Main > Main Forum
What's your score in Galaga?
<< < (6/8) > >>
mccoy178:
307k is my high score.  I love it with the leaf switch.  I play it with the micros at the bar and I don't like it as much.

QUESTIONS:  Somehow, I lost the ability to have the high scores with the initials.  I only have the high score at the top.  How can I get that back?  Is that a mame version issue?  I hate always having to shoot for the top.  Also, I have mine set to extramen at 20, 70k, 140k and so on.  Will I lose my high score if I go back to the original 20k 60k?  Any help on these issues would be appreciated.
modessitt:
It appears I was wrong,and it does not have the rapid fire chip, just the stuttered firing of two bullets at once.

Just found out that while player 1 only has 6 digits in their score, player 2 has seven digits, allowing scores over a million.  Will have to tell them when I see them later this week. Play 2 player, kill off player 1, and have fun!
Buddabing:
I played the Ms Pac-Man/Galaga reunion cabinet this past weekend.

I didn't like it, the joystick was too stiff. I like the loosey-goosey leaf switches.

I barely got 300,000.  :hissy:

@McCoy: High scores are not saved in Galaga (in MAME) unless you use state saves or the hiscore.dat modification.
(+_+):
The last time I played a real one was at LaGuardia airport in NY before my flight back to Montreal. I hadn't played in a long while and still manged to get 999,925. Don't quote me on the last 2 digits since I can't remember for sure, but I did try to cap the high score as close to a million as possible. I believe it was set at 30,000 for the first free man and 70,000 thereafter. No Stop firing trick was used. If I remember correctly, you had to save one ship and then wait on the far right until the guy stopped firing. I remember it taking far to long (maybe 20 minutes). I personally prefered the Joust teradactyl trick.
NOP:
FWIW, according to:
http://www.arcadeshop.com/galaga/galaga.htm  (a fantastic galaga repair site BTW)

here's the technical explanation of the player 1's score having less digits than player 2:

"You may have read about the Galaga 1,000,000 point bug. The bug is usually described as follows: The "Player-1" score counter in Galaga is 6 digits, but the "Player-2" counter is 7 digits. Therefore, most good players start a 2-player game and play exclusively on the Player-2 side so their score won't "roll over" at 999,990. So what is the real truth to this? The truth is that Galaga really doesn't have a limit on either the Player-1 or Player-2 scores at all. It does have a 6 digit limit on displaying the high score, comparing against the high score, and on how large of scores can be saved in the high score table. So why does it appear the player-2 counter is larger than the player-1 counter? The answer is because the player-1 score occupies the first 6 visible columns of the screen display. The word "visible" is very important here. When the player-1 score rolls over from 999,999 to 1,000,000 the 7th digit is actually stored in the video ram, however, that column of video ram is not displayed because it is off the screen and supressed during video blanking time. [Sort of like column -1. There are 4 columns total that are never displayed]. When the player-2 score "rolls over", the 7th digit is in a visible place on the screen, hence you see the score. It should be noted that neither of the scores are limited, if they were to roll to an 8th digit, or 9th digit, they would continue to be displayed. The limits come into play when comparing against the high score, displaying the high score and at the end of a game when the storing the top 5 high scores. These limits are all 6 digits, maximum score 999,990 (the last digit is always 0). Unlike other more typical games, the Galaga software does not maintain seperate CPU variables for the two player's scores, instead it relies only on what is stored in Video RAM. When it manipulates the score in Video RAM, it is treats the number as an unbounded string of characters. [there are special checks to supress leading zeroes]. Most other games will have a separate CPU RAM copy of the score, which gets displayed on the screen as needed. Typically in these types of games, the largest score is determined by how many bytes the programmer allocated to hold the score (usually 2 or 3 bytes, usually stored in BCD, and usually does not include the trailing 0)."



Navigation
Message Index
Next page
Previous page

Go to full version