On the Kirby Air Riders Demo

My Experience with the Global Test Ride Demo

Acronyms:
KAR: Kirby Air Ride, the original for Gamecube.
KARs: Kirby Air Riders, the new game for Switch 2. (Note the following lowercase ‘s’.)

Who’d have thought that a Kirby game could be so vicious? If you think Smash Bros is a fun and lighthearted romp then this game will show you how perilous a Sakurai game can be. Several of the characters, even among the limited selection in the demo, are former bosses (King Dedede, Meta Knight, Magalor, Susie), so you might think of this game as them taking out their frustrations on Kirby for beating them up.

I should say that the demo was missing many items and events, this only covers elements from the Global Test Ride demo, available here. The first Global Test Ride is over, but there is another one on November the 15-16th, depending on your timezone. The full version of Kirby Air Riders is out on the 20th.

While it allowed playing Air Ride, the namesake mode, in an offline capacity, the demo focuses on City Trial, the mode everyone remembers from the original KAR. The game comes with a bunch of tutorials, and they can be played even outside of the demo period. They explain the basics adequately, so other than a bit of a recap I’ll content myself with explaining City Trial in more detail.

If you’d like to see what it was like during play, I recorded some of my adventures playing the demo and uploaded it to Youtube, here (1 hour, 22 minutes):

How it works

  • You and up to 15 other people are thrown onto a big sandbox map, a city on Kirby’s home planet of Pop Star called Skyah. In the demo, in practice, you’ll be playing with 15 others; I never had a match with fewer than that.
  • You all start out riding Compact Stars, which are maneuverable and can glide a bit, but are really fragile and have little else to recommend them.
  • Rapidly move the control stick from one side to the other to do a “Quick Spin.” This is an essential move! While you can damage other machines just by driving into them at a sufficent speed, Quick Spins make it easier to do damage, and you even get a brief period of invulnerability at the start of a spin.
  • You have five minutes to pick up “patches,” single-color icons that increase your stats a bit in one of a number of categories. Get as many as you can!
  • There are different colors of boxes that appear. Blue boxes are the most important, as they contain both patches and food items that can repair damage. Red boxes contain Copy Essences that give you different attacks; Green boxes have other kinds of items. Only the patches are permanent. Break boxes by either boosting into them repeatedly or using the “quick spin” move.
  • You can also change vehicles. Ride up to an empty vehicle and hold down the Y button (sometimes called “Special” in the game) to switch to it. You take all of your patches with you when you do this!
  • While you can get off your vehicle by holding Y for a while, there is little reason to do so. You can’t even pick up power-ups while unmounted.
  • You can attack other players. So, too, can they attack you, and as mentioned at the start 16-player City Trial can be incredibly vicious. Stay on your guard. Players who are attacked usually lose a patch or two. If your vehicle gets destroyed, you’ll lose a bunch of patches, although not as many as in the original KAR, where you usually lost half of your patches. By the way, when I say you’ve “died,” I really mean your vehicle got destroyed. Your character cannot be harmed.
  • The city is pretty big, and has several hidden areas. Generally, the more out-of-the-way areas are safer, and have more powerups to collect.
  • Throughout the time period, different random events can occur. Some good, some bad, and some are just weird. If the event has some special location, an arrow will often appear around you pointing which direction it’s in.
  • One kind of event is the competition event, and it’s like a minigame. You’re told a “quick race” or a “dustup derby” is about to begin, with a start location somewhere in the city. It’s up to you if you want to participate, but if you do you’ll get at least eight random patches for participating, a few more if you arrive early, and you’ll get some more if you place well. Even if your vehicle gets destroyed in the event, it isn’t permanent. If you choose not to participate you can continue to explore the city, and without the participants attacking you might come out ahead. It’s your choice.
  • The purpose of all of this comes after time runs out. You’ll be given a selection of one of four “stadiums” to participate in using the machine and all the patches you’ve collected. The stadiums are all very different from each other: there are races of several types, battles, combat against enemies, button-pressing competitions, jumping contests, and even boss fights. At least one will be recommended to you based upon which machine you’re riding. Think carefully: some machines are unsuited to some stadiums. If your machine is really unsuited (a wheeled vehicle in an aerial stadium), the game will even stop you and ask if you’re sure, but it’ll let you do if anyway if you tell it yes.
  • This bit is important. Each stadium is its own game: you’re playing to win your stadium, not the City Trial session. Due to this a large game of City Trial can have up to four first-place finishers. If a lot of players (more than eight) pick a stadium, it’ll be split off into two separate competitions with their own winners. If you’re the only person to pick a given stadium, you win it automatically.

The finer points

Machine choice
You start out with the Compact Star, which is extremely fragile. I don’t know if this is still true, but in KAR it was found to have zero defense, meaning Defense patches had no effect on it!

You’ll want to switch to another machine, scattered around the city, as soon as possible, before some of the players will pick up the stronger machines. Shadow Star is prone to being taken out in one hit, with the main compensation that the rider can do the same to other vehicles. Also, Wing Star has always been notoriously killable, and Paper Star is even more frail. All of the flight-focused machines are made of paper, figuratively or literally.

