Jordan Dorrington’s Galaga Strategy Tips

In this video from four years ago, top-level Galaga player Jordan Dorrington gives us advice for how to get far into the venerable arcade classic.

Some of the tips given:

  • On the first level, enemies never shoot as they enter. Shoot as many of the bugs as you can as they enter the screen.
  • Boss Galagas never try to capture your ship if there’s only one remaining.
  • On the first two Challenging Stages, if a double ship is positioned exactly in the center of the screen, you can stay there to shoot the bugs fairly easily and get an easy Perfect.
  • Starting from Stage 4, some extra will be among the ones that will swoop around entering formation, and will leave the attacking ranks to rush you.
  • After the first three stages, the game settles into a pattern of four stages. The first three stages of each set have distinct patterns, followed by a Challenging Stage.
  • The first stage in each set of four has the bugs entering in two mirrored processions from the sides of the screen. The second stage has them entering from one side in double rows. On the third stage they enter from the side in one long string.
  • Galaga kill screens are difficulty dependent. There’s a game-ending screen on difficulty levels (or “ranks”) A and C. The other difficulty levels loop and continue indefinitely
  • Basic strategy for cleaning up the remaining bugs is to start at one edge of the screen, and as they fly down at your ship, to move towards the other side a tiny bit at a time, to avoid the shots coming at you, and shooting to eliminate as many of the bugs as you can in the process.
  • If you survive a long time on a single wave, there’s a well-documented bug in the code that causes the enemies to shoot less and less, and eventually cease firing completely. In casual play that’s great, but Twin Galaxies rules are that you cannot take advantage of this bug intentionally.
  • If you get really good at Galaga, it’s best to play as Player 2, as the first player’s score rolls over after six digits, but the second player’s score records seven digits.
  • The game’s difficulty stops increasing at Stage 31.
  • If you’re playing on a difficulty without a kill screen, after Stage 255 you’ll progress to Stage 0. It throws many players off in that the bugs travel at the slowest speed, but their shots are extremely rapid.
  • The hardest part of the game is recovering from losing a double ship. The game is much harder in single ship play.

Galaga Strategy Tips from Pro Player Jordan Dorrington (Youtube, 14 minutes, from Tim’s Tiny Arcade)

Identifying Luck in Mario Party 8

ZoomZike’s back with another epic-length exhaustive examination of the hidden mechanics and math behind a Mario Party title, this time the Wii game Mario Party 8. At three hours and 34 minutes it’s not as long as the nearly five-and-a-half hour video on Mario Party 7, but it’s not any less detailed.

I can’t think of any more detailed descriptions of the hidden mechanics of such a complex game as these. The time and effort it takes to make them suggests mania on the part of the creator, but I’m still glad they do! It’s fascinating the care that these apparently-chaotic games were made with, and how their secrets were discovered by attentive players. I suggest not watching it all in one sitting, but in segments over several days. If you care about the subject at all, that is. But as should be evident, I do care, and I think you might as well if you’re interested in game design and give it a chance.

Identifying Luck in Mario Party 8 (Youtube, 3h 34m)

Something About Youtube Ads

This is only incidentally about video games, but games are frequently advertised on Youtube.

You might have noticed a particular Youtube ad that, for whatever reason, you might want to make a record of. Or you want to watch it again to get details; maybe you want to save a local copy with youtube-dl or yt-dlp for some purposes, maybe to remix. Or maybe for some reason even vote on it, or leave a comment on it.

A secret fact about Youtube ads is that they’re all secretly just normal Youtube videos that have been registered with the ad system to put them into rotation. Every video you see on Youtube has its own 11-character ID, and ads are among them. If you know an ad’s ID, you can load it like any other video by putting it after the string:

https://youtube.com/watch?v= 

in the URL.

How can you get an ad’s ID? When it’s playing, pause it (one of the few things you can do in the player when an ad is being shown), then right-click the video and select Stats For Nerds.

That will get you various bits of troubleshooting information about the video currently being played:

Where it says Video ID/ sCPN, that code after it, that’s the ad’s ID! That’s the code you paste at the end of the URL line to get to the video’s landing page. You can select it right out of the info box with the mouse and copy it to the clipboard with CTRL-C:

Notice, the ad video itself is unlisted. It isn’t always, but it’s rare for an ad to appear in Youtube’s discover interface anyway. Also, this video doesn’t have voting disabled. It’s off the bottom of the screen here, but its comments are even open. An amusing aspect of this is, before I got to watch this ad as a normal video, Youtube served me a different ad immediately before it.

