Defender Strategy

Defender’s difficulty is legendary. Craig Kubey in The Winner’s Guide to Video Games said it was like being locked in a closet with a swarm of killer bees, and I actually think that’s not overstatement. And yet, people have flipped Defender’s score counter many times in a single game.

In an 18-minute strategy session, Joe Dearman explains the basics of playing Defender well, but I’m afraid if you don’t have a certain base facility it might be hopeless. Although I’m generally good at video games, I don’t seem to have it myself. Take a look and see if this looks like something you might be good at, but be warned, Defender’s controls themselves are complicated, with a lever and five buttons, although I dunno, game controllers these days tend to have many more than that. It is important, however, not to underestimate this game. It will rapidly annihilate you if you aren’t very good.

Both Defender and Robotron 2084, mentioned yesterday, were made by Williams, and designed by Eugene Jarvis, who still works in arcade game production today, or did last time I checked.

Another thing these games have in common is they’re very adjustable. Operators can choose starting difficulty, ending difficulty and on which wave it’s reached. This thread at arcade-museum.com breaks down the different romsets and differences between them. The earlier roms, “Blue” and “Green,” are generally harder, and increase in difficulty through 99 possible levels. The most common and latest set, “Red,” only has 30 effective levels.

At the higher numbers of Blue and Green, weird behavior can be seen. Defender has an enemy called the Baiter, which exists to harass the player if they take too long in clearing a wave of other enemies. At maximum difficulty Baiters become hilariously numerous, the game sending them in about once every two or three seconds. Watch a few minutes of this game with the wave difficulty settings cranked up to maximum from wave 1 (39 minutes). The extra ship level is set it easier than normal, needing just 5K to get an extra, and it’s set to restore all the Humanoids every wave, but that’s mostly to make the game possible, although there does exist video of someone surviving maximum difficulty with ships and Humanoids at normal settings, up to a score of 909K. (1 hour 7 minutes, somehow).

Here is the first of those two links, I’ll leave the other for you to click on if you’re interested. Both of them have the amazingly persistent Baiters, and in both of them the player manages to hold up under the pressure, for a while anyway.

Robotron 2084 Strategy from arcadeimpossible

It’s the third of this week’s classic arcade strategy find posts, and today’s dedicated to the original twin-stick shooter, Robotron 2084.

Robotron’s what I’d call a very pure game. It’s simple in play, nowhere near as complex as Eugene Jarvis’ first game Defender, but deep despite it. The left joystick moves, the right joystick fires, and until you get used to that you’ll have short games. In fact, you’ll probably have short games regardless. It is ruthless.

These videos feature host “Greg” and star player “Darrin,” who is the one giving most of the advice. The first video covers the first nine waves (5½ minutes). They set the template for the game: there are theme levels that cycle every ten waves. There are Spheroid, Quark, Brain and, for levels ending in 9, Grunt waves that completely surround you with enemies right from the start, and each poses its own kind of challenge.

The second video covers intermediate-level play, and wave beginnings (7 minutes):

The videos mention three parts, but it appears that only two were ever uploaded. They mention a site in their descriptions, robotron2084guidebook.com. In the 12 years since the videos were posted that site’s gone dark, but being a text site it’s pretty well preserved on the Wayback Machine, and has lots of good information. They also mention video on the high score site scoreground.com, but sadly it’s also defunct, and the mentioned video that was hosted there is probably lost. If there’s one good thing about Google, I guess, it’s that they let Youtube videos persist on their site for decades without culling them too much.

Classic Arcade Tips: Phoenix & the Centipede Trap

Let’s have a week of tricks & tips for retro arcade games. Here’s one you don’t hear about too often, Phoenix, and one still popular, Centipede.

Phoenix is a standard old-school space shooter. Your spaceship is affixed to the bottom of the screen, where spaceships should be affixed as God and Kazunori Sawano (designer of Galaxian) intended. It’s got a bit more atmosphere than most of them from the time, and is particularly known for being one of the first video games to feature a boss battle, with a big flying saucer with shields to chip through.

One trick in Phoenix, the result of a bug: if you shoot three enemies in rapid succession as they ascend upwards onscreen, you get 200,000 points! This is a gigantic amount, in the video below (18 minutes), which is blurry so you can’t really tell.