The sturdiest machines are Rex Wheelie, Bulk Star, Wagon Star, Battle Chariot and Tank. Especially Wagon Star, whose health bar can extend up and off the screen.

You can choose your character too, and that can have a substantial effect on your longevity. Throughout all the vehicles and characters there’s a general theme of lighter: easier to get killed and fly, and heavier: does more damage and sticks more to the ground.

Evasive maneuvers
Driving in a straight line is pretty dangerous. In fact with people riding Battle Chariots and Tanks roaming around almost anything you do can be lethal to your machine, but driving in a straight line out in the open pretty much paints a big bullseye on your back. The more fragile your machine, the more important it is to avoid open spaces and driving in obvious straight lines.

Try not to brake for too long, or drive into walls. This might seem obvious, but there are players that look for people driving into barriers.

Awareness
Despite all these things, you’re gonna die sometimes. Somethings that could help: look for icons at the bottom of the screen indicating pursuers. And be aware of a red border along a side of the screen: that means there’s a big danger nearby, like a bomb explosion or a Gordo.

Machine advice
If you decide to go with a flying machine, all I can suggest is being very careful. Most of them can’t take more than one or two hits. If you go with one, you’ll want to spend most of your time in the air, where it’s much easier to survive, and get your stats from the tops of buildings and flying through rings

The most important stat, as with the original, is Top Speed. Not only is it generally useful in most stadiums, but the faster you move, the quicker you can get to patches, and the faster you can grow your machine.

Unlike in Kirby Air Ride however, depending on your choice of character you might have low acceleration, a.k.a. Boost. And all drivers that have high Top Speed have low Boost, and vice versa. If you’re playing a high Top Speed character, Boost may be a higher priority for you. At least one machine, the Bulk Star, can’t move at all unless you charge it up, so the Charge patches will be more important to you.

Places
– Underground mall
No place is completely safe, but the underground areas tend to have a better ratio of reward to risk. The mall is tight corridors and little room to avoid conflict, but also more boxes than other places.
– Crystal Caverns
The crystals here can be destroyed, and contain patches. They tend to get cleared out early in each match, but it’s pretty common for one or two to be missed if you find yourself here anyway.
– Shipwreck
The lift pad in inside puts you on deck, where you can use the cannons to immediately become airborne
– Plaza
This central location has ramps for getting into the air
– Rails
Like the original, there’s a system of rails that goes around the outside perimeter of the city. KAR enthusiasts tend to call these “rail jail,” since getting on them tends to mean you’re stuck for a few oh-so-important seconds. Now the rails sometimes have a patch on them, and you can escape a rail by holding to the side for a second or two. Be careful now to fall off on the wrong side though.
– The Volcano
During the Portal event you can sometimes find a lunar landscape, which is actually beneath the Volcano! The lift pad inside it sends you way up high in the air. Is there another way into the Volcano? I’m not telling! Because, honestly, I don’t know. Sakurai says there is, but that could just be via the portals.

Events
– Meteors & Gordos
Both involve huge round dangerous things falling from the sky. You don’t have much vertical range of vision, so it’s difficult to avoid them while you’re out on the surface. It might be a good idea to hide underground during these events.
– Bosses (Dynablade, Grand Wheelie, Kracko)
Fighting the bosses is dangerous, but can be a good source of patches. As with any event that attracts lots of players to one spot, you might actually get more benefit from attacking the distracted players than the boss.
– Lots of Boxes
They all appear in one location. Again, attacking the gathered players feeding at the trough works well here.
– Portals
The game hurries you into them, but they just lead to other places in the city. As explained before though, one of them leads to the lunar chamber beneath the Volcano.
– Competition events
It’s usually a good idea to participate in the competition events even if you don’t have a good vehicle or character for it. There are two kinds: Races and “Dustup Derby” bouts that are kind of like vehicular deathmatch. Even if you lose, your state is restored afterward, and you get at least eight random patches, risk-free, just for participating.
– Secret rooms
There’s a few secret rooms in the city that are usually locked off, and only open for this event. When they open, each has several of the same powerup in it. Sometimes they’re patches, but sometimes they’re just attack items. Unlike KAR, there’s more than one secret room in the city this time. The arrow around you points to the nearest one that still has powerups in it.
– UFO
One of the few upsides of aerial machines is being able to get up on the flying saucer when it occasionally visits. There’s a lot of patches up there, often including an All patch, which increases all your stats by one point.
– Rare boxes, and Rare boxes with fakes
Rare boxes have lots of patches and few downsides. Rare boxes with fakes, though, are infuriating; opening the wrong box will inflict a lot of damage on you, and has a good chance of destroying your machine outright. If it follows a similar philosophy as KAR then there’s some way to tell them apart, but in the hectic atmosphere of the demo period I didn’t have a chance to figure out what it was.
– Treasure chests
Search the city for a key, then take it to a treasure chest for a prize. The arrow around your vehicle points the way, although the two times I spotted this rare event I wasn’t able to get anywhere near one of the keys.
– Tiny players! Gigantic items! All the boxes contain the same items! All machines fly more easily!
Some of the events are just strange happenings. At least the worst events from KAR, dense fog, fake items and bouncing items, don’t seem to occur here, or they don’t in the demo.

