@@Prog61 Holy shiznit, neither would I. I watched some of your TASing and was thinking I was really paying attention to the wrong things most of the time. I feel as though instead of only getting to about Stage 10 I could get to 50+ before losing all my lives by simply watching your manipulation of the enemies.
Good observation, I hadn't noticed this. Indeed the exact % for 1506 hits with 939 shots is 160.3833865814696. It is the problem of doing math with a processor (the Z80) which does not have instructions for doing multiplication and division. The programmer did not have space in the rom to include a floating point library just for this calculation. If you want to see what they did go visit github.com/hackbar/galaga/blob/master/rom0/game_ctrl.s you will find the hit/shot ratio routine starting at line 1944. Now, if an expert with the Z80 could tell us if it is possible to do better in that amount of code, it would be fun to know. Thanks for the comment.
Since the collision hit box is smaller than the sprite, when you have the double ship, there is a space between the 2 ships wide enough for an enemy bullet to pass between the 2 ships.
Yes, Since the collision hit box is smaller than the sprites, when you have the double ship, there is a space between the 2 ships wide enough for an enemy bullet to pass between the 2 ships. But it would be very hard do use this trick in a real play since the gap is only 1 or 2 pixels wide.
I will definitely do another TAS to try to get closer to 200%. Now that I'm watching this video, I see ways to improve the ratio that I hadn't thought of while doing it. But you can't always shoot two bugs in one shot, eventually you have to shoot individual bugs mostly at the end of a wave. To compensate for these shots, I would have to kill at least 3 bugs at once, which is rare. So I think it's very unlikely that you can make 31 waves and have a 200% ratio but it's a fun challenge to take up. For my next TAS, I hope to be around 180-190%.
Should you get bored sometime in 2050, I'd LOVE to see a "perfect game". Kill every enemy, every "in stage bonus" (1000,2000,3000), and every challenge stage. (All the way to the kill screen, level 256). Back in the old days, I could kill screen it. (But not perfectly of course). If you DO do something that has a score over a million, use player 2, as it will add a millions digit, where player 1 just flips. Anyway, GREAT JOB as always!
That's nice shooting, partner!
B r u h
I have to look like Popeye at the end of every playthrough I do of this game to be so good, and yet the TAS makes it look like a cakewalk…
I love the odd commentator who thinks you're just really good at playing these :)
Well done!
My god you’re good
Whoa! The hitbox on the doubleship is actually small enough to let bullets through the middle??
I wouldn't try this in a real game but yes the gap is wide enough between the hitbox of the 2 ships for a bullet to pass between the two.
@@Prog61 Holy shiznit, neither would I. I watched some of your TASing and was thinking I was really paying attention to the wrong things most of the time. I feel as though instead of only getting to about Stage 10 I could get to 50+ before losing all my lives by simply watching your manipulation of the enemies.
0:12
I Hope To See TAS 1980 Pac-Man & Ms. Pac-Man 3 Acts TAS.
Nice run! I think you should do a TAS Galaga 1 million points.
I might do that.
tHE HIT MISS RATIO what i counted on your stats is 160,4%
The machine is weird
Good observation, I hadn't noticed this.
Indeed the exact % for 1506 hits with 939 shots is 160.3833865814696.
It is the problem of doing math with a processor (the Z80) which does not have instructions for doing multiplication and division. The programmer did not have space in the rom to include a floating point library just for this calculation.
If you want to see what they did go visit github.com/hackbar/galaga/blob/master/rom0/game_ctrl.s you will find the hit/shot ratio routine starting at line 1944. Now, if an expert with the Z80 could tell us if it is possible to do better in that amount of code, it would be fun to know.
Thanks for the comment.
@@Prog61 Thank you
3:05 what's happening there? hmmm and 3:45?
Since the collision hit box is smaller than the sprite, when you have the double ship, there is a space between the 2 ships wide enough for an enemy bullet to pass between the 2 ships.
Enemy shots can pass in between the two ships? Didn't know that.
Yes, Since the collision hit box is smaller than the sprites, when you have the double ship, there is a space between the 2 ships wide enough for an enemy bullet to pass between the 2 ships. But it would be very hard do use this trick in a real play since the gap is only 1 or 2 pixels wide.
The ships at round 32 be like 😴😴😴
How long would you have to TAS to get a 200% hit rate
Or is that not possible?
I will definitely do another TAS to try to get closer to 200%.
Now that I'm watching this video, I see ways to improve the ratio that I hadn't thought of while doing it.
But you can't always shoot two bugs in one shot, eventually you have to shoot individual bugs mostly at the end of a wave. To compensate for these shots, I would have to kill at least 3 bugs at once, which is rare.
So I think it's very unlikely that you can make 31 waves and have a 200% ratio but it's a fun challenge to take up. For my next TAS, I hope to be around 180-190%.
Should you get bored sometime in 2050, I'd LOVE to see a "perfect game". Kill every enemy, every "in stage bonus" (1000,2000,3000), and every challenge stage. (All the way to the kill screen, level 256). Back in the old days, I could kill screen it. (But not perfectly of course). If you DO do something that has a score over a million, use player 2, as it will add a millions digit, where player 1 just flips. Anyway, GREAT JOB as always!
3:46 WTF
@3:05 @3:46 lmao