Domark, the European division of Tengen
Games, bought the rights to Super Space Invaders '91 for
distribution on game consoles and home computers. They made
the most of the license, too, releasing the game on every system
that had room for it in its library. Consoles like the
Sega Genesis that already had official Space Invaders games were
left off this long list, but Super Space Invaders did show up on
nearly everything else, from x86 PCs to the Sega Game Gear, along
with British favorites like the Commodore Amiga and the Sega Master
System.
I'll specifically be reviewing the x86 PC
and Game Gear versions of Super Space Invaders. They're both
strong translations of the arcade game, weighed down only slightly
by a heavy British influence in the design. This is especially
true in the case of the PC game... the metallic status bars running
along the sides of the screen and the redrawn
invaders make it clear that the designers took some very
European artistic liberties with the arcade game. Of course,
there are times when the game's British heritage actually add to its
appeal... there's a fantastic cartoon intro in the PC version of the
game that you won't find anywhere else, along with a silly storyline
where the Space Invaders coin-op inspires a real-life alien attack
in the distant future. Hey, it's no more ridiculous than
hostile intergalactic beings invading our home planet... only
to die moments later from exposure to common germs or even worse,
drops of rain. Have any of these supposedly advanced races
ever heard of space suits? Yeesh.
But er, back to the review. The
Game Gear version isn't nearly as impressive as its big brother on
PCs... the invaders have been shrunken down to nearly microscopic
size, and the color is more garish, despite the Game Gear's
more robust color palette (the PC game uses an EGA display which
limits it to just sixteen colors). Also, if you're looking for
the great animated opener, forget about it... all they managed to
squeeze into the handheld version were still screens taken from the
cartoon. Despite everything that's been taken out, there's
still a pretty good game left. The aliens still have all their
clever attack formations and strategies, like the sweeping
circular flight patterns and the invaders that bloat to twice their
original size when hit. The power-ups are still here,
including the time stop which freezes your foes in place and the
barriers which soak up some of the invaders' deadly rain of
fire. The only thing about the gameplay that's been
compromised are the boss fights... their weaknesses are more
difficult to exploit, and the homing missiles they send after you
are too accurate, making them almost impossible to avoid.
Super
Space Invaders on the Game Gear has flaws, but its variety and
colorful graphics make it far preferable to Taito's lackluster
conversions of the first game on the Game Boy. As for the PC
game, it shouldn't be too tough for you to find if you've had any
past experience hunting down abandonware. Just be warned that
it's a very old game, designed for far less advanced computers than
the one you're using to read this page. Super Space
Invaders runs at a consistent speed on my Athlon XP (roughly 1.5
gigahertz, with Windows 2000 as the default operating system), but
your mileage may vary.
SPACE
INVADERS
NINTENDO (TAITO)
SUPER
GAMEBOY
This Game Boy conversion of Space
Invaders made up for Taito's last one in a big way.
It's more faithful to the arcade game, with better drawn
invaders and stunningly accurate sound effects. Overall, you
get a pretty good experience by playing Space Invaders on a plain
old Game Boy, but things can only get better from there. When
you take the cartridge out of the humble handheld and pop it into a
Super Game Boy, you're suddenly given a lot more options.
This popular Super NES peripheral made
playing many Game Boy games a lot more fun, letting you enjoy them
on a full-sized screen, using a full-sized controller.
However, there were only a few instances where the add-on would
actually enhance the games themselves. Space Invaders was one
of the rare games that took full advantage of its Super Game Boy
compatibility.
And just how do these exclusive features
enhance the game? Well, for starters, there's a stylish border
that reproduces the cabinet artwork of the arcade version of Space
Invaders. This, along with the multiple color options you can
select, gives the game a more authentic feel, which helps make up
for the smaller number of onscreen invaders. If even this
isn't enough to create a convincing arcade atmosphere, you can skip
the Game Boy game entirely and boot up a Space Invaders
conversion written specifically for the Super NES. This
translation would later be released as a standalone Super Nintendo
cartridge, but if you own the Game Boy game, you won't need
it. You've already got two great ports of Space Invaders
for one great low price!