The interesting thing about it (which is explained here) is, it’s not a bonus. The score is set to around 204,000 points. If you had a higher score (which is very unlikely in Phoenix) then you lose points because of it.

As for Centipede, there’s a clever trick that takes advantage of a number of converging aspects of the game. First, nothing affects the playfield mushrooms globally (this was corrected in its sequel Millipede, making it ineffective there); second, the Spiders that emerge and periodically clear out mushrooms from the bottom of the screen never touch the first two rows on the side they emerge from; third, centipedes that make it to the bottom of the screen and cycle up and down through the player’s area can get caught by carefully-placed mushrooms at the side of the screen; and fourth, a trapped centipede may halt game progression, but it doesn’t stop scoring, as Spiders, Fleas and Scorpions will continue to emerge into the board, which are worth significant points by themselves.

The result is: The Centipede Trap. Observe (video by “pat,” 12 minutes). If you want to skip right to the trap in action, you can jump to an appropriate place here.

I’ve known about the trap for a long while, it was reported in an issue of my favorite classic arcade magazine, Joystik, in a feature interview with early arcade champion Eric Ginner, where he laid out how to make it, and how it could be useful. It’s a pretty boring way to play, but it works. It doesn’t make the game completely boing, Spiders can still be a big threat, and if one makes it across the screen from the opposite side without being shot it still has a chance to eat the trap. But it does give the player an opportunity to clear the upper reaches of the screen of mushrooms while the centipede is pinned in.

If it’s done on the first wave of each set of twelve, the one where a whole centipede emerges at the start, then Fleas won’t ever appear to add mushrooms, and you can actually clean the entire board of mushrooms, excepting the ones that make the trap. Fleas emerge, on most boards, when the number of mushrooms near the bottom of the screen get too low, but are programmed never to appear on a full-centipede board.

I’ve got some interesting strategy video finds for other classic arcade games coming up over the next couple of days, I hope you’ll like them!

The Website Caves of Narshe

We love oldschool websites around here, and unlike Final Fantasy Kingdom, whose images are all broken and likely isn’t long for this world, Caves of Narshe has been kept up-to-date, its images and links all work, it’s got a good design, and is full of interesting info on Final Fantasies 1, 4, 5, 6, 7 and 9, plus Final Fantasy Tactics and Chrono Trigger. It’s loaded with good information, and best of all, it isn’t Fandom.com! I can’t even rightly give it the oldweb tag, because it’s modernized! May it last a thousand years.

What kind of focus image does a normal standard regular website get? Well how about a screenshot?

Piccadilly Gradius

After yesterday’s exploration of a huge collection of antique electro-mechanical amusement machines, it seemed meet to drag out a little video I’ve been aware of for a while, a demonstration of a Piccadilly Circus-style redemption machine made by Konami, amusingly named Piccadilly Gradius (2 minutes).

There doesn’t seem to be a lot of this strange entry in the Gradius series on the internet, just a stub on a couple of wikis. Piccadilly Circus itself seems to be a Konami series, only a little older than Gradius really. Most of them seem to be simple roulette-style machines where you stop a light on a number to win a prize. The Gradius one makes it into a journey to get a spaceship to the end of a course.

Here’s a demonstration, I think, of one of the more-usual Piccadilly Circus games (3 minutes). It’s got charming anime-style art!

A huge old-timey penny arcade in Yorkshire

It’s hard to believe, but an “arcade” didn’t used to mean video games. Across “the pond,” to trade in ludicrous understatement, in “old blighty,” there is an amazing collection of old-style mechanical machines. Northern Introvert has an ‘alf-hour video exploration of them that makes for fascinating viewing!

50 Sonic Adventure Facts

This Youtube video is a follow-up to Choa’s 40 Sonic Adventure 2 Facts, which we posted about recently. Unlike the standard lists of this nature that litter the internet, most of the ones in these two videos are genuinely interesting, and paint a picture of a team trying a lot of things to make their take on the Sonic series work, while pressed for time.

