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SPACE INVADERS STRATEGY GUIDE V1.0 [2000-03-19]
Kirk Israel <[email protected]>

--INTRO--
It's the Arcade Hit of 1978 updated for the turn of the millennium.
This guide was written based on the N64 version; I assume other
versions are similar (hopefully with a better pre and post game story
than the slideshow the N64 provides.)

--PLUG--
Check out my website, http://www.alienbill.com , especially
if you're interested in "Classic" Video Games and new retrogames
for Windows.

--HISTORICAL NOTE--
Space Invaders was one of the first games to *really* make a splash in
American pop culture. Not until PacMan would a game grab the imaginations
of gamers and non-gamers alike. The marching aliens with their hypnotic
heartbeat soundtrack left an indelible imprint on the world.

--BASICS--
This game captures and extends the feel of the original. However,  the
bosses in the game pay homage to the great 2D action of the NES area, with
fan-spread shots and other trappings of the 8bit days. Over all, it's not
too difficult. In particular, if you use the save system, (which on the
N64 at least seems geared to discourage frequent saves by making it a
slow process,) you can get through the entire thing, even if you're not
such an experienced gamer. I still think the game has reasonable replay
value, since clearing the boards has an almost Tetris-like feel of
cleaning up the place.

One of the best innovations is the clever powerup system. Hitting 4 aliens
of the same type in a row gives you a weapon specific to that alien type.
Each powerup has a general directional pattern, and with clever planning you
can chain powerups on certain boards, using the destructive force of one to
hit 4 aliens in a row and recharge the powerup.  (One obvious technique is
not to use a powerup near the end of a level, instead waiting until you have
what the military calls "a target rich environment". For some reason, they
disable your powerup before each level boss, which I thought was a bit cheap.)

There are other powerups available from the motherships that float across
the sky (in the original game, huge bonuses were awarded based on exact
number of shots fired before hitting the saucers... I'm not sure if that
detail got carried over into this makeover.) These saucers provide 4
possible charges:
   SHIELDS: the most useful and thankfully, most frequent powerup lets you
            take a bullet without losing a life.
DOUBLE SHOT: Another highly useful and fairly frequent powerup, this lets
            you have two shots in the air at one time. This is highly
            valuable, especially on some of the boss levels.
  TIMESTOP: Freezes all the enemies for a short time. Not tremendously
            useful except when the aliens are about to land.
MAX ENERGY: Gives you a weapon powerup.  Generally not a big help, but
            you can pick what weapon you get by shooting a single invader
            of the appropriate type immediately before charging up.

Bonus lives are awarded every 50K points. (A good reason to keep UFO
hunting, even if you have the shields and double shot) Also, there's
usually a single extra life to be awarded in the saucer bonus stage.

Also on your side on many boards are bunkers that you can hide behind.
As they get more damaged they get darker and redder, allowing you to
guess how long they'll be around at a glance. Invaders generally die when
they hit these, which is very useful to prevent them from reaching the
ground and destroying you! Also, if you fire into the bottom of these
they are pushed upwards, though they take a bit of damage in the process.
Still sometimes you can safely get rid of a lone alien by pushing a bunker
up into its path.


--THE PLANETS--
PLANET: Pluto
 The world of ice is where your battle begins.
ENEMY: Red, Blue, Green, Yellow
 Pluto introduces the 4 basic alien types. Once you master the powerup
 weapons, you can clear boards 2,3, and 4 using only the special weapons!
POWERUP: Various
 Vertical Blast (Red)
 Horizontal Left (Blue)
 Horizontal Right (Green)
 Diagonal Blast (Yellow)
 These weapons are the ones that you'll see on every planet.  The
 Horizontal blasts are the most useful, since it's pretty easy to do what
 the Vertical Blast does with the regular gun, and the Diagonal Blast can
 be hard to aim.
BOSS: Crush Boss
 This guy is surprisingly tough for a first boss. He looks like a giant
 brine shrimp crossed with a massive stapler, but with jet engines.  He
 has three attacks.  For the first phase, you need to avoid being under
 him when he drops- he flips before dropping, so get your shots in while
 you can.  After he zooms towards the screen, he'll move on to his second
 attack phase, where he follows his ground smash with a sweeping movement-
 and you're his dustpan if you don't scoot all the way to the side in
 time- get in your shots as he retreats back to the top of the screen.
 Finally, he'll zoom to the screen again and begin his Fox series
"When Staplers Attack". It's pretty easy to move under him as he jumps
 over you, getting one or two shots in each time, the trick being to move
 the opposite direction of his jump once your under him.


