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Bunny Invasion: Easter Special

Play Bunny Invasion: Easter Special

Apr. 12, 2009

Rating: 0

Did I go about this the opposite as everyone else, or just shadowmoj? I kept the original handgun till like the late 40's then bought the grenade launcher. Saved cash on ammo that way.

Civiballs

Play Civiballs

Apr. 07, 2009

Rating: 0

perfect way to end a game

Microbe Kombat

Play Microbe Kombat

Mar. 22, 2009

Rating: 0

Very easy - saw no use for any of the action abilities though...easiest & fastest 35 points on the site (that I've seen so far)

Hands of War

Play Hands of War

Mar. 21, 2009

Rating: 0

xgonzneverdiesx - where? I did all the alliance tests except the one in the far South West (about strings?) I couldn't figure out how to get that one. Otherwise, I did all the quests. Whats left? Do you mean the one from the far North where you kill shadow runner leaders?

N3wton

Play N3wton

Mar. 20, 2009

Rating: 0

Read the clue - notice anything in capital letters.

Flag Football

Play Flag Football

Mar. 19, 2009

Rating: -1

(tricks) if you score a TD at the end of the half, the other team will attempt a field goal at their own 2 to open the 3rd quarter, after which you get the ball back. If you're at your own 20 or less: pick play 1 or 2, then drop back (to buy time)...wait until the recievers gets stuck in place (the left reciever will end up on the right side about 45 yards down the field) just click on that spot and he'll catch it everytime.

Age of War

Play Age of War

Mar. 18, 2009

Rating: 0

I remember playing this on a different site & the ion cannons would just shoot the enemy base once it wiped out the soldiers (it's range would reach across the level) this is a little harder, but still...)

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 1

(offense part 3) play 7 isn't great - but your best bet is the reciever slanting across the field. Play 8 is tricky because the offensive line collapses quick. So start fading back, wait for the recievers to cross each other and see who's open. Play 9 is PERFECT for the 2-point conversion. after the snap immediately toss to the left reciever. On all other offensive plays, the quarterback is right at the line of scrimmage and the blitz comes quick, so it can be a dangerous play. play 10 is absolute trash on offense. The quarterback is at the line of scrimmage (like play 9), the blitz comes even faster, and from my experience the ball isn't catchable. It never goes where I want it to. And even if it is on target, the reciever never catches it. This is an interception-bait play on defense (good for you) and an interception-bait play on offense (bad for you) AVOID PLAY 10. Hope that helps - Jaco208

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 1

(offense part 2) play 4: if you wait a few moments for your left reciever to cross through the line of scrimmage he usually gets open for good yardage. On play 5 the right reciever and his slant move works about the same as plays 1 & 2, except on plays 1 & 2 the other recievers might be good targets too. On play 5 the other recievers aren't a good option. Play 6 is the most fun. You have to drop back immediately to avoid the blitz, your guy cutting across will usually be fairly open. If you pass to him you'll, then have him run slanted with the ball, you'll ALWAYS get 8 yards. 8 Yards every time. The reciever that starts leftmost and shifts rightward first is often a good target. What's cool with him is that if you don't like the play and your quarterback is falling back, about to be blitzed: just throw to that spot that this reciever sticks at and he'll always catch it for short gain.

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 1

(offense part 1) On plays 1 & 2 the left reciever is always open after he begins his slant for an easy, but cheap gain. I'd try other plays, and only use those in 4th and long (10 yards) situations - or not at all if you're good enough. Play 3 you need to fade back with the quarterback to buy you enough time because the blitzers get through fast. after your 2 recievers on the right cross, 1 should be open. Be sure to overshoot the pass. This can easily lead to a 30+ yard gain.

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 0

(defense part 2) I believe it's play 4, but whenever the AI calls it, it will almost always throw to the left reciever for a loss/short gain. If you see the AI lined up for play 10 (it's a unique formation that stands out) then do a small studder with the right cornerback to take away the pass to the inside right reciever than fall back a little and go far right. This will ALWAYS lead to an interception. If you leave too soon, then the AI might make the pass to the inside right reciever. In general, fade back then slant left (towards center field). This will defend the right reciever almost every time.

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 1

Jaco208 - (defense part 1) When the AI is on offense play 6 will always lead to a completed pass for several yards (theres no way to defend) so always pick play 6 on defense to stop that. Play 6 on defense is overall very effective. On defense always hit space bar once so that you're the right cornerback (never play safety). Play 8 will usually lead to a sack if you fall back and drift right after the AI players cross. Play 7 will almost always be a short completion to the reciever that moves lateral before going strait down field, so watch out for him.

Flag Football

Play Flag Football

Mar. 18, 2009

Rating: 0

Just broke a personal best 72-0 after 1 quarter

Desktop Tower Defense 1.5

Play Desktop Tower Defense 1.5

Mar. 05, 2009

Rating: 0

sora1818 - http://www.neatorama.com/2007/04/14/desktop-tower-defense-strategies/

Mushroom Revolution

Play Mushroom Revolution

Mar. 04, 2009

Rating: 0

The tree is in a strategic point.

Mushroom Revolution

Play Mushroom Revolution

Mar. 02, 2009

Rating: 0

I'm pretty sure bronzes get you 2 skill points, silver 4, and gold 6.

GemCraft

Play GemCraft

Mar. 01, 2009

Rating: 0

samus94 - I'm pretty sure I got up to lv 11 gem (orange). Overall though it's not worth it. For the same price of [1] lv 10 you can have [16] lv 6. with [10] lv 6 any level is beatable. After that just increase mana pool.

Mushroom Revolution

Play Mushroom Revolution

Mar. 01, 2009

Rating: 0

I'm not so sure that only building 1 type would do that. I've tried building only 'pure' mushrooms and made it far, but lost. Building only 'pure' mushrooms of 1 color would mean that against red you'd have a huge advantage, but against everything else there'd be no bonus damage. Also without Life Plus or Life Steal, every enemy that makes it through would be costly. You did it without Instant Death, Teleport, or Splash Slow? I find that hard to believe.

Mushroom Revolution

Play Mushroom Revolution

Feb. 28, 2009

Rating: 0

antimateriejoe - for the last few levels I started by building about 15 money steal (red, white, yellow) lv 5. after those were maxed out I build about 10 life steal (red, blue, white) TOWARDS THE BEGINNING. After that, everything else - instant kills (especially towards beginning), stuns, confuse, splash slow. Some of the last that I built were bombplant (towards end of track) and teleport (at very end of track - don't build any mushrooms after the teleporters) After that 'core,' move on to pure mushrooms and more of everything else. I got to like level 150 or so I think, but got too bored (& the game lagged too much) to go any farther. Good Luck.

Space Base Defence: The Invasion

Play Space Base Defence: The Invasion

Feb. 27, 2009

Rating: 0

I'm pretty sure that the freeze tower isn't doing 200 damage either. The ion cannon & super emi don't seem to be as effective as the game indicates (150 & 110 damage) nor does the emi seem so slow anything down (brief stun). The freeze towers only stun too. Also, for alot of the waves - the description is missing the part about Hitpoints. Lots of kinks to be worked out!

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