Priorities
– In the original, Top Speed was the undisputed king of powerups. Higher Top Speed means you can explore and find more patches faster, and most of the stadiums prioritize speed. Two things challenge Top Speed’s domimance. Bigger characters and vehicles tend to already have a good speed, but are slow to reach it; for them, Boost (acceleration) might be a greater priority. Second designer Masahiro Sakurai said in KARs’s first Nintendo Direct stated that Top Speed actually reduces your Defense a bit, which as far as I’m aware is new. Now Top Speed, while still very important, is a bit more of a tradeoff. Rider/vehicle combos with lower acceleration will want to get more Boost (which should properly be called Acceleration). Weight increases speed a little and makes you a bit more durable. Flight patches on a wheeled vehicle are practically worthless, and Flight lowers durability a bit too. Look out for the gray patches though, those are powerdowns.
– The best Copy Abilities are Needle and Sword. Both are excellent for attacking bosses. Plasma is also pretty good, and easier to use than in KAR.
– There are also special weapons and powerups. One of them, the Firecracker, has gotten a severe downgrade since KAR, it’s only got ten automatic shots now instead of the original’s 25 and so is useless if there isn’t a target in sight right away. That’s a common issuen with the powerups, but it’s especially bad with the Firecrackers.

Stadiums
Oval Course: A race around a simple course. In KAR, all of the Air Ride courses got used as stadiums, but there’s been no hint that this will happen in the new City Trial.

Drag Race: A quick trip down a straight course. While races are a bit more competitive in KARs than they were in KAR because of the new trail-of-stars catchup drafting mechanic, this still usually comes down to whoever has the best speed stat.

Beam Gauntlet: The event doesn’t mention the fact that this is a race, but through a treacherous obstacle course. If your machine gets destroyed along the way, you end up in last place.

Gourmet Race: While called a “race,” the players are actually trying to collect as many food points as they can. The winner, I think, is usually the one who knows how to get extra food on top of the buildings, instead of grubbing the ground grub with the other players stuck down there.

Target Flight: A good event for upsets, if your vehicle has enough airtime to make it to the target board you might earn up to 100 points. This event gives you two tries to get the best total score.

Skydive: Also prone to upsets, this is my favorite of the new stadiums. Use the boost button to plummet down through the target rings, and find the highest-value landing place you can. You get a time bonus for finishing quickly, so even if you somehow end up here with a non-flying vehicle, you can get a good basic score by just plummeting down as fast as you can.

High Jump: Use a ramp to jump as high as you can. This one is mostly a stat check: how good is your flying power?

Air Glider: Use a ramp to jump as far as you can. While also a stat check in essence, at least in this one you have to strike a balance between forward speed and height.

Dustup Derby: a version of the “deathmatch” event from the city. If your machine gets destroyed you get another one, letting you stay in the game (but also letting the other players kill you again for another point).

Kirby Melee: the players are put in an arena with a cloud of basic enemies, many with copy abilities, and compete to defeat as many as they can. I found the Needle copy power to be very helpful here, if you can snatch up an enemy that has it.

Vs. Boss: A co-op event where all the players work together to defeat a bit enemy. The only boss in the demo is Robo Dedede. If you don’t work hard at attacking it you won’t win, although the players get ranked either win or lose. Quick Spins won’t cut it: you’ll need to use the powerups that appear in the arena to have even a slight chance.

There was also stadium where you tried to change more buttons to your color than the other players, and another battle event where there are powerups that make you huge and extra powerful. I’m pretty sure there will be more events in the full game than featured in the demo.

References:
Kirby Air Riders Direct #1 and Kirby Air Riders Direct #2

Beat the Springs in Donkey Kong

Another arcade classic strategy rundown, and again c0ncerning Donkey Kong. As the video rightly notes, the Springs board, a.k.a. Elevators, is most devoted players’ greatest barrier to playing to the kill screen, and even pros mess it up sometimes. I think it’s the worst part of the game, personally. Donkey Kong is great, says I, because it’s open to multiple strategies, while the later Elevators boards have to be finished a specific way, all because of those springs. That way is what this video (4m) is about.

Sadly the video has been made non-embedable, so it’s up to you to follow the link, if you care. The video encapsulates information on donkeykongforum.net (which it mislinks). That link is some hardcore geekery, of the kind beloved to Set Side B’s cadre of pixelated aliens, so please take a look.

Image from donkeykongforums.net.

Here’s the basics, in text form. Donkey Kong gets more difficult over the course of five “levels.” These are different from “boards,” a.k.a. “racks” or “screens.” In the corner of the screen there’s a notice, “L=X” where X is some number. That’s the Level. It goes up by one every time you finish a Rivets board.

The problem is, starting with Level 2, the spots at which the springs hit the ground is slightly randomized. The final climb up to Pauline’s platform is super dangerous, since Mario is vulnerable the whole way. Level 4 is the hardest difficulty for the springs on Elevators, and you have to handle it a very specific way: climb up to the first safe spot, wait for a spring that comes out bouncing at a specific location (near DK’s right foot) then running to another safe spot, then waiting for another specific spring speed to rush over and up the ladder.

