Arcade Archives: Space Invaders (PS4|5 - Series X|S - NS|NS2)

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Sturmvogel Prime
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Arcade Archives: Space Invaders (PS4|5 - Series X|S - NS|NS2)

Post by Sturmvogel Prime »

DANGER ZONE (CI) / SPACE INVADERS (PART VII)
THE OLD SHMUP TESTAMENT (PART IV: POINT OF ORIGIN)




THE "DANGER ZONE" SO FAR
Spoiler
DANGER ZONE VOL. I
I: REVVIN' UP YOUR ENGINE, LISTENIN' TO HER HOWLIN' ROARING - (E.D.F.: Earth Defense Force)
II: IS THIS YOUR IDEA OF FUN, MAV? - (Binarystar Infinity)
III: PLAYING WITH THE (ARCADE ARCHIVES) BOYS - (Arcade Archives: Thunder Dragon 2)
IV: THAT'S RIGHT! ICE...MAN. I AM DANGEROUS (SEED) - (Arcade Archives: Dangerous Seed)
V: THE ELITE. BEST OF THE BEST. WE'LL MAKE YOU BETTER. - (Super E.D.F.: Earth Defense Force)
VI: GONNA TAKE YOU RIGHT INTO THE DANGER ZONE - (Star Hunter DX)
VII: IT TAKES MORE THAN JUST FANCY FLYING - (Earth Defense Force 4.1: Wing Diver The Shooter)
VIII: INSTRUMENTS OF DESTRUCTION - (Devastator by Radiangames)
IX: ¿WHO'S AFRAID OF THE BIG BAD TUBES? - (Arcade Archives: Tube Panic)
X: SWIMMIN' IN THE FLOODS, DANCIN' ON THE CLOUDS BELOW. I AIN'T WORRIED 'BOUT IT - (Arcade Archives: Fighting Hawk)
XI: PULLING A RABBIT OUT OF THE HAT - (Arcade Archives: Rabio Lepus)
XII: WINGS OF SILVER, NERVES OF STEEL - (Arcade Archives: Darius)
XIII: FULL SCALE ASSAULT - (Arcade Archives: Assault)
XIV: WE'RE GONNA NEED A DIFFERENT KIND OF BUGSPRAY - (Arcade Archives: Gaplus)
XV: DOWN THE ALIEN SECTOR - (Arcade Archives: Baraduke)
XVI: WHEN YOU'RE DRAWN TO THE GROUND BY THE DRAGONS - (Arcade Archives: Dragon Spirit)
XVII: SOME RETICENT GODDESS PUT THE CHILDREN TO SLEEP - (Arcade Archives: Metal Black)
XVIII: I SHOT THE WILD LIZARDS - (Arcade Archives: Gun Frontier)
XIX: HOW WE GONNA GET THIS MUSEUM PIECE IN THE AIR? - (Arcade Archives: Galaxian)
XX: SHATTERED KAWAII SKIES - (Arcade Archives: Ordyne)
XXI: ENTER THE DRAGON (SABER) - (Arcade Archives: Dragon Saber)
XXII: SEEMS LIKE WE'RE NOT THE ONLY ONES HOLDING ON TO OLD RELICS - (Arcade Archives: Galaga)
XXIII: OLD WARBIRDS, RETRO ARCADE ACTION - (Arcade Archives: USAAF Mustang)
XXIV: ARCADE STYLED HELICOPTER BATTLEFIELD - (Arcade Archives: Metal Hawk)
XXV: CLASH OF THE GODS - (Arcade Archives: Phelios)
XXVI: BACK IN (METAL) BLACK - (Metal Black S-Tribute)
XXVII: NAMCO'S TAKE ON THE NBA - (Arcade Archives: Grobda)
XXVIII: DOUJIN SHMUPPING "GM" STYLE - (Graze Counter GM)
XXIX: MIXED AND REMIXED - (Raiden IV x Mikado Remix)
XXX: EXPLICIT DIFFICULTY - (Arcade Archives: Gradius III)
Spoiler
DANGER ZONE VOL. II
XXXI: HAVING THE EARTH IN MY SIGHTS - (Layer Section & Galactic Attack S-Tribute)
XXXII: FAST, FURIOUS AND DANGEROUS - (Arcade Archives: Turbo Force)
XXXIII: CHORUS AND CHORES - (Chorus)
XXXIV: SAVE THE SUN - (Sol Cresta)
XXXV: NAMCO WHISPERS IN OUR EARS AND SAYS THAT "YOU ARE IN NAVARONE" - (Arcade Archives: Navarone)
XXXVI: A SHORT (ASTEROID) BREAK TIME - (Space Scavengers by Xitilon)
XXXVII: GIVE ME A "REZON" TO HOLD ON TO WHAT WE'VE GOT - (Arcade Archives: Rezon)
XXXVIII: A COSMIC TROUBLESOME GANG - (Arcade Archives: Cosmo Gang The Video)
XXXIX: WHAT'S THE PLAN? SAVE THE MOON, SAVE EARTH - (Arcade Archives: Moon Cresta)
XL: A HERO FOR THE EARTH - (Arcade Archives: Terra Cresta)
XLI: BACK TO THE '88 - (Arcade Archives: Galaga '88)
XLII: SUPER ROBOT SMASH - (Arcade Archives: Mazinger Z)
XLIII: FREEDOM FIGHTERS OF THE FUTURE - (Arcade Archives: Thunder Dragon)
XLIV: HAMSTER SAID "IT'S SHARK WEEK ON ARCADE ARCHIVES" - (Arcade Archives: Mad Shark)
XLV: MESSED UP NETWORK - (RayCrisis)
XLVI: AN INC-RAY-DIBLE COLLECTION - (Ray'z Arcade Chronology)
XLVII: AN INC-RAY-DIBLE COLLECTION II - (RayStorm x RayCrisis HD Collection)