PLANET: Neptune
 This rock is named for the God of the oceans, and is actually kind of
 pretty.
ENEMY: Switcher
 This guy is slightly annoying. He takes two shots to kill, and drops
 big bombs. Unlike some of the other enemy shots, these bombs can be
 destroyed but they take two hits.
POWERUP: Swarm Missiles
 A decent attack weapon. The cool thing is they target whatever enemy
 type is most numerous on the screen. If it's a mix then your not going
 to get many missiles, but it's a great way to clear out a single color.
BOSS: Shell Boss
 Compared to the Pluto Boss, this guy isn't too bad. At first his
 midsection is shielded, so you need to pluck his wings. Once his wings
 are gone so is his belly shield, and he fires more pellets at you.
 These pellets are invulnerable to your fire, so you have no choice but
 to dodge (also, they act as a defense for the bug, protecting it from
 your Tank's shots.)  As his health nears zero, he'll pause for a moment,
 and then come down STRAIGHT at you- make sure you're not under him.
 A few more shots, a few more kamikaze attacks by him, and you should
 be out of here.

PLANET: Uranus
 Heh heh heh heh heh- "Uranus"
ENEMY: Blocker
 This guy has to be one of the lamest enemies in the game. You shoot him,
 and with his dying breath he sends out to flaming shields for his alien
 brethren to the right and left.  Big deal!
POWERUP: Laser Blaster
*Now* we're talking. This fat lightsaber wannabe is probably the best
 weapon in the game. Nothing like watching that rain of charred alien
 bits  come raining down on your tank... it only lasts a short while,
 so be use it wisely.
BOSS: Rotator Boss
 This guy is a little difficult, but overall it's not too bad.  For the
 first phase, just dodge and return fire.  Eventually he'll rotate 180
 and start firing in an even spread.  Put yourself where you see the
 bullets won't hit in their fan pattern. Every once in a while he'll
 fire a large charged shot at you (with a kind of curious non-sci-fi
 sound effect). He's aiming right where you are, so get moving- it's not
 too hard to dodge as long as you're not standing still.


PLANET: Saturn
 I don't see any rings here, just some kind of "Space Navy" looking base.
ENEMY: Angler
 These guys are dangerous. Their bullets go diagonally- plus they
 ricochet off of the sides of the screen, so you can't let your guard
 down.  Visually they're easy to confuse with the normal yellows, so look
 twice when going for a powerup. A serious danger when moving fast at the
 end of a level, so kill them early and often.
POWERUP: Boomerang
 Kind of a mediocre weapon, it swings around in a big circle.
BOSS:  Circle Boss
 This Circle Jerk is an interesting boss.  Here's the secret: when the
 two side weapons are gone, the center section attacks with a typical
 fan pattern, and it's tough to dodge. On the other hand, when the side
 weapons are still around his 'center' attack is recharging his own
 health- faster than you can blast it away with a single gun.  So there
 are two different strategies to follow, one for when you have the double
 shot, one for when you don't. In both cases, the main threat to your
 well being is the seeker missiles the left weapon launches. Your best
 bet is defensive fire, shoot the missiles as they are being launched, and
 then work on destroying the launcher. Once that's done, if you have the
 double shot, blast away the center section until it explodes and all
 you're left with is the laser gun, which is pretty easy to avoid and
 destroy. If you only have the normal gun, you'll probably need to bite
 the bullet and destroy the laser gun first, but only after you've done
 some damage to the center section. Then the Circle Boss will stop
 recharging and focus on killing you.  Act defensively and you can make
 it through with the normal gun, but it's much easier if you manage to
 keep the double shot.

PLANET: Jupiter
 A rocky non-red Jupiter? You must be on one of the moons...
ENEMY: Freezer
 At first this guy seems like a badass as he swoops down with his
 little freezy ray, but the fact that he takes a long break between
 shots provides your chance to nail him. Still, you may want to kill
 him whenever he's the bottommost enemy in a column, since that's the
 only time he'll come on down.
POWERUP: Acid Cloud
 With one of the oddest sound effects in the game (kind of like a windup
 toy), this makes a pretty effective weapon.
BOSS: Turret Boss
 Turret Boss?  Anyway, this time it's the bad guy who has the defensive
 bunkers- and you'll be spending most of this level providing the Patriot
 Missiles to this Boss' SCUDS.  You'll need to blast away at least two of
 the bunkers to make any headway. Once you finally manage to hit the
 enemy instead of the bunkers and its missiles, it dies pretty quickly.