So go forth and conquer the elevators, and as Coily the Sprite reminds us:

Eh-heh-heh-heh! (whistles) Image borrowed from https://tomsmith.bandcamp.com/track/coilee-2.

Great Mappy Strategy Video

Our retro arcade strategy week is over, but this is a related video that I’ve been sitting on for quite a while. The Disconnector made a very nice strategy video (20 minutes) for Namco’s cult favorite cat-and-mouse game Mappy. It works as both an introduction and a guide to the game as it develops.

Not only is the information good, but it’s really well put together! Looking through the rest of their channel, while the post about other games (most recently about Robotron [8 minutes]) it seems to be the only strategy video of its sort. I hope they make more, I think they have a talent for it!

The @!#?@! of Q*Bert

Fourth of five retro arcade strategy posts this week, how about we learn how to play the swearingist classic game: Q*bert.

Here’s a video that covers what each of Q*bert’s five levels is like (18 minutes):

You play Q*bert, and at first it seems simple. Level 1, you jump on each cube once. Slick and/0r Sam may change them back once in a while, but you can just jump on them again.

Level 2, you jump on each cube twice. That makes each level twice as long, but still not much of a problem. The rising difficulty here comes from more and faster enemies.

Then you reach Level 3, and Q*bert becomes a much different game. Now jumping on a solved cube unsolves it. If you don’t work out how to handle this, levels can drag on indefinitely. It’s a bit of a wall for players here, and Slick and Sam become much more annoying.

Level 4 is similar, except you have to jump on each cube twice, and jumping on one after it’s complete changes it back to the intermediate color. But worst is Level 5, where jumping on a solved cube changes it back to the original color. This is a huge change, for it means the pyramid can actually become unsolvable without using a Disk, or waiting for Slick or Sam to come in and reset some of the cubes. For more details, I refer you to the video. You know, the one I embedded a few paragraphs up. Go! And if you think that’s nuts, check out what happens in the unreleased sequel Faster, Harder, More Challenging Q*bert (GameFAQs link).

Here’s another strategy video (10 minutes), with tips by Jody Martin, released to the Youtube channel of Starfighters Arcade. It more basic in focus, but is more interested in explaining enemy behavior and how to react to it.

Something I’ve thought is interesting about Q*bert, which is also true of Pac-Man, is that it’s like a turn-based game, but where you can play around with the timing of the moves. I’ll try to explain.

While both games let you decide when to make decisions, both encourage playing in a discrete, point-by-point way. When Q*bert lands on a cube, there’s a limited number of decisions they can make, other than waiting to make your move. In Pac-Man, your moves are constrained to the maze paths, but you can turn slightly early, you can pause when you hit a wall, and you can double back at any point. You usually don’t want to pause or double back in that game, because they introduce uncertainty in patterns (although a few patterns rely on them, which makes them much harder to perform). Q*bert is resistant to patterns, using pseudorandomness to affect the paths of the balls and most enemies, and the player’s ability to break out of the rigid temporal confines of that game’s movement is more helpful.

Contrast both games to Robotron and Defender. Those games have “free” movement, they’re not confined to a playfield with limited choices but let the player move around how they want. In actuality they’re games where the turns are taken in real time each frame. That adds a much greater role for player skill, but it also requires you to be much more precise.

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.

Donkey Kong High-Level Basics

Continuing with this week’s theme of classic arcade strategy videos, these Donkey Kong videos are from a variety of Youtube sources.

Rob O’Hara on basic strategy (9½ minutes). Note that he’s playing on one of those multi-machine emulators so the sounds are a little off.

arcadeimpossible talks with former world record holder Hank Chen (22 minutes):

Getting deeper into the weeds now. Here’s a high-level strategy video on just the Barrel (a.k.a. Girders) boards (41 minutes!). All the following videos are from Chambers_N Gaming:

Was that a lot to say on this one subject? Well hold on, that was just part 1! Here’s part 2, which is another 42 minutes!

And here’s detailed strategy on the Rivets (a.k.a. Ziggurat) boards, although it’s “only” 19 minutes:

That a single game can inspire so much discussion so long after its release speaks volumes about the quality of its design. A lot of it has to do with how much randomness is in the game. Even the best players die sometimes! Donkey Kong is heavily resistant to rote patterns, although there’s still things the player can do to subtly affect each board, and make it more manageable. On the Barrels boards, on higher levels, you can affect when barrels decide to come down ladders by steering towards them as they reach their decision point.

Introducing Simon Tatham’s Puzzles & Tips On Dominosa

I’ve brought up Simon Tatham’s Puzzle Collection here before. It was then, and still is now, one of the great wonders of the World Wide Web, a completely, utterly free, in both beer and libre, collection of randomly-generated puzzles of 40 different styles and counting, available for pretty much every platform. Not currently for Mac, because Simon’s Mac stopped working, but you’re free to compile it yourself if you can.