XLVIII: 99 NAMCO BALLOONS GO BY (Arcade Archives: King & Balloon)
XLIX: ATTACK ON BOSCONIAN - (Arcade Archives: Bosconian)
L: MIXED AND REMIXED II - (Raiden III x Mikado Maniax)
LI: ALLUMER'S TOON SQUADRON - (Arcade Archives: Zing Zing Zip)
LII: GO STRIKE! - (Arcade Archives: Strike Gunner S.T.G)
LIII: A THING CALLED TUNA SASIMI - (Arcade Archives: Darius II)
LIV: RAIDER ZONE: YOU KNOW, IT IS WHAT IT IS - (Arcade Archives: Raiders5)
LV: COMET OF DESTRUCTION - (Arcade Archives: Halley's Comet)
LVI: FORCE AND BURN: NO FLY ZONE - (Arcade Archives: Burning Force)
LVII: THE SHENANIGANS OF SHENANDOAH - (1993 Shenandoah)
LVIII: GREAT, JUST LIKE A KING - (Arcade Archives: Daioh)
LIX: THE TIMELESS CLASSIC - (Arcade Archives: Gradius)
LX: A NINTEN-SIVE ARCADE PORT - (Arcade Archives: VS. Gradius)
Spoiler
DANGER ZONE VOL. III
LXI: THE (LIFE) FORCE AWAKENS - (Arcade Archives: Life Force)
LXII: THE TIMELESS CLASSIC RETURNS - (Arcade Archives: Gradius II)
LXIII: HEARTFUL TRIGGERHEART (Triggerheart Exelica - Switch Re-release)
LXIV: RETURN OF THE AERO FIGHTERS - (Arcade Archives: Aero Fighters)
LXV: THE POWER OF THE (TASK) FORCE - (Arcade Archives: Task Force Harrier)
LXVI: THIRTY MINUTES (AND MANY HOSTILES) OVER TOKYO - (Arcade Archives: Scramble Formation)
LXVII: THE HAMSTER EDGE: ARCADE ARCHIVES BLASTS OFF XEVIOUS - (Arcade Archives: Xevious)
LXVIII: HIGHWAY TO THE SECTOR ZONE - (Arcade Archives: Seicross)
LXIX: THE GALAXY'S LOUDEST HEAVY WARHEAD CRUISE - (Arcade Archives: Space Cruiser)
LXX: STRATO FIGHTER: THE (OUT OF THIS) WORLD WARRIOR - (Arcade Archives: Strato Fighter)
LXXI: WE'RE MESSIN' UP IN SPACE - (Arcade Archives: Nova2001)
LXXII: (MEGA)BLASTED AWAY - (Arcade Archives: Megablast)
LXXIII: DRIVE OR FLY? - (Arcade Archives: Silk Worm)
LXXIV: A (GUN)NAIL ON THE RISK COFFIN - (Arcade Archives: Gunnail)
LXXV: JALECO AND HAMSTER'S EXCELLENT EXERION ADVENTURE - (Arcade Archives: Exerion)
LXXVI: ...AND THIS WORLD WILL BECOME A BATTLEFIELD - (Arcade Archives: Master of Weapon)
LXXVII: SOME ASSEMBLY REQUIRED - (Arcade Archives: Magmax)
LXXVIII: CYBATTLER AND THE EXTREMES OF DIFFICULTY - (Arcade Archives: Cybattler)
LXXIX: WHO OR WHAT IS MEIOU? - (Arcade Archives: War of Aero)
LXXX: THE TIME-BENDING LEGIONNAIRE - (Arcade Archives: Legion)
LXXXI: THE OLD SHMUP TESTAMENT (PART I: SCRAMBLED PILOT) - (Arcade Archives: Scramble)
LXXXII: THE OLD SHMUP TESTAMENT (PART II: MORE THAN A COBRA) - (Arcade Archives: Super Cobra)
LXXXIII: THE OLD SHMUP TESTAMENT (PART III: TO THE MOON AND BACK) - (Arcade Archives: Moon Shuttle)
LXXXIV: TRANSFORMS FROM PLANE TO ROBOT AND BACK! - (Arcade Archives: Finalizer Super Transformation)
LXXXV: BLASTED OFF INTO THE ARCADE - (Arcade Archives: Blast Off)
LXXXVI: STRAIGHT OUTTA NEO-GEO - (Andro Dunos II)
LXXXVII: FOR MY ALLY IS THE (FINAL STAR) FORCE - (Arcade Archives: Final Star Force)
LXXXVIII: ONE PHASE IS ALL WHAT IT NEEDS - (Arcade Archives: Viper Phase 1)
LXXXIX: GOING NOVA - (Raiden Nova)
XC: PLAY (AND BULLET HELL) HAS NO LIMITS - (Danmaku Unlimited 3)
Spoiler
DANGER ZONE VOL. IV
XCI: IF JUNO IS FIRST, THE PLAYER IS HERE FOR SECONDS (Arcade Archives: Juno First)
XCII: FREEDOM FIGHTERS! IGNITE JAH! - (Arcade Archives: P-47)
XCIII: THE PLUS ON THE ASSAULT EQUATION - (Arcade Archives: Assault Plus)
XCIV: HEARTFUL (AND DOUBTFULLY ENHANCED) TRIGGERHEART - (Triggerheart Exelica Enhanced: Switch Re-release)
XCV: THE HAMSTER SUPER EDGE: ARCADE ARCHIVES BLASTS OFF SUPER XEVIOUS - (Arcade Archives: Super Xevious)
XCVI: GOING NEBULAR WITH A HIGH PRICE - (Arcade Archives: NebulasRay)
XCVII: YOU MUST LEARN THE WAYS OF THE (STAR) FORCE - (Arcade Archives: Star Force)
XCVIII: A PARADE OF YOUKAI AND SPIRITS - (Twilight Parade: Moonlit Mononoke
XCIX: JUST A LITTLE EXO-CALIBRATION - (Exo-Calibre)
C: MAN OF AGES...AND SEGA (Space Harrier)

