an illustrated history of the Space
Invaders series
written by Jess Ragan (unless otherwise
noted)
inspired by The Incredibly Complete Pac-Man Game List by
Josh Lesnick
SPACE
INVADERS
MIDWAY (TAITO)
ARCADE
It's the game that started it all, folks! Well,
if you don't count Tank, or Pong, or Space Wars, or that funky
tennis game Doc Higganbothom made with his oscilloscope... all
right, all right, so it's not the game that started it all.
But you can't argue that Space Invaders took the video
game industry to a whole new level with its advanced
technology.
"Is he calling Space
Invaders advanced?" Why, yes I am! Sure, it may
seem simplistic by today's high standards, but back in the late
70's, this game was state-of-the-art all the way. Most arcade
games of the time used solid state technology... the designers
would assemble a complex series of logic gates that when put
together would play simple games. However, Taito used a
microprocessor for Space Invaders, considerably broadening its
horizons. The game wasn't chained to the limitations of the
Pong clones that were popular in the 70's... Space Invaders could
handle dozens of onscreen characters, rather than just two or
three. Instead of simple lines and dots, everything in
the game was drawn with sharp detail... the creatures looming
above you were recognizable as aliens, and the flying object in the
sky was anything BUT unidentifiable. Finally, instead of just
sound, Space Invaders had sound effects. These ranged
from the explosion of your tank to the threatening thump of the
invaders' feet as they inched ever closer toward Earth. This
sound quickly became a trademark of the series, and to this
day, devoted fans will complain bitterly if the
latest Space Invaders game doesn't have it.
You're already familiar with
the gameplay. You're defending Earth from armies
of unrelenting aliens. These creatures march from one
side of the screen to the other, then drop downward and repeat the
process. It's your job to pick off the aliens with your
powerful laser cannon before they reach the surface of the planet...
and conquer it. Both strategy and skill are required to
prevent this from happening. You'll find that killing columns
of enemies slows down their advance, while vaporizing the
bottom-most row gives you room to dodge the aliens' constant rain of
bombs. You might want to blast a hole through the center of
the invader formation as well, so you can fire at the flying saucers
that occasionally drift by. Just remember that as aliens are
destroyed, their comrades become more and more determined to
accomplish their goal. When only one invader is left, it will
make a mad dash for the surface of the planet. You'll have to
be just as quick to frag the fiend, before you meet it face to
hideous face.
That's the long and short of
Space Invaders. Sure, the game's been eclipsed by hundreds of
other shooters in the twenty five years since it was
introduced. However, it's doubtful that any of those
games would exist if it hadn't been for the important advances
Space Invaders had brought to the video game industry.
SPACE
INVADERS
ATARI
ATARI 2600
It
may not be much like the arcade game, but it's safe to say that
Space Invaders on the 2600 is just as fondly remembered by gamers
who grew up in the early 80's. Who could forget the silly
invader designs, including everything from an intergalactic
gorilla to a cyclops with two left feet? Or the countless game
options, which let you crank up the challenge to your liking or even
compete with a friend? Or the raw, powerful sound effects that
only the Atari 2600 could deliver? Nobody, that's
who.
Chances are if you had an
Atari 2600 in the 80's, this game spent as much time in its
cartridge slot as any of the others in your collection. It may
not be as flashy as Solaris, or as unique as Yar's Revenge, but it's
just plain fun to play. The huge selection
of options in Space Invaders extends its replayability well
beyond that of the average 2600 game... you can choose to play with
shifting barriers (try hiding under them now!), faster enemy bombs,
or invisible invaders if you'd like. If all that's not enough
to keep you happy, why not try the game with another player?
You can compete simultaneously, switch control of the same laser
cannon after every shot, or even play cooperatively, with one player
manning the joystick and the other firing at the enemy. Now
that's entertainment!
The fact that the 2600 version
of Space Invaders is only loosely based on the arcade game is
surprisingly inconsequential. Yes, the graphics aren't at
all accurate, and yes, there aren't as many invaders onscreen as
there were in the arcade game, but that doesn't keep Space Invaders
on the 2600 from being one of the best games on the system.
Here's the best part... the game was produced in such large
quantities that it's still easy to find. If you've
thought about collecting Atari 2600 games, Space Invaders
is as good a place as any to start.