Let’s delineate the platforms: Windows, Linux, Mac (with the above caveat), Android, iOS, Java and even Javascript. You should be able to field one of those options, right? And which puzzles are provided? Black Box, Bridges, Cube, Dominosa, Fifteen, Filling, Flip, Flood, Galaxies, Guess (Mastermind without the trademarked name), Inertia, Keen, Light Up, Loopy, Magnets, Map, Mines(weeper), Mosaic, Net, Netslide, Palisade, Pattern (a.k.a. Nonograms, or Picross), Pearl, Pegs, Range, Rectangles, Same Game, Signpost, Singles, Sixteen, Slant, Solo (genericized Sokoban), Tents, Towers, Tracks, Twiddle, Undead, Unequal, Unruly and Untangle. Not only will the software generate an endless of stream of puzzles for you to solve, often with a user-selected difficulty, but some platforms will even print out books of these generated puzzles for you to solve, along with an answer key.

The puzzles I’ve boldfaced are what I call Nikoli-style puzzles. Nikoli is a popular Japanese puzzle magazine, the original home of Sudoku, and has a particular kind of logic puzzle that’s really satisfying to play. They usually have simple rules, but with profound implications, and with some thought you can deduce processes to help you solve them. Sudoku aficionados will immediately know what I’m talking about. The main subject of this post is about one of these Nikoli-style puzzles, Dominosa.

Nikoli specializes in human-created puzzles, and Simon Tatham’s Puzzle Collection creates its puzzles by computerized process. These kinds of puzzles really are better when set by hand. But that doesn’t mean the automatically-generated kind doesn’t have its place.

Also, Simon Tatham’s puzzles are completely free, don’t track you, and don’t have ads, making them a real rarity in this money-desperate age. If you need any proof that the app stores of Apple and Google are rigged against you, then consider that the Puzzles have been available on both their platforms for over a decade, but their discovery algorithms never seem to surface them. (Here’s some help in finding them: Google Play, Apple App Store.)

To give you idea of what kind of puzzles these are, and to get you on your way to solving one kind of them, here are my observations about Dominosa. The rest of this post is pretty long, so this is your chance to check out if you don’t want basic tips on how to solve it.


Dominosa, KDE version

Dominosa presents you with a grid of numbers, usually from 0 to 6 (you can choose to solve larger puzzles). The numbers represent the values on a field of dominoes, but the edges between them have been removed, leaving only the numbers of pips that would be on their two sides. Your job is to place dominoes on the field, over the numbers, to reconstruct where they were originally. The puzzle is solved when every number is accounted for, filling the board with exactly one domino of each pair of values, with no contradictions.

I’ll present a series of images representing working out one of these puzzles at a basic level of difficulty. Not all of them are as simple as this.

A Dominosa puzzle, from the Android version of Simon Tatham’s Puzzles.

The way I solve these, I first look through for pairs of numbers. If you’re on a version of the Puzzles with keyboard support, you can press a number to highlight all of its values throughout the board. If you don’t have a keyboard, there will usually be number buttons onscreen that fill the same purpose. There may also be Undo/Redo buttons; if there aren’t, you can use Ctrl-Z/Ctrl-R for that.

I start out by looking for all the zeroes. Here they are:

In a double-six puzzle like this one, there will always be eight of each digit. What I’m hoping to find is exactly one isolated pair of one of the numbers. There’s only one domino with each pair, from 0-0 through to 6-6, so a single pair means that a domino must be there.

No luck with Double-Zero, so I keep going, checking each number in turn. (You can only have up to two digits highlighted at once; pressing a number again turns off its highlighting.)

I have better luck with the 2s: there’s only one adjacent pair. So I click on the space between them to place a domino, as so:

In Nikoli-style puzzles, as you correctly fill out each little bit of the puzzle, it makes the rest of it slightly easier. When you make progress in solving it correctly, the puzzle seems almost to knit together, until the whole grid is complete.

It’s not just single pairs that are useful though. Sometimes you’ll find single triples, either in a straight line as here, or in an L-shape. So long as there aren’t any other adjacent digits of that value in the puzzle, then you know that one of the two possible pairs must be the correct one.

How is that useful? In the below case, there are borders between the digits that the two possible placements have in common. Since one or the other must be correct, the two domino edges that the possibilities share must be edges in the solution. We can mark edges in Dominosa with the right mouse button, or on mobile platforms with a long press:

Above I’ve placed the horizontal edges that the two possible Double-Three locations have in common.

Moving on. There’s a single pair of 4s, so I’ve marked that domino. And there’s an L-shaped arrangement of three 6s. It’s on the outside of the puzzle, so there’s really just one edge to place, like so:

I’ve also started on the second step of the puzzle, looking for non-identical domino pairs. This is where the ability to highlight two different numbers becomes useful.

Now we’re looking for each possible 0-1 combo. There’s three possibilities here, which isn’t helpful.

The process I use is to check for the dominoes with one zero: 0-1, 0-2, 0-3, 0-4, 0-5 and 0-6. After that, the remaining pairs beginning with 1: 1-2, 1-3, 1-4, 1-5 and 1-6. When I move to the next digit, there’s fewer to check, because we’ve already done some: 2-3, 2-4, 2-5, 2-6; then 3-4, 3-5 and 3-6; then 4-5, 4-6, and finally 5-6.