SPACE INVADERS - THE INVASION SO FAR
Spoiler
I: INDIE INVADERS - (Super Destronaut DX-2)
II: ASSAULT FROM ANOTHER WORLD - (Space Invaders Gigamax 4 SE)
III: THRICE UPON A TIME, THE INVADERS AND THE TRASH WILL COME TO US - (Space Invasion by Pix Arts)
IV: EXTREME MEASURES REQUIRED - (Space Invaders Extreme)
V: INVADED AND BLOCKED - (Arkanoid VS Space Invaders)
VI: INVASION OF STUPIDITY - (Soraja Invaders)


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I knew this was going to happen.
Better later than never.


Looks like Taito opened the very first page of the Old Shmup Testament.
If shooting is the Book of Genesis, then this is the "In the Beginning" of the genre.



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Fuck that! Do you think I'm Disco?

I knew this was going to happen. I know most Arcade Archives fans expected the heavily requested Raiden II, the "Oh-so-rumored" Shienryu, Gekirindan, Rave Racer (coming this February 26th) or why not, Konami or Taito releasing a 3D shmup like Gradius IV, RayStorm or G-Darius for the 500th release in the lineup, alongside "today's kids" mentality of "No one needs a dinosaur like Space Invaders anymore", but the ways of Arcade Archives (and, Taito Corporation) are strange and perhaps it was fate that Taito's ancient shmup was the next title to get a release.

"Present Day" kids, go home. Most of you would cry if they tell you to play with this. To anyone else who wants "As-Vintage-As-Possible" or quick trophy boost gaming, you're gonna love this one: Arcade Archives: Space Invaders.



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Saturday Night (Shmup) Fever.

Since we're talking of a 1978 game, don't expect too much from Space Invaders (that goes for any late 2010-2020's kids 'round this post). That simplicity is part of the core gameplay. Your objective here is to use the Cannon to take down the Invaders that will move from one side to the other. As they reach either left or right, they'll descend a bit. If they hit the bottom of the screen the game will end. Keep in mind, as the number of Invaders gets reduced, their moving speed will increase until the last one becomes a super-fast Invader, making the last shot very prone to error in a moment where there might be no room for it.

Another factor is the proximity of the Invaders. After each level, the Invader formation will appear closer to your Bunkers and that means closer to you, reducing the room for error much further, making the last Invader even more difficult to take down, and the enemy fire more difficult to evade due to the space reduction, along with a more continuous firing from the Invaders.

Fortunately for you, you are given barriers called Bunkers which absorb enemy fire until they breach a hole where they shots can pass through. Ironically, you can also shoot your own Bunkers to make a hole through it. This can be either fatal and strategic in order to take down Invaders without getting exposed, and learning this is vital if you want to progress beyond stage 3 as the Invaders get closer to the ground.



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Know your foes.

Despite the simplicity, Space Invaders has features. The most notorious is the score value for each Invader. Being the Octopus the lowest with a value 10 points , the "Crab" with 20 points and the "Squid" which is the smallest of the bunch, gives you 3 points. There's also the UFO that gives you random score values because sometimes can give you 50 points, or 200 or even 300, making high scoring a matter of luck.

You can rely on the "Furrer Trick" to get 300 points for the UFO.
You can thank Eric Furrer who learned the pattern and shared this vital secret for the shmup community.
Eric Furrer wrote:Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the Invaders are too low. If you wait around for the ship after 22-14, then the Invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.

My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 Invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.

Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50000 pts!