SPACE INVADERS DELUXE
(aka PART II)
MIDWAY (TAITO)
ARCADE
Ladies and gentlemen, we're pleased to present the
first true sequel to Space Invaders. Forget about
Midway's hastily made Space Invaders II... this is the real
thing, brought to you by the creators of the
series.
Space Invaders Deluxe isn't a
quantum leap forward for the series the way that Return of the
Invaders and Space Invaders '91 were, but it does add a few twists
to the familiar formula. There are new UFOs, new enemy
formations, and even a dangerous new invader which splits in
half when you've hit it with a bullet. Taito also added color,
and marked the barriers with the current round number so you'll know
exactly how far you've gotten into the game. Nice touch,
guys!
Past that, Space Invaders
Deluxe is the same game as the first. The invaders march down
the screen, you shoot them... rinse, lather, repeat. The
intermissions between rounds add some humor to the game, but they
weren't entirely necessary. After all, Space Invaders doesn't
exactly have what you'd call a lighthearted storyline. The
only thing more frightening than the prospect of aliens coming to
take over the world is being slaughtered by merciless,
genocidal robots... or being endlessly pursued by a sinister
space demon constructed piece by piece by its mindless
followers. Or being pulled into a gaping hole by ravenous
monsters! All right, so there are a lot of disturbing plots in
video games, but an alien invasion ranks up there as one of the
creepiest.
SPACE INVADERS (aka
ASTRO
BATTLE)
BALLY/ASTROVISION
ASTROCADE
This one's more commonly known as Astro Battle, mostly
because the original manufacturers of the Astrocade, Bally, didn't
have the heart to compete against Atari in the home video game
console wars. When Bally sold the rights to the Astrocade to
Astrovision Inc., the rights to their arcade licenses weren't
included in the deal. The same thing happened to Namco's
Galaxian, which was renamed Galactic Battle. Why Atari didn't
sue Astrovision for distributing these games, even with the new
titles, is anyone's guess... perhaps they came to an agreement
with Bally before they'd sold the Astrocade, or maybe they just
didn't feel that the Astrocade was a strong enough competitor to be
worth their time.
At any rate, Space Invaders
(or Astro Battle, if you prefer) is pretty much what you'd expect it
to be... a straightforward translation of Space Invaders on the
Astrocade. It's not loaded with options the way the Atari 2600
game was, but on the other side of the coin, the invaders are
multicolored and there are more of them packed into each row.
One big strike against Bally's version of Space Invaders is that the
sound effects are obnoxious beyond belief. Whenever your ship
fires, it lets loose a quivering squeal that sounds as if
the Astrocade is trying to yodel... someone should just feed the
damn thing a Ricola and tell it to shut the hell up. The UFO's
appearance is announced with the ringing of a cordless phone, and
the invaders' deaths don't sound remotely like any explosion I've
ever heard.
In fact, the entire game
strikes me as being unprofessionally designed. The UFOs,
referred to in the manual by the politically correct term "parent
ships", come out whenever they feel like making an appearance,
regardless of the number of invaders remaining onscreen.
You'll see a rapid procession of UFOs in one round, only
to spot almost none in the next. The shields protecting
your ship are gigantic, the bright colors seem out of place, and the
sound will drive you out of your bloody mind after a couple of
rounds. For the time, this was a respectable translation of
Space Invaders, but I'd rather play the game on the 2600, even with
all its artistic liberties.
SPACE INVADERS
II
MIDWAY
ARCADE
Bally/Midway never learned that designing its own sequels
to the games they'd licensed from Japanese companies was a lousy
idea. First of all, it's rude. Merely owning the license
to a game does not give you the right to spit out unauthorized
spinoffs for a quick buck. This was the kind of behavior that
eventually soured Midway's relationship with not only Taito, but its
rival Namco. Secondly, it makes the mistaken assumption
that you truly understand what makes the game work and that you can
repeat that success with an entirely different team of
programmers. This almost always results in an inferior
product; a cheap imitation that reflects negatively on the
franchise.
Such is the case with Space
Invaders II. Don't confuse this with Taito's own Space
Invaders Part II... that was the true sequel to the original
game. Space Invaders II borrows elements from the largely
forgotten Laser War, an arcade release intended for two
players. Each player mans a ship on either side of the screen,
and both ships are seperated by an stream of aliens. The ships
blast a path through the aliens and eventually fire at one another,
hoping to claim victory against their respective
opponents.