Because of this, if you find a silly, ridiculous or awful ad, you can find its page on Youtube and watch it again, tell others about it, sometimes even leave comments that probably no one will ever read.

For example. Here’s an infamous video that made the rounds some months ago. “Give this man seven seven draws!” (The caption says 777 draws.)

“Is that not enough? Give him some legendary Heroes at well!” I’m confused as to what a “draw” is, or why I’d want 777 of them, but a random lady in a business suit told it to me so it must be important!

It’s been labeled as unlisted and comments are turned off, but they didn’t bother to mark the video as non-embeddable. The ad campaign is over I think, but the video is still on Youtube, where it could possibly stay until the sun grows dim. The page says it’s currently been seen 3.6M times but it has no vote score, so it seems that getting served as an ad increases its view count.

This video, with the descriptive name “MLV109 EN 1920×1080 PC,” promoting the game “Grand Mafia” showcases the adventures of a poor Level 1 Crook, who’s constantly being turned down in his sudden marriage proposals to Hot Babes and Ex-Girlfriends because his level is low compared to the high level types that he’s surrounded by.

Hero Wars has been a heavily advertised game for months, sometimes with pretty gross ads. Badly animated blue hero guy is constantly injured by all the monsters and gods in his dumb generic fantasy world because he never went to school and learned about the important math concept of greater than. Because of that, his girlfriend got turned into a toilet and smashed to pieces. Stay in school, kids!

Sundry Sunday: Pest Protector from Rhythm Heaven

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Usually Sundry Sunday is for things related to games, not games themselves, but this is fun and random so why not?

The WarioWare people have made some weird games. Nowadays they seem to be focused on realizing the software products of Mario’s moneygrubbing alter ego and his disreputable gang of sorta-friends, but they have another series, Rhythm Tengoku, known in (some) English speaking territories as Rhythm Heaven.

Every single Rhythm Heaven game is a joy, from Karate Man to the Final Remix, but my favorite is probably Packing Pests, a.k.a. Pest Protectors.

Your onscreen surrogate is Employee 333-4-591032, working for the suspiciously-named Spider-Free Candy Company. And, well, see for yourself (three minutes):

Your nemesis

No Rhythm Heaven mini game is much explained beyond its directions, but all of them tell a story by their details. Your character is a new hire. We know he works for Spider-Free Candy by the poster on his wall when the Wii version is played in widescreen. We know he’s creeped out by spiders by what happens if you accidentally clutch one or let one by your guard. And going by their faces we know the spiders try to leap into the box out of a manic kind of joy. They aren’t hostile! They just live to give you a hug, and to leap into boxes so as to give random other people hugs! Sadly, the demands of capitalism, and by that those of your paycheck, are to deny them in their life’s purpose.

Second Wind and Fully Ramblomatic

So the dust has settled a bit, and now Nick Calendra, Ben “Yahtzee” Croshaw and a number of other people from The Escapist’s video production department have left that company and started Second Wind, fully creator-owned. And Yahtzee has made his first episode of the replacement for the 16-year-old Zero Punctuation, using the name of his blog, Fully Ramblomatic. The episode covers Alan Wake II, and it’s exactly what you’d expect it to be: profane, insightful and full of obscure references, like using the head of H.P. Lovecraft as part of the “lake of mysterious occult wank” that Alan Wake has lept into.

It’s all still Ben Yahtzee, which isn’t entirely to my tastes, but other than a couple of missteps through the years he’s generally been a good egg, or so I’ve been given to understand. I’m on board with things that increases the viability of creator-controlled media at least, so I wish them well.

Sundry Sunday: Cooking With Louie #2

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

A few weeks back we posted a fun stop-motion animation of Louie, the hunger-driven sidekick and alternate leader character from the game Pikmin 2, hosting a cooking show in which he tried to prepare a Bulbear for eating. It didn’t go well, because Bulbears in Pikmin 2 spontaneously come back to life if not harvested quickly. Oops!

Well sponsors Hocotate Freight didn’t learn their lesson, and there’s now a second episode of Cooking With Louie. Word of advice: it’s best not to use live alien lifeforms as your method of roasting the dish.

Figuring Out Kakariko Village’s Unemployment Rate

MiyaTRT figured it out. Karariko’s Unemployment Rate. In both Breath of the Wild and Tears of the Kingdom.

You might disagree with their methodology. Like in BotW he declares that Paya is unemployed even though she is obviously training to become village leader after Impa retires. But it’s still an entertaining video, and probably will tell you some things about Chicken Town’s NPCs that you didn’t know before, like that in BotW one of the townsfolk stamps on one of their neighbors crops at night!