1ST Wave: 22, 14, 14, 14, 14, 14 (Bonus = 3000 + 990 = 3990 First wave)
2ND Wave: 22, 14, 14, 14 (Bonus = 1200 + 990 = 2190 total score now = 6180)
3RD Wave: 22, 14, 14, 14 (Bonus = 1200 + 990 = 2190 total score now = 8370)
4TH Wave: 22, 29, 14 (Bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row)
5TH Wave: 22, 29, 14 (same as 4th wave)
6TH Wave: 22, 14
7TH Wave: 22 14
8TH Wave: 22
9TH Wave: 22

Then back to the first wave!!


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The "Five Levels of Danger":
Safe, Incoming, Exercise Caution, Dangerous and Imminent Death.


Since the game was a black and white shooter, Taito managed to bring color in series of attempts adding cellophane strips to the CRT (Cathode-Ray Tube) screen: First one is the five colors ("Cellophane" according to Arcade Archives) which adds color stripes to the background, giving the impression of being colored as the Invaders get the color of the stripes in that area. Curiously, part of the blue merges with the green and there's very tiny spaces between red and yellow.



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First "Shmup HUD" in the history of the genre.

A second "configuration" if we can call it like such ("Cellophane 2") adds a thin color strip where the UFO passes and the bunker-cannon area, leaving the Invader space monochrome. If you ask me, this look pretty much like an early take on the concept of HUD's (Heads-Up Display).



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Sandwich Effect.

The third combination "Cellophane 3" puts red on score and both life and credit stock, while green and yellow are on top and bottom of the middle section with blue on the center of the screen in pure "Sandwich" style. While not as HUD-like, it does a more "experimental" approach on coloring the game.



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Lunar Madness.

"Lunar Surface" is actually a background utilized on the "Update" from Space Invaders DX (Correct me if I'm wrong) which is a digitized version of the upright screen that featured a moon in a blue outer space background which was the backdrop of the game.



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The original vintage.

"Lunar Surface 2" is the original background where the game was "projected" from another screen below acting as the projector. Actually, the background was a space field while the moon/planet was a cutout adding depth to the game with this simple screen trick.



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Original Vintage "HUD Remix".

"Lunar Surface 3" is almost identical to the previous one, but with the "Cellophane 2" blended acting like the HUD telling you where the UFO flies by, and the green overlay on the bunker and your cannon.



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Now in COLOR!

The color version of Space Invaders is more than just a "bucket of paint" treatment for the game. First off, the score indicator is now of five digits instead of four, so if you're one of those hit the dozen thousands, you can finally prove your feat to your friends rather than leaving that to guessing or the "Oh, you hit the four 9's, you're the conqueror of Space Invaders" mentality. Second, the sound department is slightly different. While the Invader "Pulse" and the explosion sounds are the same, your shots will sound with a different pitch, probably a change caused due to the use of different hardware for the color version.

Trying to make an in-depth analysis of graphics and sound in a game made in 1978 would be way too drastic, considering the fact that we're talking of a game from the very first years of videogames, so we can say the Invaders look alien enough despite of the initial limitations of the era while the cannon looks like a squished mountain. It was very creative the ways Taito relied to give it color before the color version came into existence with very simple but quite functional ideas. It is also very interesting to see how the Invaders, but mostly the projectiles (yours and your enemies) change their colors as they go up and down in the color version. The "Pulse" sound ("Titilating Sounds" as Midway called it) plays as the Invaders move, giving the feeling the Invaders are the ones making the sound with their movement, predating Namco/Atari's Dig Dug and this feeling is very notorious as the pulse increase its pace as the number of Invaders on screen is reduced.



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Did you tried to breakout with an extra ball? Did your Warlord win? Did you have a close call?
Did you "Missile Commanded"? Did the aliens land?
If you played a game from Atari...

Have you played Atari today?♪


Homeporting Space Invaders was a must for any computer or console despite the gap between 1978 and the 80's. If you want a short reading then its the time to leave this review and read one of my many others in this forum. But since you're still reading you may want a good snack and a drink to spend the time reading about the home ports.


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Ancient Astronaut Theorists are uncapable of translating the vertical hieroglyphs.

The first port was in the console that asked you if have you played with it today. I'm talking the Atari 2600 port which retains the playability, but...what in the name of Nadia Vivie are those? The graphics are way too different from the arcade version. The Invaders look like Egyptian hieroglyphs and your barriers were reduced in size and amount from 4 to 3, but they still retain the functionality. It is worth to mention the fact that the Atari version gives the game a floor for your cannon to move while the Arcade didn't. For an Atari 2600 game, it had 112 variations such as "Invisible Invaders", "Fast Laser Bombs", "Zigzagging Laser Bombs", "Moving Shields" and more, including something that the arcade doesn't have: Simultaneous 2 Player modes. Yeah, you can team up with a friend and take the Invaders together, and combined with the previous features, this greatly increases the replay value of the game.



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An Interactive Commercial and Anti-Commercial.