SPACE INVADERS
DX
TAITO
ARCADE
Much of the content in this
arcade release would eventually find its way on the Super
NES, in the form of Space Invaders: The Original Game.
The only part of Space Invaders DX that didn't make the cut is the
Parody Game, which is less of a parody than a shameless
advertisement for other Taito games.
In this mode, both the laser cannon and
the invaders have been replaced with characters from less successful
Taito creations, ranging from the cutesy side-scrolling platformer
The New Zealand Story (shown here) to that most beloved of classics,
Bubble Bobble. Also represented is the horrid Bubble Bobble
wanna-bee Fairyland Story, an early and rather unfortunate
Taito release which most accurately reflects the quality of the
Parody Game. Even with the glossy graphics and a wider
selection of enemies, it just isn't as fun as the straight
conversions of Space Invaders offered in this collection. The
characters are so tiny and so aggressive that it's tough to line up
shots without getting blasted yourself.
The rest of Space Invaders DX is
great, if you're expecting nothing more than
faithful reproductions of the arcade game from 1978.
However, the Parody Game is such a disaster that it's obvious why
Taito swept it under the rug when they ported DX to the Super
NES.
SPACE INVADERS '95: ATTACK OF THE LUNAR
LOONIES
TAITO
ARCADE
Satirical space shooters were
all the rage in Japan back in 1994, when Paradious and its sequels
had injected a welcome shot of comic relief into a genre of games
that had become much too predictable. Taito wisely chose
to take its Space Invaders series in the same
direction, lightening the mood with an outrageously funny parody
full of the same warped humor and blindingly bright colors as
Konami's Paradious games.
At its core, Attack of the Lunar Loonies
is a Space Invaders game, enhanced with all the innovations of the
more recent games in the series. It's got the
power-ups from Space Invaders '91, along with the bosses and
more imaginative invader formations from Super Space
Invaders. Attack of the Lunar Loonies also throws
in some improvements of its own for good
measure... there's a selection of characters to choose from,
each with their own unique abilities, and you can charge up
shots to take out that last pesky space soldier as he darts his
way across the screen.
As good as it is, it's not the core
gameplay that makes Attack of the Lunar Loonies special. It's
the crazy characters and the clever sight gags that put this one
over the top. The game starts out with rows of the invaders
from the first game... but after a few seconds, they transform into
a silly assortment of bald ladies and pink octopi. As the
intruders close in on your planet, they perform an accapella version
of the Space Invaders marching sound, calling out "Wah,
wah, wah, WAH!" with every step!
After a while, the UFO flies by... but
this time, it's piloted by a pig delivering a package. Nail
the porcine porter as he makes his way across the screen, and he
drops his prize, an enormous bowling ball. Grab it and you can
send the ball right back to the invaders... when it collides with
them, you'll hear the satisfying crash of pins as they wildly
scatter in every direction.
It's this kind of ingenius insanity that
makes you look forward to each new stage, along with the bosses
waiting at the end of each one. There are some really
memorable moments here, like the encounter with the world's sexiest
hermit crab (seriously, she looks like she'd be living in the
Playboy mansion if Hugh Hefner had a thing for crustaceans) and the
battle against a boatload of seafood, one of Taito's many
tounge-in-cheek references to the fish-filled shooter Darius.
When this huge battleship approaches, you'll be tempted to meet it
with a pair of chopsticks in one hand and a bottle of soy sauce in
the other!
The graphics in Attack of the Lunar
Loonies are fantastic... the backgrounds as surreal as they are
brightly colored, with oceans of milk flowing around mountains of
cookies and enormous blue spaceships that look like they just rolled
off a Cadillac assembly line. The characters are just as well
done... they're large, well animated, and impressively detailed,
especially the gorgeous bosses. As for the sound, it's
Zuntata's typically outstanding work, with an
appropriately lighthearted tone that will remind you of
the music in the Bust-A-Move games. The sound effects are
divided evenly between the familiar chirps and explosions of the
original Space Invaders, and the comical Japanese voices you'd
expect from a game inspired by Konami's Paradious.
