
What is all the talk about this game?

With
all the chatter about the game Deluxe Galaga, this is the
obligitory page to tell you a bit more about the game.
History of Deluxe Galaga 
03/09/95 ... 47865
lines of Devpac v3.04 assembler code. Assembling time : 32.44 seconds
on a A1200/030/33MHz with 6MB RAM.
That is the
specs of the final build (V2.6) of Deluxe Galaga, one of the all-time
best games for the Amiga - heck one of the best shootemups EVER.
It premiered with V1.0 on 10/20/93.
The
Basic Concepts and Gameplay 
Read
the official documentation that
accompanies Deluxe Galaga, converted to HTML from the original AmigaGUIDE format.
The
basic concept of the game is just like most other shootemups of
the 'Galagaish' persuasion. You pilot your ship back and forth at
the bottom of the screen, shooting down waves of descending aliens.
The more waves you clear, the harder they get. There are 'boss'
aliens and 'sub-boss' aliens as well as the standard fodder aliens.
This
is where most 'Galaga Clones' leave off. Let's just see what else
Deluxe Galaga has to offer.
Worked
into the basic game play are 'powerups'. Just like on dozens of
other games, powerups give your ship a little something extra -
from different and more powerful firepower to speedups to even protective
'armour' - some even let you capture aliens and make them fight
for you. Other items drop from the stars too - like extra lives
and more importantly - money to upgrade your ship after 5 waves
or so.
The
store will allow you to purchase goods such as more powerful weapons
(not everything that falls from the sky can be purchased) to extra
lives (you can even buy your on-screen brother - who plays simultaneously
with you - an extra life).
The
last basic part of the game are the 'in-game' games (sub-games if
you will). These sub-games are 'breaks from the action' where you
can score points and money (in the cool 'dodge the rocks' Meteor
Shower game) or even extra lives, points, money, rank markers, extra
'credits' (to continue your game), bonus multipliers, and more (in
the familiar but timed 'Concentration-style Memory Game).
In
summary, this game has just about every component that a good space
shootemup should - and even more so - it has secrets. Ah ... the
secrets.
What keeps you coming back for MORE 
The game keeps you coming back - over and over again. The reasons
are pretty clear. The game has so many great elements borrowed
from dozens of other games, it is well balanced to play (you
don't get too frustrated or too disgusted while playing it),
and best of all - you can take a buddy along for the ride, making
it quite possibly one of the best two-player cooperative games
ever made.
Also,
Edgar has strived to make SURE you don't get bored too quickly.
With 75 levels of action - you aren't likely to finish it in
an afternoon or weekend. There are so many 'random' and 'secret'
elements of the game that you just CAN'T get bored of the game
until you learn to exploit and master the game (which I still
haven't done yet).
What
makes the game hold my interest are the hidden goodies of the
game. The random elements are cool (warp malfunctions, Thief
Ships that take your money, Money Ships that explode into thousands
of dollars, laser ships that come out and rake you over the
coals, power ups that you rarely get to see) but the secrets
and strategies are far to spine-tingling to stop playing.
Once
you get started, you'll be hooked. I highly recommend the Stick-It
arcade programmable controller to play this game on the PC.
Unlike the HotRod, VStick, or your average run of the mill PC
controllers, this is one of the few controllers that can actually
be programmed to work inside of the Fellow emulator.
If
you have a real Amiga, well you probably have already finished
this game :) If not, expect a serious treat - smooth, fluid
gameplay, extra/cleaner effects and sound, and all the other
benefits of running a program on its native platform.
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