Kakariko Village Has A 6.03% Unemployment Rate (Youtube, 7 minutes)

Chrontendo 63!

Dr. Sparkle has come through once again with the 63rd edition of Chrontendo! It’s the third we’ve linked to from Set Side B (even if, for a while, we incorrectly labeled the previous one as #68, oops).

The games covered by this one are:

Knight Move (Japan only): A puzzle game involving landing a chess knight trying to land on a target square. Apparently this got a later release on PC by Spectrum Holobyte. Wikipedia tells us that the “A. Pazhitonov” listed as the creator on the Famicom version’s title screen is Alexey Pajitnov, the creator of Tetris. I cannot speak to that fact’s veracity, but it seems plausible enough. Pajitnov later would be hired by Microsoft to make puzzle games for them around the Windows XP era.

Lamentable US cover art of The Mafat Conspiracy (image from MobyGames)

The Mafat Conspiracy: the sequel to Golgo 13! The US release does its Japanese manga source material a great disservice by not having the grim face of protagonist Duke Togo visible anywhere on the front of the box, instead using extremely generic cover art. In play, it’s very similar to a slightly more competent version of the original, just with a different scenario.

Disney Adventures in the Magic Kingdom: Another of those Capcom Disney games, a glorified minigame collection, and probably the worst of the bunch! We’re a mile away from Ducktales here. As if to confirm the player’s low expectations, trivia questions are part of the game.

Solstice: Isometric platformer of the style well-known around that time in the UK, a very difficult yet respectable exploration game, and probably the best game in this episode. I prefer its SNES sequel Equinox, programmed by the Pickford Brothers, which has a highly distinctive look.

The vibe of Solstice’s print ad is like “we’re gonna make a porno”

The Last Starfighter: This is secretly a renamed port of the Commodore 64 classic Uridium! A little of the bloom is off the rose here, if only because high speed scrolling of the kind you see here is so common on the NES, yet so difficult to accomplish on the Commie. The C64’s distinctive look was heavily influenced by that system’s limitations: it takes some serious programming effort to get the C64 to be able to scroll significant screen data in a frame, enough so that, to do it, you basically have to leave color memory unchanged, since it can’t be relocated like tile definitions can. The NES can do scrolling much more easily than the Commodore 64, and had been doing very colorful fast-scrolling games like the Super Mario series for years, yet the game kept the same nearly-monochrome look as the C64 game. That’s why Uridium got such acclaim in the UK, because scrolling games like it were unknown on the system at the time, while the NES had support for it in the hardware, so it didn’t have nearly the same impact.

Captain Skyhawk: The main things I remember about this, a game which I’ve played and beaten, is it was made by Rare, and that Dave Barry once wrote a column about how much his kid dearly wanted a copy of this game. Dr. Sparkle is pretty hard on this one too, and I think for good reason. This is clearly a game intended to be in the River Raid style, but with elevation. It could have been done as a quasi-flight sim, with targets you have to duck beneath or fly over, but in its design the elevation barely matters, and instead it’s a lot more like a standard vertical shooter. The enemies don’t even cast shadows! Helicopters or ground vehicles alike can be shot if if they were on the same plane. It would have done better if it had either gone all-in on the elevation, maybe tying it to the player’s speed, and having fewer yet smarter enemies that also had elevation; either that, or taking out the elevation completely and making it into a 2D shooter more like Zanac or Raiden. Rare at that time understood the NES hardware better than most developers, and was more than capable technically of going with either approach. But they didn’t.

Then after you have Afterburner-style dogfighting levels, then the point where most players threw down the controller in disgust, when they’re asked to align and dock with a rotating space station. It all resembles a tech demo at Rare that Milton Bradley decided to try to make a few bucks off of selling as a game.

This even made it into the US release

Mechanized Attack: It’s another military-themed SNK action game, like Ikari Warriors, Guerilla War, Iron Tank or P.O.W. This one’s a light gun shooter. The game is most notable for having a debug mode, accessible by a code, with pixelated female nudity. This connects with reports of sexism in the Japanese game industry at the time (link found on Kid Fenris’ blog). The full salacious details of the cheat are up at The Cutting Room Floor.

Horrifying Palamedes box art (image from Wikipedia)

Hatris: Another game designed by Tetris creator Alexey Pajitnov, it’s also nowhere near as iconic as Tetris was, but as time has shown us, very little else is. I get the play mixed up with that of Nintendo’s Yoshi puzzle game, perhaps for good reason. Turns out there was an arcade version of this!

Palamedes: Another Tetris-ish generative piece-laying puzzle game, this one with a dice theme. And there was an arcade version of this too!