Attack of the Lunar Loonies' only
shortcoming is that it, like most of the other Space Invaders games,
gets repetitive quickly. The demented humor
and unpredictable new enemy patterns keep the monotony to
a minimum, but by the time you've finished the game you'll be glad
it's over. At the same time, you'll be just as happy that you
spent that hour playing it.
SPACE INVADERS: THE
ORIGINAL GAME
NINTENDO (TAITO)
SUPER
NES
Most people don't realize this, but
Space Invaders on the Super Nintendo is actually a conversion of a
much more recent game in the series. It's closely patterned
after the obscure arcade release Space Invaders DX, missing only the
dreadful "Parody Game" that replaced the invaders with other Taito
characters. Trust me, though, you're not going to miss
it.
Like the arcade game, Space
Invaders on the Super NES is a remake of the 1978 original.
There aren't any bosses, or power-ups, or hidden secrets... just the
straight out invader blastin' action that most players have known
from birth. There ARE graphic enhancements, however. You
can select from several game modes which reproduce the various
displays used in the arcade game. In addition to the standard
monochrome and color modes, there's an overlay, which covers the
screen with multicolored stripes that tint the invaders in shades of
red and blue, and a moon background which makes excellent use
of the Super Nintendo's hardware transparency. You can
actually see the background behind the character sprites, adding a
touch of high-tech class to the classic gameplay.
You can also play a special versus mode
which pits you against a friend in a split-screen battle to the
death. Although you can't fire at your opponent, you can do
just as much damage by targetting the colored aliens hiding in
your invader formation. This subjects the other player to a
variety of nasty setbacks... their own fleet of cosmic creeps could
drop a row, or you may transfer a row of your invaders to their side
of the screen. Be careful, though... you could also switch
formations entirely, which could come to your advantage or spell
your doom depending on the other player's current
situation.
Space Invaders: The Original Game is a
strong conversion of the 1978 arcade game, but it's kind of a
letdown when you consider just how much of the Super Nintendo's
capabilities were left untapped. Taito would have been a lot
smarter to bring Attack of the Lunar Loonies to the system
instead... its vividly colored
backgrounds, hilarious characters, and more advanced
gameplay would have been right at home on the Super NES.
Besides, with a Super Nintendo version of Space Invaders already
included as a hidden bonus on Nintendo's Game Boy game, this second
release just seems redundant.
SPACE INVADERS: VIRTUAL
COLLECTION
TAITO
VIRTUAL BOY
Even the quickly forgotten
Virtual Boy had its turn at bat with the Space Invaders
license. This conversion of the first two Space Invaders
arcade games was only released in Japan, and even there, you would
have been lucky to find a copy.
These days, Space Invaders: Virtual
Collection sells for hundreds of dollars on auction sites like eBay,
and nobody has been willing to share the game with the world by
publicly distributing the ROM. It's kind of a shame, because
it would be worth playing for its novelty value
alone. Space Invaders: Virtual Collection taps the power
of the Virtual Boy by offering an exclusive 3D version of the
game, where the invaders are set on a slanted playfield and grow in
size as they close in on you. I'm not aware of any other
enhancements beside this special effect, but hey, even a straight
conversion of Space Invaders has got to be better than nearly
everything else in the Virtual Boy's software library.
SPACE INVADERS
TAITO
SEGA
SATURN
Atta way to
half-ass the only version of Space Invaders on the Saturn there,
Taito. When you consider all the great stuff that the company
had released for this system (Bust-A-Move 2, Elevator Action 2
Returns, Bubble Symphony, etc.), you'd think they could have put a
bit more work into this game. Instead, they just
schlepped together yet another port of the endlessly rehashed
Space Invaders DX and called it a day. Great job there,
guys!