Of the 1-2 domino, there’s only two places where it could be, so I can place edges alongside them. Also, there are two 1-6 pairs. But because we’ve ruled out one of them, when we tried the Double-Sixes, there’s only one pair left that could possibly be the domino.

Ah. Now we have one of the best things we can find: a dead-end. A place with a cul-de-sac, where a domino has to go regardless of its digits. Every digit in the puzzle must connect in one direction, and the 3 to the right of the 4-4 has only one way to go, so that must be where the 3-1 goes. And because of the two edges nearby, the 1-2 also has a location where it has to go.

The great thing about these placements is, they weren’t narrowed down from the lack of other pairs of digits. Since the 3-1 has to go there regardless, all the other 1s by 3s on the board can’t be options, so we can place edges between those numbers.

We’re lucky again; each of these edges produces mandatory domino placements, in the same way!

These, in turn, allow us to place another domino, a 1-4, and to block an edge between another 1 & 4. It results in an unfilled region of the puzzle with only one entrance. Dominoes have exactly two ends, so any region containing an odd number of digits is impossible. This lets us place a useful edge, between a 5 and a 6, because if the edge were below the 6 instead, the region would have 11 digits in it.

Continuing with checking for pairs, there’s a triple, a 1-5-1 with no alternatives around them. Since each puzzle must have exactly one 1-5, it has to be one of these two places, so all the other 1-5s in the puzzle must have edges between them.

And that means a mandatory placement for the 1-0.

Hah, I neglected the mandatory 6-2 at the right side of the puzzle! But I did find a single remaining instance of a 2-4, which I filled in.

And then I noticed the 6-2:

We’ve done about half the puzzle now, but really we don’t have much left to do. The 6-2 we place means we can place edges between the 2 and 6 at the bottom of the puzzle, as so:

We can hurry through the rest of the puzzle. There’s a single triple of 3-4-3, so we can place an edge above its 4:

There’s a single 3-6:

That creates two dead-ends, a Double-3 and 0-4, and then a 4-3:

From here, most of the rest of it can be worked out with the same principles. When we get to small areas like this, often figuring out where to place one domino, or even edge, makes the rest of its region obvious. There’s a small region with a single path into it, so the fact that regions can only have an even number of digits comes into play again.

This puzzle is almost solved, so let’s just jump straight to the solution:

As noted before, most puzzles aren’t this easy. Often after you’ve been through all the possible pairs of digits, you still have a significant amount of puzzle left to do. Usually, if you look carefully at the puzzle, you can figure out placements that, if made, will result in contradictions to the rules of the puzzle. If you find one of those, you can then place an edge between its numbers.

There’s a couple more tricks I know of, but they start getting harder to explain easily here. I’m by no means an expert: I’m sure that experienced Dominosa solvers know tricks I have yet to figure out. I also don’t want to explain too much about how to solve these puzzles, as I got a lot of entertainment in figuring out my solving process, and I’d hate to deny that to you. Most of the processes I’ve mentioned so far are pretty obvious implications of the rules. Revealing the less obvious tricks feels a bit like a spoiler.

One great advantage you have in solving Nikoli-style puzzles on a computer is the Undo feature. Like doing Sudoku by hand, if you reach a point where tricks fail you and solving algorithms leave you stranded, you can progress by making assertions, basically guesses, then working them through until you reach a contradiction. There’s a whole strategy to this: you want to make a single binary, this-or-that guess, and to pick an unlikely guess, one that will prove itself incorrect quickly. Then you can erase the marks you made following your guess, and then mark its opposite.

On a computer, you can undo until the point where you made the guess, with Ctrl-Z. On paper, you’d not only have to remember all the marks you’d made since the guess, but you’d have to erase them all, which makes a huge mess. If you undo too far, you can press Ctrl-R to redo the removed moves. It’s really a tremendous aid!

Give Dominosa a try, and see what you can deduce. If you want to try some of the other Nikoli-style puzzles, that feel similar but have a different process, I recommend Loopy, Slant and Bridges.

Grouping Ghosts in Ms. Pac-Man

Ms. Pac-Man. Currently on the outs with Pac-Man rights-owner Bandai-Namco because its origins weren’t with them, and its developer GCC licensed the rights to another party than them, which has given us such travesties as “Pac-Mom.” Which is a shame, because in general Ms. Pac-Man is a better game than Pac-Man. Its four mazes don’t have the nuance that Pac-Man’s does (there’s no one-way routes, for instance), it doesn’t have scatter periods to give the player a breather during each board, and after board #7 its fruit, and the score award for chasing it down, is random, taking an important measure of skill and just throwing it up in the air and shrugging.

But it does have multiple mazes. And its Red and Pink ghosts behave randomly for the first bit of each board (here’s a prior post about that), eliminating the major design flaw of Pac-Man: its vulnerability to patterns. Pac-Man is certainly not the only game to lack substantive randomness, but the nature of its maze-based play is that it’s relatively easy to perform them. So long as you hold in the direction you need to go at least five frames before you reach an intersection, you can be sure that you’re performing a pattern perfectly, making Pac-Man into an endurance game more than anything. Ms. Pac-Man doesn’t have that problem.