Did you know there was a "Oh, what a commercial" version of Space Invaders? Well, that's Pepsi Invaders also known as Coke Wins which was commissioned by Coca-Cola for their 1983 sales convention where it was given to the 125 sales executives attending the event who were given not just the game, but also an Atari 2600 to play it, making this an extremely rare game. As for the game, it replaces 5 of the Invaders with letters that spell "PEPSI" and the UFO was a Pepsi logo. The main format of limited lives was changed too. Now you have infinite lives, but limited time. Three minutes per game, it also ditched the extra modes nerfing the Atari port critically. Ironically, despite the nerfed gameplay, its the rarest Atari 2600 cartridge out there reaching extremely high prices on auction sites. Yeah, even more than the Swordquest games altogether. In short words, this game is a playable Coca-Cola commercial with a Pepsi anti-commercial that reached "Rare Relic" status.



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Space Diseases.

Atari's incursion in the world of Space Invaders went beyond the humble but fun 2600. The Atari 8-Bit computer had a port which like the 2600 version, breaks with the arcade accuracy not just in graphics but even further on gameplay. To begin with, it removes the barriers, making you fully exposed to the enemy fire, the movement animation of the Invaders makes them look like pulsing organisms, bacteria (or Space Sexual Transmitted Diseases like I said on "Dick Stock") more than aliens and unlike the arcade you can see the rocket where the Invaders appear.



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Space Pharaonic Microbes.

The Atari 5200 got a port which reinstates the barriers, limiting them to three like the 2600 version and once again it redesigns the Invaders which look a bit more alien and less like parasites or hieroglyphs. The barriers have a color effect that makes it look like a glitch rather than the traditional "Atari Gradient" effect and the UFO looks more like a squished skull. It also reutilizes the sound effects from the 8-Bit version.



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Personal (Invader Warfare on your) Computer.

Time to leave Atariland and move on to the territory of Japanese computers and the World of Nintendo, its portable handheld console and its rising rival. First off its the MSX computer which made a good port of the game by replicating the in-game fonts like the arcade and so it did with the Invaders which are recognizable despite the slight squished graphics. But the best part is that it goes more arcade accurate on the gameplay by giving you 4 barriers instead of 3 like in the Atari ports, so it's a close port for those who were looking for retro arcade experience at home.



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Aliens change shape into happy faces.

Our fellow Invaders got a Nintendo release, but only in Japan for the Famicom. Graphically looks like a simplified version of the MSX version, but the Invaders look even smaller and the fonts are your traditional game font (or Taito 80's font) and the Famicom's sound card makes it sound strange.



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Sega challenges you with Space Invaders!

Nintendo's rising rival, Sega, had a port too. This time for the SG-1000. While the Small/Squid Invader and the Large/Octopus sprites are arcade accurate, the Medium/Crab looks "blobby" as if it was ran over by a truck, and again, the fonts of the game differ from the arcade.



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The invasion now takes place on everywhere.

Next up is the Gameboy version which is a nice try for a monochrome version. While the Invaders look weird, the Small/Squid Invader retains its arcade-like sprite just like the core gameplay which carries four shields unlike the Atari ports. It was simple and basic but this was a very convincing way to play Space Invaders on the go.



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Fighting Invaders like it was 1978.

The invasion reached NEC's PC Engine as Space Invaders: Fukkatsu no Hi (Which means "Rebirth Day" or "Day of Resurrection"). It featured two ports; one is the original Space Invaders and the other is an Arranged version. The original version is based on the "Color" edition of the arcade game and the PC Engine does its job right by carrying the original graphics and doing its best on recreating the sounds with the PC Engine's soundboard.



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Enhanced for the 90's generation.

The Arrange version, better known as Space Invaders Plus, it featured newer 16 Bit graphics and even 3D wireframe models predating the SNES Super FX titles such as StarFox and Vortex while retaining the traditional gameplay but with major differences: First, the Invaders take like 2 hits to die, there's new attack patterns from the enemy like diagonal shots, your barriers are now your HP, and the most important of all, the game now has an ending while the arcade looped forever until you died out. It was nice to see how the Invaders not only feature their 1978 look, but also having new designs as if Taito said "OK, the "Crab" looks old already" and they gave us a vast variety of new designs along with new scenarios like bases, planets and moons. However, there's a part in the game where the game plays shit on you and that's Stage 6 where your visibility is ranged to a small cone similar to the infamous Stage 8 of Dragon Spirit resulting in a very annoying experience.


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Invading Home Computing.

Speaking of NEC, the PC-9801 got a port that, like the PC Engine version, had Original and Arranged modes. The Original version is the basic monochrome version which makes an arcade perfect rendition of the graphics, but the sound is annoying. The Arranged version features two types of arrangements: The "Original" which features updated graphics and music.



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God's got a sense of humor, alright.
- Solid Snake (Metal Gear Solid)


The "Parody" version also features upgraded graphics, but replaces the Core Cannon with a human being shooting at soda cans and even a PC that attacks "rival" hardware like PC's and Super Famicom. All of these while playing the William Tell Overture, better known as the "Horse race" music clich which was the background music of some versions of Thunder Force as well.