There IS one thing that seperates
the Saturn version of Space Invaders from all the others you've
seen. The versus mode's been given an overhaul, with improved
artwork and the chance to interact with your opponent. This
time, you can fire at the other player, blowing them to
smithereens and robbing them of a few precious seconds as their set
of invaders get closer and closer.
I wish there was more to the game than
this, I really do. Taito could have put all the empty space on
the disc (and there's a whoooole lot of it) to good use with a
conversion of Attack of the Lunar Loonies, or even Space Invaders
'91 on the Genesis. Instead, all we get is plain old
Space Invaders. The only thing harder for me to comprehend
than Taito releasing this bare-bones game for such an advanced
system is the thought of someone actually BUYING it.
SPACE INVADERS
ACTIVISION
(Z-AXIS)
PLAYSTATION
There's really not much I can say about the Playstation
version of Space Invaders that I haven't already said about its
Nintendo counterpart. You'll find that review directly below
this one. Well, actually, this isn't so much a review as it is
a placeholder, since I've never actually tried the Playstation game
and have absolutely nothing to say about it, so uh... just read the
other review already! Yeesh.
SPACE INVADERS
ACTIVISION
(Z-AXIS)
NINTENDO 64
By the time the Playstation and
Nintendo 64 were introduced, Taito didn't have much of a presence in
the United States. Instead of releasing their own games here,
they left that responsibility to American distributors like
Acclaim. On occasion, they'd even grant companies a license to
create their own versions of classic Taito
games.
Activision, another influential game
manufacturer with deep roots in the industry, was one such
company. They secured the rights to develop a modern
update of Space Invaders on the Playstation and Nintendo
64. Activision decided that their game would play much
like the original released in 1978, but that it would take advantage
of the exciting new capabilities offered by these next generation
game systems. The stiff, monochrome invaders would be
replaced with more dynamic polygonal creatures, menacingly
dangling their claws as they hung above your ship
like a flock of hungry vultures. The black
backgrounds would be enhanced with computer rendered
planetscapes and colorful fields of stars. Finally, the
monotonous gameplay would be improved with power-ups, earned both
from the UFOs and by striking chains of like-colored
invaders.
Past evolutions of Space Invaders have
done wonders for the series, making it more fun and addictive
without compromising the core gameplay. With this in mind,
you'd think that Activision's Space Invaders would be the best
version of the game yet. Sadly, things just don't
work out that way. This modern update lacks the charm and
structure of the Japanese games, designed by the creators of
the series.
Out of all the game's flaws, the worst is
that it's just not that much fun. Space Invaders for the
Nintendo 64 has an uneven difficulty level... the battles against
invaders are much too easy, while the boss encounters at the end of
each planet are ridiculously unfair. You'll find yourself
racking up points and lives without breaking a sweat, only to lose
them all when you square off against an enormous ship which sprays
the screen with bullets and slams your laser cannon with its
gigantic body. Tough bosses aren't that unusual in a shooter,
but it IS kind of strange that the first one in Space Invaders
is perhaps the hardest in the entire game. Half the time, it's
so close to the bottom of the screen that you've got no hope of
avoiding it!
Fortunately, you won't be dealing with
these bosses most of the time. UNfortunately, all that time
will be spent picking off invaders who don't put up much
of a fight. They'll even help you finish them off by giving
you overpowered weapons... simply nail four like-colored space
soldiers in a row, and you'll be given an attack that can wipe out
entire rows or columns of enemies. Even if you can't get these
weapons, you can wipe out invaders with ease by simply nudging one
of your barriers up toward them. Instead of chewing through
the shields like in previous games, the aliens simply explode
after colliding with them.
Even the UFOs will aid in the destruction
of their race by dropping helpful items like the double shot
(helping you clear the screen of foes twice as quickly) and the
shield (which protects you in the unlikely event that you're
actually hit by a bullet). Speaking of flying saucers, there's
a bonus stage halfway through each level that seems more like a
chore than a challenge. The UFOs here lazily float across the
sky in a straight path, making them easy targets for your
cannon. There's no touch of humor like in Super Space
Invaders' Cattle Mutilation rounds, or any bewildering flight
patterns like the ones in Attack of the Lunar Loonies. It's
just more boredom in a game that's already chock full of
it.