Hiryu No Ken III: 5 Nin No Ryuu Senshi: Only released in Japan. Dr. Sparkle is quick to let us know right off this isn’t the “Fist of the North Star” Ken, but the Flying Dragon: The Secret Scroll Ken. These games are a bit more simulationist (in a sense) in their depiction of martial arts than most beat ’em ups.

SD Hero Soukessen: Taose! Aku No Gundan: Also Japan-only, second in a long series of “super deformed” (basically meaning big headed, small bodied humanoid figures depicted in a cutesy kind of way) robot fighting games. The robots (and tokusatsu characters) are licensed from a variety of media, making this a massive crossover media series that could be seen as an inspiration for the hulking monstrosity that Super Smash Bros. has become. Properties that I recognized from the video are Kamen Raider, Gundam and Ultraman. This one has a fan translation patch.

Chrontendo 63 (Youtube, 1 hour 18 minutes)

Playing Fortnite As A Pacifist & As A Friend

In many kinds of games, one of the most difficult playstyles to pull off successfully is the pacifist: a character who either (according to its community) doesn’t harm, or doesn’t kill, any other character in the game. Lots of games have some form of violence as their primary verb, so eschewing all of that is choosing to make (your own) life harder.

A game in which pacifism is particularly difficult, yet possible, is Nethack. It’s a “tracked conduct” in that game, meaning, when your game ends, you’re informed as to if you played that way. There’s a page on the Nethack wiki all about it. Back on GameSetWatch I related a story, from a Usenet post, where a player won as a pacifist. Since then, many people have ascended (Nethack’s term for winning) as a pacifist. It’s hard, possibly the hardest single conduct, but there’s still lots of ways to take care of opponents without killing them, including let your pet do it. Nethack gives players ludicrously many possible actions, and there’s almost always a way.

There is another conduct, “never hit with a wielded weapon,” but it’s not necessarily much harder, since you can kill things with it, you just have to use other tools, or your fist. Monks, who fight best with martial arts, find that the best way to play anyway.

This is all a digression, because it’s hard to shut me up about Nethack, but it also serves as a segue. How about Fortnite? It’s a game where 100 people are dumped into a space and the only way to win is to be the last survivor. By definition, you can only win at it if everyone else dies, so they have to have an accident. Not a mafia-style “accident,” but a genuine one.

As it turns out, Fortnite even has an achievement for it, although its reward is laughably small. And it’s not so much that it’s hard, but relies heavily on chance. The video that follows then expands the subject a bit: it is possible to befriend another player, whose main objective is to kill you?

Searching for Humanity in Fortnite (Youtube, 30 minutes)

Sundry Sunday: Pirhana Plants On Parade With Fan-Made Lyrics

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:

Pirhana Plants on Parade With Lyrics (Youtube, one minute)

Jeremy Parish Covers NES Friday the 13th

Few games for the NES have been better treated by hindsight than Friday the 13th. At the time it was regarded as a terrible game with difficult play and nearly impossible to win.

But even then there were things about it that indicated that there might be a little more going on then than was first apparent. Publisher LJN was known for making terrible games, but they outsourced their work to different companies that often weren’t actually that bad, just given weird properties for video games (The Karate Kid? Jaws? T&C Surf Designs??) and approaching them with experimental gameplay. And for their part, all of LJN’s games are technically sound, and manage to hit their 60fps frame rate targets, which is much more than you can say for many other NES games, including some from big manufacturers like Capcom, like Ghosts & Goblins and 1942, both implemented by Micronics, or Strider, which as we’ve noted before is a mess.

The critical reappraisal for Friday the 13th began with TripleZeroFilms made a well-produced 76-page PDF strategy guide for it, that exalted its good qualities. There is a Metafilter thread, from user Pope Guilty, on it that may also be of interest.

It has come time, as we all knew it must, for Jeremy Parish to collide with Jason’s axe, and as befits the game’s redemption, his video is divided in half, first about its reception at the time, then later now that it’s appreciated a little better. Just don’t turn it off after the 8 minute mark, there’s still more than half of it to go!

The masked axe-slinger: Friday the 13th, NES Works 113 (Youtube, 18 minutes)

Sundry Sunday: Wolf Reacts to Team Star Fox’s Halloween Costumes

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We haven’t covered anything of the exquisitely-made Youtube animation series A Fox In Space yet. Probably someday. But as it was just released and it’s really timely, here is Wolf O’Donnell reacting to Fox and crew’s costumes. CW: bleeped profanity.

Peppy is Beetlejuice? What?

A Fox In Space: Are You Guys Trick or Treating? (Youtube, 36 seconds)