In 1994, the original arcade game made a return as Space Invaders DX. This special version featured three versions: The first one is the "Space Invaders Mode" which is the classic game, but it gives the players the option of selecting one of the four screen formats used in the past. One detail worth of being noticed is that the "Upright" features a planet background while the game sprites are transparent. The second is the "Versus Mode" which is a competitive 2 Player mode and there's the Parody mode which updates the graphics and replaces them with other Taito's IPs like The New Zealand Story, Bubble Bobble and even Darius.



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A Super Ninten-sive return.

Based on the DX release, the Super Nintendo had its own port known as Space Invaders: The Original Game. Believe it or not, the "Background" version has a darker color background compared with the brighter arcade version, and the color version has four digits on the score which are the minimal flaws in terms of accuracy but in other aspects like gameplay, graphics and sound is right on. I expect no less from the console that brought us Teenage Mutant Ninja Turtles IV, Gradius III, Street Fighter II and Aero Fighters.



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Portable, with Color and SNES-Powered
An instant winner indeed.


The 1994 Gameboy Color cartridge was "Super Gameboy Enhanced", which means when you put the game on the SNES with the Super Gameboy accessory, it will unlock not just the "Select Screen Type", but also the SNES port which you could buy individually, except that the SGB port of the SNES game lacked of the 2 player VS mode.



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Looks like it was too much for the CD Engine.

One year later, Taito brought the invasion to the CD Engine under the name Space Invaders: The Original Game which, like the PC-9801 port, had its original and parody modes. The original mode is based on the background version which the 16-bit rendition took a critical hit if compared with the SNES version. It was more than clear that rendering the background was too much for the PC and CD Engine, and the Invader "pulse" sound when they move sounds different than the arcade while the other sound effects are arcade faithful.



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Aerobic Girls and Schoolgirls.
A nice mix for a classic shmup.


The "Omake" mode is the parody version, which unlike the PC-9801, it is more "Anime girl" based, and so the VS modes. Yeah, the CD Engine version had the standard SNES VS mode and the "Cosmic VS Mode" which is an Anime girl themed variation in the style of the Omake mode. In the "Cosmic VS Mode" there's music and voice samples which sound kinda terrible in quality at the point of being critical flaws considering that we were talking a CD-based game where music, sound and voice clarity were fully capable.



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Kaiju Invaders: Tsuburaya Edition.

Activision reboot (where the original was included as unlockable) aside, the PlayStation had a variation using the famous Ultraman known as PD Ultraman Invader (or PD Ultraman Invaders) where along with the original Space Invaders it had an "Ultraman Mode". The Original Mode is once again based on the background "Upright" version which once again looks terrible if we compare it with the SNES port, but the game's main feature is the Ultraman Mode where you control the titular superhero fighting all the kaijus from the series. It was curious to see how a title like Space Invaders worked using a licensed title, that would be like if Cosmo Machia decided to make a Tekkaman Blade (Saban's Teknoman) game using Triggerheart Exelica as base and call the licensed mode as "Voltekker Mode" (yeah, "Tekno Mode") or something.



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Eye-harmful Three-Dimensional Experience.

Even if it sounds hard to believe, the dreaded Virtual Boy had a port as Space Invaders: Virtual Collection, a compilation featuring Space Invaders and Space Invaders Part II in "Original 2D" and "Virtual 3D" modes. The "Original 2D" is the traditional game, rendered in the Virtual Boy's horrible (and eye injuring) red and black screen. The "Virtual 3D" mode is a very Third Person view of the game, with a VB rendition of the arcade background which only makes things worse at the point of being nearly unplayable since everything becomes a red and black confusion that only the most hardcore fans of the series would even dare to play this game or own it in their collection.

Time to make a step forward in time to the 32-Bit territory, starting off with the Sega Saturn port which, while based again on the SNES "Background" version, it makes a twist by giving colors to the UFO and the Cannon. The Windows version is also the same, but with adjustable backgrounds like Monochrome, Color and "Moon" (Upright version), curiously, the "Moon" background looks again badly rendered if we compare it with the SNES version and removes the transparency of the sprites.



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More PlayStation Invader Mayhem.

In 1998, the game returned on the PlayStation as Space Invaders 2000. Carrying the same features of the SNES and the Saturn, but also features a Time Attack mode with newer gradient graphics, explosion effects and upbeat music. As added bonus, it also includes promotional videos and playable demos for Densha de Go 2 and G-Darius.

Remember when I mentioned Activision? The Activision reboot of Space Invaders on the Gameboy Color features the original game. By typing the code CLSS1281999DBM you will be playing a Gameboy Color rendition of the game which finally has arcade accurate sprites, but not the sound due to the GBC's sound limitations. In terms of handheld consoles, the Bandai Wonderswan version is very similar to the first Gameboy port, although it managed to render the SNES/CD Engine intro cutscene and made the Invaders more arcade faithful than the Gameboy version.



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Obscure and rare as the NUON DVD player.

The NUON DVD player had a port of the game called Space Invaders XL which was based on the PlayStation's Space Invaders 2000 but with a serious problem: Graphics look stretched in the Original Mode. As for the Time Attack it features new graphics and backgrounds different from the PlayStation version.



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Modern graphics brings more life to a classic.