But that doesn’t mean that Ms. Pac-Man can’t be mastered, and the basis of that is through a technique called grouping. Grouping can be done in Pac-Man too, but if you know some good patterns it isn’t necessary. But in Ms. Pac-Man it’s a key skill, both to make sure you eat as many ghosts as possible in the early and mid boards, and for general survival, for a bunch of ghosts in one lump is much easier to avoid than a scattered mess of four separate ghosts.

David Manning’s introductory video on grouping ghosts in Ms. Pac-Man (20m) is ten years old, but it’s still an invaluable aid for players seeking to master that game.

The basic idea is to understand the ways to move in the maze so that pursuing ghosts take slightly different routes to reach you, so that leading ghosts are delayed just a bit, or trailing ghosts approach you slightly faster.

This time I’m going to leave the explanation to the video, but it’s interesting to think about, and to see if you can apply this information yourself.

Someone Other Than Me Talks About Rampart

It’s true! Thanetian Gaming on Youtube has an 18-minute video about Atari Games’ neglected classic Rampart. Remember back in September when I posted a strategy guide that no one asked for over four days? Judging by his video he could stand to read it, but no matter, I’ll accept anyone talking about my favorite arcade game in a positive light!

On Gatekeeper Info, Tim Walz and Crazy Taxi

(EDIT: I’m reminded that AOC is a representative, not a Senator. Which is like, lol, if you care about facts or something. Still I’ve corrected it.)

We don’t post about politics much here. This is entirely not because it might drive people away, but it is because much of the rest of the internet is full of it, and we’re feeling a bit overwhelmed by it all, and the terrible consequences if the wrong person (you know who he is) wins in the US in just a week. Anyway, many of our readers aren’t even in the US, and to all of you, I say, I envy you.

But a weird bit of news came out involving Kamala Harris’* VP** candidate Tim Walz that both edges into our lane and is an excuse to talk about something I’ve long been wanting to remark upon, about Sega’s classic arcade racing-game-but-not Crazy Taxi.

(* For non US-people: Kamala Harris is the Democratic candidate for President in 2024. **”VP” stands for Vice President, a largely ceremonial role, but should something happen to the President, the Vice President becomes the new President.)

I’ve played a lot of Crazy Taxi. I played a lot of Crazy Taxi 2 as well. I had a Dreamcast, for the brief period it existed, and they were unquestionably great games for that system, with amazing (if Youtube-unfriendly) soundtracks. Well as it turns out Tim Walz has great taste in games, because back then he had a Dreamcast too, and he had Crazy Taxi for it. And he streamed a few minutes of it, with terrific Democratic*** House Representative**** Alexandria Ocasio-Cortez.

(***”Democratic” refers to the Democratic Party, the US’s left-ish party that currently serves as our feeble bulwark against the hooting forces of awfulness that beset our entire world. ****”House Representative” means a member of the House of Repesentatives, one of the US’s two Legislative Houses. That concludes the US civics portion of our post.)

Most of the stream was taken up with playing Madden, which isn’t in one of our more favored categories, but the five minutes of Crazy Taxi were posted to Walz’s Youtube channel:

I am conflicted about this video. Walz is one of the most personable people ever to be nominated for high office, a genuinely friendly individual. But he isn’t a great Crazy Taxi player. And it might be because he doesn’t know how to do a maneuver called a “Crazy Dash.”

(Let me say now: I don’t even appreciate making jokes that sound like “he’s bad at gaemz lol im voting for other guy,” the stakes are way too high for me to be able to laugh at that. Just, keep it in your hat/purse/gender neutral container, please.)

But this reminded me of something I’ve thought about for a long time, and was driven (heh) home to me over DragonCon this year. There was a Crazy Taxi machine there, at stand-up model, I think with a slightly flaky gas pedal, that made it unreliable to perform Crazy Dashes.

Crazy Taxi. Image from MobyGames.

A Crazy Dash is simple to perform once you know how. From a halt, with the gear shift in Reverse, in quick succession shift to Drive and slam the gas pedal. If the timing is right, your car will lurch forward with a burst of speed. And if you do this while driving, shifting to Reverse with foot off the gas, then shifting to Drive and flooring it with the same timing as a Dash, it’s called a “Limiter Cut,” and you get an even greater burst of speed!

Crazy Dashes and Limiter Cuts are essential to even slightly good games of Crazy Taxi, which is why the sit down version of the game puts instructions for how to do them on the control panel, why the Dreamcast version’s manual explains precisely how to do them, and why at least one of the squares in the “Crazy Box” challenge mode is all about teaching you how to perform them. It’s what I’ve come to think of as gatekeeper knowledge: it guards the way to good scores and long games. If you don’t know it, you’re doomed to fail.

Image from Kotaku

Crazy Taxi is an arcade game. Even on the Dreamcast, it’s just a direct port of the arcade version with added modes. Arcade games want your money, and they don’t want to give you very long games in exchange for it, so the next player can step up and put in their doomed quarters as well. But the catch is, if good players can’t have decently-playing games, then people won’t play. I heard it said that the average target game length was 90 seconds, and average means a substantial number of games will come in under that mark.

