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I’m 50 and to this day, I still vividly remember when I first saw space invaders. My dad was a pin ball wizard and would often play that at the local diner when one day they got an SI cabinet. He wasn’t impressed but 6-7 y.o. me was hooked.
For sure. In the old days, there were a few game sounds that filled the air in the arcades: Space Invaders, Pac-Man, Galaxian, Berzerk and a handful of others. Hard to find such an arcade nowadays. :(
It is rumored that the alien speed increase as you clear them away was a "happy accident". That is, it wasn't designed that way on purpose but simply as a side effect of the (very slow 2mhz 8080) processor trying to manually draw all those aliens. When there are a lot of them it takes about a second to draw them all, but as you destroy them it takes less and less time (because it's drawing fewer of them on each pass) and therefore they are updated faster. While testing, the designer (Tomohiro Nishikado) realized that this would be an excellent game element, increasing tension as the aliens and sound becomes faster and faster.
@@ianswift3521Nah, he's unfortunately right... Most people aren't even aware that this game is a pretty long lasting franchise with some really good(Extreme, Extreme 2, Infinity Gene and Playstation) and some really bad (Space Raiders) sequels/reboots.
I still have SPACE INVADERS for my PlayStation 2 in a compilation called TAITO LEGENDS 😺👍🕹️🕹️. I also played the original Arcade cabinet version of this game at a former arcade game hall in Pitäjänmäki, Helsinki (Finland 🇫🇮) in the spring of 2016. Which reminds me: i bought this week a compilation called TAITO COIN-OP HITS for my Commodore 64 as the tape versions 😺👍. I even made a gameplay video of BUBBLE BOBBLE 😺👍🕹️.
The "Original Gangster" arcade computer video game. The one that got the world hooked on arcade games. I still enjoy it and have it loaded onto my Super Retro-Cade.
Sterling job there, guys. Great and comprehensive video. Back in the day, for the 48k Spectrum I had a clone called Invaders, and it was really good. Dunno the publisher (had it pirated and I was but 6 or 7 at the time) but I’m sure you can find it in rom repositories
There's a really good clone called "Space Raiders" made by Psion and published Sinclair Research themselves (I think). ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uMOF9vJn9hM.html
Galaga is the best "inspired by Space Invaders" shooter from the era. (Jumpman & Lode Runner are the best video games) The best version of Space Invaders is not included in your comparison. It was TI-Invaders for the TI-99/4A. with a shrinking saucer level boss that only appears in this version, and the ever changing top row of Invader sprites creating the unique goal of seeing them all, it is at once familiar and different. And one helluvalot of fun to play. Certainly more than any other version in 1981. And like most early TI-released cartridge games, the SHIFT-838 cheat mode is in effect (here it allows you to start on any level, and/or turn off the speed-up as you get closer to clearing a stage - VERY helpful is you want to see all the critters.)
Ok.... that 1994 Gameboy version just became a must buy for me. That is super cool. I wish more games had that kind of advance functionality with the Super Gameboy. It's like they squeezed 3 games onto one GB cart in 94.
pretty great, the worst i found was the nes and gameboy versions, theyre badly designed, but not too bad overall, and then i found unique ones like the virtual boy and some ps2 variants with 3d effects
@@Nestalgba92023 its not as bad as the nes/gameboy variants tho, the nes/gameboy ones had unidentical/shrinked sprites and overall ugly presentation which pretty much ruins the sense of authenticity and appeal.
Ive always liked the the aliens from the atari 2600 version. The one that has a big eye and the saucer shaped one with two noodle legs and two small eyes.
Every time I played space invaders, it seemed to be a different version. I just bought the joy stick 1 & 2 player version and that's different again. It used to be easy to finish a screen or layer of invaders by the joy stick version is very difficult.
There's an Easter egg in Space Invaders or Space Invaders II. I can't remember which one. Anyway, if the last alien you kill is one that was from the lowest row then you will see a "rainbow" go across the screen. It's tricky to do, but doable. On the Atari 2600 version, if you have the 'reset' switch held down as you turn on the system and then release it, game one will start but you will be able to fire twice as fast as normal! Super easy to rack up high scores with this cheat.
@@federicocatelli8785 There was ONE home computer conversion. The Atari 8-bit computer line got one where the titular invaders enter the field from a rocket on the side of the screen. Thus, we know that Atari had the home computer license for Space Invaders in America at the time. And they weren't interested in releasing games for OTHER PEOPLE'S hardware... except when they were. Their third-party publishing arm, Atarisoft, was formed in 1983, which is late enough that Space Invaders wasn't really a hot property. And Atarisoft was shut down fast enough that they didn't get very far through their available licenses(they have a lot of officially-announced games that never shipped). But by god, they ported Centipede, Donkey Kong, and Pac-Man to just about everything. Fortunately for Invader lovers everywhere, there was no shortage of homages, clones, and rip-offs. My first Space Invaders was actually Texas Instruments' clone, TI Invaders.
I wonder if you will make a Break Thru (1986) version comparsion: -Arcade (JP Version) (Kyohkoh-Toppa) (1986) -Arcade (US Version) (1986) -Commondore 64 (1986) -Amstrad CPC (1986) -ZX Spectrum (1986) -NES/Famicom (1987)
I'm sorry you miss it. The selection of versions was difficult. I think I excluded all those that added new mechanics and this version was one of them (although I had the footage captured).
I was going to say the sound circuit was discrete logic, probably with a 555 at its heart. But that would've been very wrong, and I'm glad I fact-checked myself. It apparently actually used a TI SN76477, which was brand-new at the time(it came out earlier the same year). It should probably be noted that this chip is not directly related to the much more famous TI SN76489. I'm not sure how useful an MCS-48 would've been as a sound generator. Kinda odd that I've never heard of Intel producing any sound hardware, actually. They seem to have stuck to boring, strictly-functional chips.
Wow, so many different version of this classic game. I still prefer the original game from 1978. I played it back then in 1979 or so. And today I played it on MAME and it still makes fun. And for the first time I tried to get more then 2000 points in the first round. You need a good strategy and a big portion of luck to get there. Definitely a piece of genius.
I wanted to show only the versions of the original Arcade, with exactly the same core mechanics and I guess I thought it was a slightly different version at the time...
Because we are only covering official versions here. Sometimes we mix the official ports with the clones but there are too many Space Invaders clones and I believe it's better to do a separate video in this case.
It seems to be a riff off of the somewhat-famous "Pepsi Invaders" featured earlier in the video. You play a dude throwing cans of Pepsi at invading Coke and Sprite cans. I assume the top row invaders are also a Coca-Cola product, but can't identify it offhand.
There was also a type-in from ANALOG Computing, Basic Invaders, that was a better version than the Atari official(more game options, roughly comparable to Deluxe Invaders).
Prime example of a lazy port on Taito's port. Just a cheap port of their MSX version, which in itself isn't as good as the SG-1000 despite running on identical hardware. Guess Sega could just port this game better than Taito themselves.
"TV revision 1 seems to be the earliest set in MAME, with the fewest number of changes. It's likely that an undumped SV revision 1 set, if it exists, would predate this set. SV revision 2 removes the diagnostic routine and is the first to make the wall collision change. The Midway version is almost identical to SV revision 2, except that the subroutine that draws the Taito Corp copyright on the title screen has been dummied out. TV revision 2 fixes a few bugs but keeps all of the other code from the first TV revision. SV revision 3 applies the code changes from TV Revision 2 to SV Revision 2. SV revision 4 adds five digit score support."