We turn back to the PlayStation again 'cos there's one more port, this time by D3 Publisher (Sandlot's Earth Defense Force games, Warashi's Double Shienryu) as the 73rd entry of the Simple 1500 series: The Invader -Space Invaders 1500-. At first it feels like a reissue of Space Invaders 2000 since the menus are similar and both Original and Time Attack modes are the same.



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Need a 3D boost?

But one major difference of the Simple Series version is the 3D Mode or Space Invaders 3D, which looks waaaaay better than the Virtual Boy version because the 3D style looks great and what's best is playable and DOESN'T CAUSE EYE INJURY.

Next up is the Gameboy Advance and the Classic mode in Space Invaders EX by Activision, based on the PS reboot. This mode is monochrome only and the Invader pulse sound feels like if it was sped up a bit, not to mention the screen is too small due to the GBA's resolution.

Reissues were at the order of the day and the arcade version was no exception. Space Invaders / Qix Silver Anniversary Edition which is based on the Color version. Aside from that is the same Space Invaders some of you played back in the 70's.



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One of many variants are now available.

As we move into the present day, we find the PlayStation 2 version as part of 2003's Space Invaders Anniversary where we can play the original monochrome, the upright, overlay (Cellophane) and color variants and a new 3D mode which differs from the D3 Publisher's version as the game is more wireframe/cyberspace like. The classic arcade games are played on a simulated arcade cabinet rather than playing the game on your TV like most consoles do.



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Vintage action for your cellphones.

The Java Mobile version is based on the Color edition of the game, but with MIDI-like music instead of sound effects. It was also re-released as Space Invaders Anniversary which is the same but instead of an original remix, it plays the music from Bubble Bobble.



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Space Revolutionaries.

Just a couple of decades back in the past, we've got the Nintendo DS port, Space Invaders Revolution also known as Space Invaders DS which had a Classic version and a New Age version. The "New Age" combines a 16-Bit Cannon with the old 1978 Invaders, but adds new backgrounds and boss fights like the later Space Invaders Extreme. In terms of modern day portable consoles, the PlayStation Portable featured the original game in all of its versions as part of the Space Invaders Pocket compilation which featured the first entries of the series such as Space Invaders Part II, Return of the Invaders and Space Invaders '95: Attack of the Lunar Loonies.



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Present day "Invasion to Go" for modern consoles.

The journey of homeports ends with the Android version and finally on the Nintendo Switch as part of Space Invaders Invincible Collection which was the mega compilation of almost every game in the series, and I say "Almost" because it excludes Space Invaders '95 and Space Invaders: Infinity Gene, while Arkanoid VS Space Invaders was released apart as if it was a separate free game. Curiously, the Invincible Collection port has the sounds pitched down compared with the original arcade version. Can't Taito emulate their own games properly, right? Right? By God.... Calamity joke aside, it blows the human mind in so many levels. I mean, we're not talking about a group of arcade fans dealing with heavy levels of encryption and audiovisual quality like Raiden II and Primal Rage, we're talking that something as simple and basic as Space Invaders couldn't be faithfully emulated and to put salt on the wound, couldn't be faithfully emulated by the company who made it. But what's worse is that the auto-save enters as soon as the cannon explodes, making the "KHHMM!!" sound hold the "note" for a few seconds sounding more like a crash or glitch, so we've hear a "KHMMRRRRRRRRGH!!", then the Game Over message appears. ¿Was Taito unable to enter the Autosave function after the Game Over message instead of mid-explosion?



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Have you played (Insert the following below)
- PlayStation today?
- Nintendo today?
- with XBOX today?


Just when we thought Taito would move forward and release something new, they brought the original Space Invaders on PlayStation 4, PS5, Switch (Again) and Switch 2 and XBOX Series X/S as part of Arcade Archives/Arcade Archives 2. Where the emulation is arcade perfect up to the sound.

So anyway, the Arcade Archives release features two original modes, both based on the Japanese release. The localization by Midway had the "TAITO CORPORATION" disclaimer at the bottom removed, leaving the copyright on the marquee. The Original Mode features both Monochrome (with the cellophane options) and Color versions, while the High Score and Caravan modes are based on the monochrome versions, making this port the most complete of all.

If you have an XBOX Series X/Series S, PlayStation 5 or Nintendo Switch 2, you'll have an extra mode called Time Attack Mode. In this mode, you have to reach "Checkpoints", but you don't have to clear all of them to get the achievement (in XBOX and PS5 cases), you only have to reach stage 3 to get it. The XBOX Series and PS5 ports have more trophy/achievement support than the original PlayStation 4 release which really comes in handy for those who want a simple boost and when I say simple is because it is on XBOX and PS5 as you only need 3000 points on Original, Hi Score and Caravan Modes along with reaching stage 3 in Time Attack Mode. Get those and you'll get the "All Achievements" which is the "Platinum" for the XBOX and there you go, 1000 Gamerscore points.



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No briefing or lore.
Just shoot.


Since videogames didn't cared about lore or making an universe of their own like today's games do, there's no detailed explanation or "Use your imagination" for a storyline. Just control the cannon, take down as much Invaders as you can before you go down or they touch the ground.