Yet, I can play Crazy Taxi for substantially longer than 90 seconds. I can go for 30 minutes. And it’s thanks in part to the Crazy Dash and the Limiter Cut, essential knowledge for the reckless cabbies of Faux San Francisco.

Because of the DragonCon Crazy Taxi machine’s flaky gas pedal, I didn’t have any 30 minute games there. But I did manage to make the scoreboard, barely, at 20th place, with a score of just over $5,000, getting (by the inflated metrics of its scoring system) a Class S license. Thing is, I must have watched a dozen other people play the game at DragonCon this year (the arcades there are always super packed), and none of them came close even to my meager score. Because none of them knew how to do a Crazy Dash. It was a stand-up cabinet, which didn’t have that sticker explaining how to do one.

That’s what I mean by gatekeeper information: it’s literally One Weird Trick to stellar Crazy Taxi scores and game times. Once you know how to do it your journey isn’t over, in fact I think that’s where the game starts to get really interesting, and my highest scores on the easiest difficulty are nearly $70K. But if you don’t know how to at least do a Crazy Dash, you will never get a good game of Crazy Taxi, you just have no chance. You’ll just waste too much time accelerating from a stop, and you’ll have to stop frequently to let off customers and pick up new ones. Its just how it’s designed.

There, this is a slightly more respectable score. It’s from my Youtube playthrough!

What amazes me is that Crazy Taxi was a hit, it did very well in arcades and on Dreamcast, and yet still most players never learn this information. And in a way, and understand that I’m uncomfortable with this conclusion, that’s for the best? Like how a crane game set to reflex towards a target winning percentage will be more likely not to drop a piece of plush if a lot of players have recently lost, so too are all those players losing quickly at CT allowing the designers to guard half-hour games behind a simple maneuver that, still, few players will ever bother learning. The alternative is to make the trick harder, or even not to have one, dooming everyone, the casual and the dedicated, to those pitiful 90-second games. That’s capitalism for you.

Which shows, I guess, that the illusion of being able to do better is more important to arcade game success than reality? I don’t know, I’m uncomfortable talking about illusions in a post that started out mentioning politics. But hey, Tim Walz! If you read this and want some Crazy Taxi tips, reach out! And good luck in November, please help Kamala Harris to send That Other Person as far away from public office as possible.

Once you start thinking of it in terms of gatekeeper knowledge, you start seeing it everywhere. One-hit kill action games are full of it, since the first time you encounter any enemy, it’s likely to behave in some way that will kill you. The best action games will try to have an enemy demonstrate unexpected behavior at least once before it’s likely to be fatal. And any time a game kills your character out of basic unfairness, like from a sudden unavoidable death trap, that’s gatekeeper info.

UFO 50, for all its greatness, does this a lot. The very first game in the collection, Barbuta, has an instant death laughably close to the start. Some of its games feel like a sequence of deaths you have to experience, each at least once, before you’re allowed to win. But it’s far from unique in this, and in presenting itself as the history of a fictional 80s developer, it could be argued that it’s mirroring the development of game design at the time.

Balatro University’s Beginner’s Guide to Extremely High Scores

It’s a long one today folks. To mark the release of the mobile version of poker-based time sink Balatro, let’s sit back, for two hours and 42 minutes, and watch Balatro University plot their way through the first eight antes of a game:

The video says it’s part 1 of 2, and ends after the nominal win, but the game doesn’t end there. If you want to watch the rest of the game, it’ll take another two hours and 27 minutes of your time, to get to Ante 18.

Irrelevant note in passing: the Youtube ID for this video contains four consecutive lowercase ‘u’s.

High-level Balatro is a game of extremely big numbers, and Ante 18’s requirements are along the lines of 5.53130, which in regular notation is 5,531,000,000,000,000,000,000,000,000,000. Be still my beating heart! If you just want to jump to where the game starts to get insane, try this link to a moment a little into that video.

So if you don’t want to watch five hours of video but still wan to know something of what’s going on? First off they use a lot of Purple Seals. Every time a Purple Seal card is discarded you receive a random consumable Tarot card. Tarot cards have a bunch of uses. Two of them give you money, but most of them give you some way to modify your deck. Particularly, Strength lets you increase the rank of two cards, Hanged Man lets you destroy two cards, and Death lets you turn one card into a copy of a different one.

With enough Tarot cards you can perform potent crimes against power, like turning your entire deck into a single type of card! That not only makes some poker hands, like Four of a Kind, or the secret hand Flush Five, really easy to make, but it lets you exploit certain Jokers that operate on a different card each round. These Jokers always pick one of the cards in your deck at random, but if you only have one type of card, they have to pick that one!

The most valuable kind of Joker for the long haul is one that gives you multiple Mult Multipliers, and to retrigger those multipliers. A Glass card multiplies your Mult by 2; a Glass card with a Red Seal multiplies it by 2 twice; other Jokers that retrigger cards multiply it by 2 more times.

It sounds fairly simple written out here, but setting up this system is where the skill lies. While I observe that the real game of Balatro isn’t merely in performing these ludicrous offenses to mathematics, but in figuring our how to do them, watching a really high-level player smash through its strictures and rules might give you some ideas for improving your own game, even if you don’t follow Balatro University’s techniques exactly.