"Space Invaders" - NES/Famicom

----- Introduction -----


Well, this is kind of where it all started. Space Invaders.

It's telling that even though we hadn't reached the game yet, it still came up in several reviews as I was going along. Space Invaders was one of the games that helped put arcade games on the cultural map. It's the game that basically started the modern video-game era, and in my opinion, where any list of good modern games probably needs to start. To this day, it's an easy one to point to if you want an example of something that has nearly universal appeal. The video-games that come out today maybe can be a hard sell to those with little time or little patience, but nobody has too little time to play a 1 minute round of Space Invaders like their dad did in the arcades in 1978 (By the way, Galaxian was only one year later. Impressive, in retrospect).

As for the Famicom version, it seems Taito, the company responsible for the original game, actually was responsible for this port as well. That's usually good news [thumbs-up emoji]! Other than that, neither the English nor the Japanese Wikipedia have that much to say about this port. On the plus side, the Japanese Wikipedia does go weirdly into depth talking about strategies that were popular in the arcades, which is kind of fascinating.

I'm absorbing the knowledge of the Elder Gods.

Space Invaders was originally designed by Tomohiro Nishikado, who had already made some historically important games to that point. His Gun Fight was a very early example of a multi-directional shooter (1975!?). His even earlier game, Speed Race, was supposedly the first vertically scrolling game, according to some guy on Youtube.

So, big name. How big's this game (... port)?

I'm not sure why they put 1985 in Roman numerals but I guess that's pretty cute. But takes up double the memory.

----- Playthrough -----


To be frank, if you need Space Invaders explained to you I'm honestly shocked you're reading this blog, but also, it's an honor to have you. If my blog had the appeal to attract someone who doesn't know what Space Invaders is, I must be an excellent writer. Of course, you're not that person.

But I'll explain anyway.

When you press start to enter into the only mode you have available, you'll be greeted with a screen featuring 55 aliens (in an 11x5 block), four shields, and your little blue ship on the bottom that looks like a house.

The shields also look like barns. My headcanon is now you play as a farmer on a tractor with a .22 rifle.

In the Famicom port of Space Invaders, pressing the A button shoots. Pressing the B button shoots. Your options are fairly limited to what you could do in the arcade. Move and shoot.

Your goal is to shoot all the aliens, with a catch: the more aliens you destroy, the more quickly they'll descend, and if they reach the bottom of the screen, that's an instant game over for you, buddy.

My natural tendency (and perhaps a lot of people's natural tendencies) is to try to destroy the aliens row by row. I tried this a couple times and literally couldn't get through the first round because the bottom invaders would get so close their shots couldn't be dodged. Disgraced and shamed, I wondered what I was doing wrong and how I could mix things up to make it easier on myself.

You couldn't beat one round... your Retro Game Academy degree will be revoked at this rate...

So, thinking about the so called "Nagoya Shooting" strategy I saw on the Japanese Wiki, which works on the principal that you let the aliens get to the last row because their shots clip through you at that level... I realized I wasn't talented enough to do that. However! I did realize something. If instead of clearing the aliens by row, I cleared them by column, their time to descent would be lengthened significantly.

So I changed strategies to that.

It's working! It's working!


That simple change helped me eventually reach round 4 before dying, which tells you a little something about re-evaluating what you're doing instead of getting frustrated, even in a game this simple. Sometimes you just need to have a strategy meeting with your brain so you can find out you're stupid, and be less stupid.

You still die in the end though.

Supposedly, if you make it to round 8 in this version of Space Invaders, then the levels switch over to a version of Space Invaders: Part II. So if you're feeling motivated to play this port, you can make it there and check that out. I believe in you.

----- Review -----


Innovation:
Does the game show anything not yet seen on this system/ever before?

Well, no. Space Invaders was revolutionary in 1978. In 1985, it's just a port of a classic. It doesn't do anything we haven't seen on Famicom except for the mechanic of having shields at the bottom of the screen. It certainly doesn't win out over Galaxian or Galaga, but it's a fun port of a fun old game.

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Spitting Rage:
Does the game make you want to tear your own organs out of your body?

The game can be pretty tough, and when the aliens get near the bottom of the screen, they'll often kill you so fast you had no chance to dodge. It's hard to be mad though, because that's really just part of the game. You shouldn't let them get so low next time. Idiot.

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Intuitive Design: 
How easy is it to intuitively understand the game?

Move and shoot until the aliens die or you do. You couldn't possibly not understand how to play this.

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Satisfying Gameplay: 
How rewarding does playing the game feel?

Shooters always feel rewarding. I think Space Invaders does a pretty good job of this in general and that probably contributed to its success. Hitting the UFO in the back when it passes by feels particularly rewarding.

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Game Depth: 
How deep/long is the game?

Very shallow. There's only one enemy arrangement, until you get past round 8 where it sounds like maybe another one comes around, but I couldn't confirm that for myself.

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Sound Design: 
How's the sound?

Very bare, but reasonably close to the arcade version, which seems ideal if you're looking for a home port of a classic game.

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Graphics:
How's it look?

I don't like how they've had to squish the invaders to make them fit within the NES 8x8 sprite limitations. The wide invader sprites are iconic, and here they look a bit... smushed. And ugly. Other than that, the game looks close to the arcade title. It's pretty unimpressive on the Famicom in 1985, though.

Pancake Invaders, 1985.

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Personal Chord: 
Does the game have that undefinable "something" for me?

I mean, I like Space Invaders for being that game that started modern gaming. It's iconic, and it's actually still pretty fun to play. This Famicom port lacks some of that nostalgia because of the smushed up sprites, and I think while I might want to rep Space Invaders' arcade version, I don't think I really want to rep this Famicom port.

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Should You Play: 
Is there a reason to even bother with this one?

You should play Space Invaders. Just get your hands on either a better port, or just play the actual arcade version, instead of playing this. I'm sure it's been in 1000 collections and remakes and other games as easter-eggs throughout the years.

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