PLANET: Mars
 This planet is named after the "Bringer of War", appropriately enough.
ENEMY: Burster
 This ain't pretty- the four bullets they release on death can be a pain.
 Luckily, they CAN be shot down, so if you're trapped, try to shoot
 yourself some breathing room. Their red spikey 'normal' bullets are
 annoying because they're so slow, but they can be shot down too.
POWERUP: Sine Wave Missiles
 Pretty good for nailing most of an alien column or three.
BOSS: Pulse Boss
 This threesome is a bit of a lightweight. When all three platforms are
 on the screen, each follows a simple up and down pattern with no
 rotation. It's easiest to pick one side and stay there, since if you're
 directly under a platform on the side you only have to worry about the
 laser blasts from the center platform. When you destroy one platform,
 the remaining two start swinging like highly controlled churchbells.
 Finally, the last platform starts firing wildly, and is the toughest
 part of this Boss (which isn't saying much- if you have the double shot
 this should be a quick victory.)

PLANET: Venus
 Try not to suffer from Venus Envy as you skip over the Earth and fight
 on this closer-to-the-sun planet.
ENEMY:  Kamikaze
 These guys are dangerous- shoot them and the 'corpse' rushed down at
 you- however, you can shoot the body and save your skin- double shot
 can be a big help, so fire at these guys twice to protect yourself.
 Also, shooting the alien and the falling body counts as two on your
 powerup meter, plus using the kamikaze powerup always hits both the
 alien and the body- that means once you get one kamikaze powerup, it's
 very simple to get another wherever you have two kamikazes in the same
 column.
POWERUP: Kamikaze Tank
 This weapon is second in coolness only to that fat laser beam. At first
 it seems like just another Vertical Blast, but it's much faster and
 therefore easier to wipe out an entire column. You can kind of steer on
 the way down, taking out an extra row, but be careful: it is possible to
 steer yourself into an alien bolt.
BOSS: Slither Boss
 I love it! In an obvious homage to Centipede, this giant bug soars
 around the screen. He's not too bad. And he's color coded; just like
 your defensive bunkers, the segments turn darker and more red the more
 they are hit.  However, when a section is "maxed out" with damage,
 bullets then pass through it. All in all an easy victory before the
 final homestand.

PLANET: Earth
 You're fighting for the home team. (does anyone know what the female
 voice is saying, or even what language?)
ENEMY: Splitter
 This enemies spit out smaller enemies when hit, filling every vacant
 adjacent spot. One obvious strategy is trying to kill them when their
 crowded with aliens to all sides, which means less of the 'children'
 will have space to be produced.
POWERUP: Pyramid Blast
 Pretty dull area effect weapon. Like with the Kamikazes, the Splitters
 death provide more target opportunities, so sometimes you can chain
 powerups.
BOSS: Golem
 Wow, neat. This is the guy from the side cabinet art of the original
 arcade machines. Unlike the other bosses, this guy tends to march across
 the screen, just like the non-boss invaders. NOTE: He won't step on you
 as he marches across, it's safe to be under him; in fact it's one of the
 best times to launch a missile right into his eyes, which seem to be the
 only vulnerable part.  There's no particular strategy for this final boss,
 just learn the patterns of his shots and get out of the way.  You'll
 probably lose a few lives, so hopefully you've built up a stockpile.
(Technical Note: the big missiles he throws at you are some of the best
 trackers of the game. If he throws one right after you've died and
 before your new ship appears, the missile veers off to the right, as if
 your soul was heading towards heaven right off screen. Go figure.)

--FINALLY--
Once you're through the game, "Classic" mode will be unlocked. It's
hidden on the front menu, on the same submenu as 1 player/2 player. It's
the original game in all its Arcade glory, well, sort of.  I believe the
bunkers showed damage in the original, for starters. Still, it gives
you a taste of the game that "started it all" (and caused a coin shortage
in Japan!)


Copyright 2000 By Kirk Israel <[email protected]>.
Not to be posted, published, or modified without explicit permission.