The main difference between
Space Invaders II and Laser War is that in Midway's game, the aliens
fight back. They march back and forth, raining bullets down on
you (or up at you, if you're on the opposite edge of the
screen) just as they would in any other Space Invaders game.
There are UFOs as well, but they serve the additional purpose
of dropping new recruits into each player's space
armada. Your main goal is to eliminate the invaders, but an
important secondary objective is to tag the other player with a
bullet. Destroying your opponent's ship earns you an
extra life, but take it easy on them... once the other player is
gone for good, the only way you'll get additional lives is by
earning points.
Midway's approach to Space
Invaders does an excellent job of getting a second player
into the action, but it lacks the polish of the Taito
original. The new invader designs are unmemorable and kind of
silly, and the action is compressed to fit two games of Space
Invaders onscreen at once. Finally, you'll have to play the
game with two players to get the complete Space Invaders II
experience... in a single player game, there's only one army of
invaders, and the computer controls the other ship. It's still
tough to hit, but it's a lot less satisfying to gloat about it
afterwards.
SPACE
INVADERS
ATARI
ATARI 5200
The
artistic liberties continue in Atari's loosest conversion yet of
Space Invaders. If you're looking for an accurate translation
of Taito's timeless classic, this ain't it. Absolutely nothing
in Atari's 5200 version of Space Invaders resembles the arcade
game... your laser cannon moves too quickly, the scoring
is much lower, the aliens don't look even remotely like
they once did, and even the sound effects aren't right.
Yet, for all its inaccuracies,
Space Invaders on the 5200 is a fun game, and an entertaining sequel
to the equally loose 2600 port of Space Invaders. Its main
advantage over both that game and the arcade version are new
invaders, which are introduced every two rounds. Although
these creatures look like they'd be more at home in Imagic's Demon
Attack, they're nevertheless cleverly drawn and animated. If
you're lucky enough to reach the later rounds, you'll battle an
armada of shape-shifting aliens whose constant transformations
are almost hypnotic... kind of like a lava lamp, or Homer
Simpson's enormous, amorphous belly. Even if you're outraged
by all of Atari's changes, it's still worth playing the 5200 version
of Space Invaders just to see all the weird aliens the designers had
cooked up.
RETURN OF THE
INVADERS
TAITO
ARCADE
I guess I shouldn't be too
surprised that Return of the Invaders was almost completely
forgotten by gamers. It was released at the worst possible
time, just after the infamous video game crash of 1984. The
last thing people were interested in at the time was Space
Invaders... if they were playing anything at all, it was a promising
new side-scrolling adventure called Super Mario Bros. That's a
shame, because Taito's advanced sequel to Space Invaders was pretty
super in its own right.
Return of the Invaders was an
important step forward in the evolution of the Space Invaders
series. The primitive green and black graphics from the
previous games were put out to pasture, replaced with a wide variety
of nicely detailed and shaded aliens marching inside a rocky
cavern. If it weren't for the less elegant enemy formations,
Return of the Invaders would look just as beautiful as its closest
competitor, Namco's Gaplus.
This enhanced sequel to Space
Invaders sounds even better than it looks thanks to Zuntata.
The mesmerizing soundtrack they'd written for Return of the Invaders
is a sharp contrast to the threatening thumps the invaders made
with every step in the first Space Invaders. Purists may not
appreciate the more relaxed atmosphere this new soundtrack gives the
game, but I happen to like the spacey new age tunes. They're
beautifully written and really draw you into the game.
Return of the Invaders isn't
just Space Invaders with a pretty new face and voice... it's a true
evolution of the series, with several features that have helped
shape the design of future SI sequels. The UFOs flying
overhead aren't just there for bonus points anymore. Winging
one with a bullet awards you with a rapid fire gun that makes short
work of the invaders. Just make sure that you hit the side of
the mothership, because a direct hit in the center blows up both the
UFO and its weapon. Return of the Invaders also introduces new
enemy formations, hidden bonus rounds, and invaders that retaliate
when hit. Sometimes they'll transform into something
completely bizarre, like a pair of lips with wings, and dive toward
you. Other times, they'll block your shots and respond with a
lightning quick laser bullet that's very difficult to avoid. A
few of them will even spiral away, as though they were tin cans
blasted by a pellet gun in a carnival game. This gives Return
of the Invaders a challenging new twist without turning it into a
completely different game.