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< DECLASSIFIED DATA >

The Arcade Archives manual acts a bit more like a videogame guide since it reveals the information about key aspects of the game, being the mechanics within the UFO's random scores, which, believe it or not, it follows a pattern which changes based on the number of shots fired. For a very, very, very early shmup, it has its good amount of secrets, and this is one of them.



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Surprises that you might not expected from an old game.

For a game made in the late 70's, you might think "This is just a mindless shooter with no secrets to hide", but surprisingly, there are more secrets within the game. First off is the "Nagoya Attack" which is a final safe zone where the Invaders won't shoot, a very, very, thin line that divides survival from failure as this requires you to let the Invaders get as close as almost touching the ground, leaving this trick to the pro players. Also, there's the "Rainbow" which is actually a trail left by the last surviving "Octopus" type Invader.



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Taito Cop of the Taito Police Department.

By inputting special commands you can unlock the "TAITO COP" message on the game. In the Arcade Archives release, you can do it by inputting the code or toggling it as an option.


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In-game styled HUD!

Having a manual that "Declassifies" the former mysteries of the game isn't the only thing the Arcade Archives version has to offer. It also gives you the option of displaying a status box to track stage and even selecting any of the overlays for the monochrome version.

Unforuntately, my major complaint about this release of the game is the pricing. I know it costs 7.99 and upgrading the original Arcade Archives to the Switch 2/PS5's AA2 release is an additional 2.99, so this is one fucked up steal. Like I mentioned in my review of Navarone, they should adjust the price tags based on the age and hardware complexitiy of the game (Especially now since NebulasRay and Air Combat 22 are more expensive).
Sturmvogel Prime wrote:Yeah, 1979-1983 titles should be priced at $2.99, 1984-1986 at $4.99 and 1987-onwards on $7.99, that would be a fair price tag.
I think it would be more like: 1978-1985 = $2.99 | 1986-1992 = $4.99 | 1993-onwards $7.99 as they took these random "time leaps" and because 7 bucks for a late 70's game is just a little too much.


TRIVIA INVADERS


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Pioneer in sense of humour.

INVADERS IN GAMING:
- Tomohiro Nishikaido was the man behind this game.
- The videogame Breakout and the films The War of the Worlds and Star Wars Episode IV: A New Hope were his inspirations.
- Space Invaders was an influence for Namco's Galaxian.
- It was the first game to feature humorous elements such as flipping a reversed "Y" or shooting an extra "C" during attract mode.
- The use of sea life forms as the enemies was later carrier by Taito on the Darius series.
- The belt buckle of Nadia Vivie's uniform in Arkanoid VS Space Invaders is shaped like the cannon.
- Space Invaders' popularity gave rise to several clones such as the Epoch TV Vader
(テレビベーダー Terebi Veda) and bootlegs like Darth Vader, Super Invaders, Earth Invasion or Alien Invasion Part II.


INVADERS IN REAL LIFE:
- Can games cause money shortage? Space Invaders has that privilege. Its popularity caused Yen shortage in Japan, requiring more coins to be minted.
- Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, and to add more "punch", they used speakers that played the Invader pulse.
- The Space Invaders were indeed "Invaders". It was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.
- We know the typical parent rant about "Videogames rot children's brains", but there was a group who took that to extreme levels. Residents of Mesquite, Texas pushed the issue all the way to the Supreme Court in their efforts to ban the Space Invaders machines from their Bible-belt community.


INVADERS IN MUSIC:
- In ZZ Top's "Legs" video, a Space Invaders cabinet makes an appearance.
- In Nazareth's "Holiday" video, the game appears on an upright unit.
- Uncle Vic released a song called "Space Invaders" during 1980's spring-summertime.
- The Pretenders song "Space Invader" was released in 1980's as part of their debut album "Pretenders".


INVADERS IN MOVIES AND TV:
- Gameplay footage of Space Invaders appeared in the very last episode of the TV shot The Powers of Matthew Star.
- Space Invaders cabinets appeared in the films Midnight Madness, Jekyll & Hyde... Together Again, Fast Times at Ridgemont High, Maximum Overdrive, Joysticks, The Iceman and Terminator 2: Judgment Day
(looks like After Burner II wasn't the only one).



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Just doing a brief return to the origin point.

Despite being an old piece of ancient history, Space Invaders is exactly that: A game that somehow, survived up to our present day. Vintage gaming doesn't reveal its secrets of survival that easy, and you see that already.

Also, this Arcade Archives release, along with Space Invaders Part II are the first steps towards building a Space Invaders Invincible Collection of some sorts combined with Space Invaders Forever, since the PlayStation 4 didn't got that compilation, while on the XBOX will increase its Space Invaders library with Space Invaders Infinity Gene.
It won't be the last time we'll see the original game again, They will be including it in a future Taito Milestones release sooner or later (Taito Milestones 5, anyone?).


As the Genesis of all shmups, this game deserves a 10/10 in the R-Scale. Without this game, this genre wouldn't be here.
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Certified "Vintage Classic" by Eda.
Fan of Transformers, Shmups and Anime-styled Girls. You're teamed up with the right pilot!
Bringing you shmup and video game reviews with humorous criticism.

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