Even the advanced graphics and
sound are nothing exceptional. The game pushes a lot of
polygons, but you won't be too impressed when you see what's been
done with them. The invaders are spastically flailing,
abstractly shaped creatures that look nothing like the aliens
in Taito's games... or for that matter, anything else. Are
they spaceships? Are they organic lifeforms? Is
there anything that makes them dangerous aside from all those pointy
limbs? The soundtrack is less thought-provoking... in fact,
you won't be thinking much about the game's generic
techno music at all.
Like the other classic game revivals on
the Playstation and Nintendo 64, it's hard to consider Space
Invaders a legitimate extension of the series. It's not
as awful as Frogger or Pong, but that's part of the
problem... it's so completely unremarkable that it's not even good
at being bad.
SPACE INVADERS X
ACTIVISION
(CRAWFISH)
GAMEBOY COLOR
Take a good
look, boys and girls. This was one of the only good Game Boy
Color titles without the word "Pokemon" in the title.
Space Invaders was intended as a portable companion to the
remakes released on the N64 and Playstation, but this Game Boy Color
release is actually better than either of them!
What makes this Space Invaders
revival better than its 32-bit and 64-bit cousins? Let's
see... well, the graphics are crisp and clean, rather than dark and
muddy. The invaders are bursting with color, a sharp contrast
to the primitively drawn sprites in far too many Game Boy Color
titles. There's also a wonderfully campy soundtrack
inspired by science-fiction movies from the 1950's (there's no
better music for a game about an alien invasion). Finally, the
action demands as much from you as it does the humble Game
Boy Color. The alien forces never let up, dropping
missiles and bombs without triggering even a little slowdown or
flicker. This is quite an accomplishment when you stop
and consider the system's many limitations!
All right, so that didn't really answer
the question. How is Space Invaders on the Game Boy Color
better than the Playstation and Nintendo 64 versions? Frankly,
it's just more imaginative and fun to play. The weapons that
were plain and predictable in the console versions were replaced
with power-ups that are both strategically useful and pretty darn
cool. There's a Shuriken attack that cleaves the invaders in
two, turning the split halves into deadly projectiles. Then
there's the Trident, a beam which strikes an invader, then branches
off in two directions to dish out even more damage. These
weapons will give you an advantage against the swarms of space
monsters, but even with them, the game still remains
challenging. In fact, as you progress, new invaders will join
the fight, each with their own devastating attacks that tilt the
odds in the alien armada's favor. Once you're halfway through
the game, you'll be thankful you've got a generous supply of shields
and the ability to dart across the screen by double tapping left or
right on the joypad.
Sure, it may just be a Game Boy
Color game. Still, you're going to want this alongside all
your favorite Game Boy Advance titles, as it's one of the better
Space Invaders games... and one of the very best made for a handheld
system. The fact that it outperforms both the N64 and
Playstation version of Space Invaders says a lot about its
quality.
SPACE
INVADERS
SUNSOFT
WONDERSWAN
Space Invaders says goodbye to
the 20th century with this portable conversion of the original
arcade game, released exclusively in Japan. The 16-bit power
of the Wonderswan makes this a little more impressive than the
first two Space Invaders ports on the Game Boy. The
system's horizontally oriented screen allowed Sunsoft to cram
all fifty five invaders onscreen at once, and the sound effects have
a bit more oomph to them than in previous portable
translations. The marching of the invaders is a little strange
(who left the vacuum on in front of the television?), but sounds
like the firing of your cannon and the deaths of the aliens are
right on target.
So you get a pretty good translation of
Space Invaders out of this game... but you won't get much more than
that. There's a versus mode that makes use of the Wonderswan's
link cable, but to take advantage of this, you have to know someone
else who owns one. Frankly, just finding an American who knows
that a Wonderswan is a game system and not an off brand of laundry
detergent would be a challenge.