The only truly bad thing about
Return of the Invaders was Taito's bad timing. People never
gave the game a chance when it was released, and nearly twenty years
later, it will be tough for them to fully appreciate both its
once exceptional audiovisuals and the advances it brought to
the Space Invaders series. I can still recommend it, though,
because despite its age, Return of the Invaders remains a solid
game, and one of Taito's better Space Invaders releases.
SPACE
INVADERS
TAITO
MSX
Since many of you may not be familiar with the MSX, a
little history lesson is in order. Before the XBox, Microsoft
dipped its toe into the video game market with this budget computer,
which accepted cartridges as well as floppy discs. Unlike the
XBox, this console was extremely popular in Japan, with
hundreds of titles by popular game designers like Konami, Namco, and
Hudson Soft. However, while the XBox achieved minor success in
America, the MSX was all but ignored thanks to the Commodore 64,
that other computer that thought it was a video game system (or was
it the other way around?). The only people in the United
States who paid any attention to it were aspiring
musicians, who got a lot of mileage out of its compatibility with
MIDI devices like keyboards.
Now that you know just what an
MSX is, let's dive right into the review. Put simply, the MSX
version of Space Invaders is good, but not great. Sure, it's a
satisfactory translation of the arcade game, but some things in this
version of Space Invaders just seem out of place. For
instance, there's color now, but it doesn't really fit the mood...
after getting an eyeful of the pastel purples and blues in the game,
you'll swear the aliens hitched a ride to Earth in the Easter
Bunny's basket (that long-eared traitor!). Also, the sound
effects are high-pitched and barely audible... you'll hear a
metallic ring whenever you fire your cannon, and the invaders chirp
like finches when they're hit by your gunfire. It's much
harder to take a game like Space Invaders seriously when it
seems like the aliens have been replaced with a flock of angry
parakeets.
SPACE
INVADERS
TAITO
SG-1000
It's another Space Invaders conversion for another obscure
Japanese console. This one's a little better than the MSX
version... but just a little. The font's not accurate
and the game is entirely too colorful, but on the other hand,
the sound is more faithful to the arcade version, with slightly more
bass in the cannon fire and explosions. Also, the characters
are a bit larger than they were on the MSX. Other than that,
it's just another conversion of Space Invaders.
Looks like I'll have to
pad this review a bit, huh? Well, let's try this.
Did you know that in a promotional pamphlet, Sega claimed that its
SG-1000 was the first programmable video game system? Yep,
really. I guess they conveniently forgot about all the
other consoles that came out years before the SG-1000, like the
Intellivision, the Atari 2600, the Astrocade, the... well, you get
the idea.
SPACE
INVADERS
TAITO
FAMICOM
It
shouldn't be too tough to figure out why this game wasn't released
in the United States. People just weren't ready to relive
their memories of Space Invaders... in their view, it was boring and
antiquated. This lackluster translation would only have
reinforced this opinion.
It's not just the designers
who should be blamed for this weak conversion of Space
Invaders. Actually, it was mostly their faults, but there's
also the issue of the hardware. The Nintendo Entertainment
System is capable of a lot of things, but it just doesn't have the
teeth for a truly faithful version of Space Invaders. The
bright colors and chirpy sound effects don't do the game
justice. The same thing could be said about the other 8-bit
conversions of Space Invaders, except Atari's... the menace of the
marching aliens completely vanishes when the thump of each step is
replaced with a high-pitched blip.
Nevertheless, the designers
could have put a little more effort into this conversion.
There are no alternate modes or color schemes, the invaders are tiny
and inaccurately drawn, and even the font's not right. Taito
did include the attract mode from the arcade game, but when you
consider that this is an NES game, they could have given players a
whole lot more.
Taito took a break from the Space
Invaders series in the late 1980's, turning its attention
toward new games like Rastan and Bubble Bobble. These
games, featuring beautifully detailed graphics
and more complex gameplay, were much more appealing to the
Nintendo generation (although ironically, one of Taito's
biggest hits from the 1980's was Arkanoid, a futuristic version of
Atari's Breakout). It would be four long years before the
invaders would return to Earth...