Here is the video, all 29 minutes of it:

For those not acquainted, Sonic Adventure had a weird structure, with free-exploration Adventure Fields, with permanent powerups to find, NPCs to talk to, and even a few subquests; and more demanding Action Stages. Each action stage had an entrance somewhere in an Adventure Field. Sonic Adventure had six playable characters, each with an entirely different style of gameplay! Sonic running, Tails racing with Sonic, Knuckles treasure hunting, Amy being chased by robots, Omega (itself one of Eggman’s robots!) blowing things up, and Big the Cat… fishing.

What a weird game. And you can tell just from playing it, the weirdness extended to its development. Characters can enter parts of courses intended for other characters. There are secret areas that seem like a holdover from early development, that sometimes can still be entered. Voice lines and animations that are very obscure, or even impossible to trigger without mods, remain in the game. Choa’s video is not a complete listing of these oddments, but it’s certainly a good introduction to them.

The Minecraft Server Written in bash

Here is the page, just to get the link out of the way. It was written by sdomi back in 2023. They were also one of the people who presented the talk from a couple of days ago about turning Chromebooks into more-useable laptops.

Part of the page describing the wholly-questionable project.

People who know what both Minecraft and bash are are right now exclaiming WTF. People who just know what Minecraft, of which there are very many, might be wondering why writing a server in bash is such a big deal. People who only know what bash is… well, you should remember to take your medication, and remember your gerontologist appointment on Thursday.

bash is the primary scripting language over in the Linux Dimension. Think of it as the old DOS command prompt, but much more powerful. How powerful is it? Well evidently you can write a Minecraft server in it, of course. It can do lots of other, less ludicrous things too. I use it to help get the data into shape for my Loadstar Compleat project. It is not made, to put it lightly, for things like this.

These days “bash” is sometimes used as a synonym for a range of command shells, like zsh, ksh and the like. This is a mistake of course, but to an untutored eye they all look broadly similar, and work in a similar way.

This shouldn’t be mistaken as producing a useable Minecraft server, suitable for hanging out with your friends, building blocky castles and fleeing from creepers in. As much as I can gather, it produces the bare minimum needed to connect to the game. And it cheats slightly by using awk to handle loops and some numbers. But much of the point of bash is to connect other tools together into a data flow, so I’ma allow it.

37C3 Unlocked: Turning Chromebooks into Laptops

37C3 was the 37th Chaos Communication Congress, held in 2023, and a talk was given there by elly and sdomi on the subject of unlocking and using Chromebooks as regular Linux-running computers.

That’s it. That’s all for today. It’s 39 minutes though, so it should keep you going for a while. If you’d like to avoid Youtube and its various vagarities, you can also get it directly from the event website.

There Was A Mega LD?

The newsletter Read Only Memo has an article stating that at last the Pioneer LaserActive, a laserdisc player capable of also playing games with attachments, has finally been emulated, by someone called Nemesis.

Image via Nemesis
Image from Read Only Memo.

This is weird. This was around the time of the PC Engine and Mega Drive/Genesis, years after the short-lived laserdisc arcade game boom, but still within the period where some people (executives mostly) thought you could just just have a barely-interactive movie and it would rule the world. One of the attachments allowed it to play Sega CD (a.k.a. Mega CD) games, but it could also use its Mega Drive hardware to play special-made laserdisc games.

The hardware’s uniqueness, and the nature of the format, has contributed to the system’s resisting emulation. As the article tells us, laserdiscs are an analog format! So while it’s possible to copy a disc with a fidelity that would satisfy any human viewer, you couldn’t make an absolutely perfect digital copy even in theory.

The LaserActive bit is the lead-off for a substantial issue of the newsletter, which also contains news about a fan effort to translate a Cowboy Bebop game!

Mega Man Maker 1.10 Released (a while ago)

I’m a bit late in announcing this, but a lot’s been going on here lately, and it’s a worthy announcement, so here’s the release video for Mega Man Maker 1.10 (2 minutes). This isn’t the last time we linked to a MMM release, and its coders don’t seem to be slowing down any time soon.

A free program, it’s got the usual array of new enemies (including favorites Guts Man and Snake Man), items and music typical of MMM. A big new feature is ability capsules, which can grant new powers if found in a level, or at the creator’s option even disable them. This can let you pull off dirty tricks like making a chamber that requires the slide to enter, but that gives you a capsule that disables the slide, making it inescapable. But you wouldn’t do that, would you?