High Damage Per Attack (DPA) wastes damage if the enemy evades. Exception is 1 or 2 Blast Master I weapons, which is/are useful for knockback effect until Scram Buddy weapon(knockback and high APS) is available. If both Blast Master I weapons #hit a shredder twice in a row, they can knock the enemy out of enemy attack range, causing the enemy to lose lock on the player. To check the knockback of a weapon, equip only it, and shoot at a satellite. #Five Hypermasses will not move the satellite. One Blast Master I weapon will move it quite a bit, two Blast Master I weapons will move it even further. After buying two Scram Buddy weapons(1666 DPS, 3.3 APS, 500 DPA), buying a Hypermass (2000 DPS, 2.5 APS, 800 DPA) can be useful for its very high DPS. #Scram Buddy, Hypermass, Hypermass, Scram Buddy is very good at knockback, APS and DPS. Since Scram Buddy and Hypermass weapons have different APS, your ship will have a smaller window between attacks increasing your chance of hitting. #A Scram Buddys knockback and high APS is especially useful in a turret weapons to keep enemies off your tail and make up for the turrets poor auto targeting. It is still *more* important to have your best weapons facing forward, since you will try to attack enemies before they can close with you. You can print out this little map to keep track of ec (enemies cleared) and OS (Old Satellite found) as you go. Sector Completed/ Old Satellite Checklist Map ######################### 6 ecOS 5 ecOS 4 ecOS 3 ecOS 4 ecOS 5 ecOS 6 ecOS 5 ecOS 4 ecOS 3 ecOS 2 ecOS 3 ecOS 4 ecOS 5 ecOS 4 ecOS 3 ecOS 2 ecOS 1 ecOS 2 ecOS 3 ecOS 4 ecOS 3 ecOS 2 ecOS 1 ecOS 0 ne 1 ecOS 2 ecOS 3 ecOS 4 ecOS 3 ecOS 2 ecOS 1 ecOS 2 ecOS 3 ecOS 4 ecOS 5 ecOS 4 ecOS 3 ecOS 2 ecOS 3 ecOS 4 ecOS 5 ecOS 6 ecOS 5 ecOS 4 ecOS 3 ecOS 4 ecOS 5 ecOS 6 ecOS ######################### GOOD LUCK! Posted by BjofCJ&Bj on Touch Arcade Forums 2012-Feb-12
UltracORE Errata Errata: Your first time through UltracORE, skip "Save Slate", "Save Tourist", Mining Drill, Blast Wave, and Laser Cannon missions. You do not need to complete these missions to complete the game, but if you die during one, the game is over. Once you've survived, then go back and try again with the side missions. You want at least License 6 equipment, and preferable some Scram Buddy weapons and the Supraflector, before trying any of these mission. Laser Cannon sector is especially tough. This walkthrough is designed only to earn the "Ultra Miner" Achievement/ Award. A different walkthrough, and random chance, is required to earn a score of 29,356,832.
Ever since I joined Game Center, there is a slight lag every 30 seconds on my iPod Touch 4th generation.
UltracORE Zip File The previous posts were for people who wanted to comment on the walkthrough. For people who do not want to comment, the walkthrough is attached as a zip file.
The resurrection of this thread inspired me to go back to the game and give it another whirl. I downloaded it when it was free a while back, but there was so much other stuff coming out at the time, I only messed with it for a few minutes. So far, I really like it. It's got a tight presentation, and though I'm no fan of virtual controls, these work quite well.
Wow..thanks for he walk through. You should submit it to gamefaqs so it won't get lost in this forum if it's not there already.