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The object of the game is, basically, to shoot the invaders with your
laser base (D) while avoiding their shots and preventing
an invasion. Amassing a high score (F) is a further
objective and one that must be prioritised against your continued
survival. Each game screen starts with five rows of 11 invaders. The
bottom 2 rows score 10 points per large invader (A),
the middle 2 rows 20 points for each medium invader (B)
and the top row scores 30 points for each small invader (C).
This makes each screen worth a total of 990 points. The score for
each screen can be dramatically increased by the tactical destruction
of the 'mystery' value spaceships (G) that frequently
fly from one side of the screen to the other. Temporary sanctuary
can be sought beneath the 4 base shelters (E).
The invaders randomly fire missiles down the screen from the centre
of their bodies. There are 3 types of missile: slow straight ones,
fast straight ones and wiggly ones which are the most powerful. If
a missile hits the player's laser it is destroyed. If all the lasers
are destroyed the game is over. The missiles also cause varying degrees
of damage to the base shelters. If any invader reaches the bottom
of the screen the game ends, no matter how many remaining bases the
player has.

The invaders travel sideways and each time they touch the side they
drop down 1 line. On screen 1 they need to drop 11 lines to reach
the bottom and 'invade'. From screen 2 through to screen 9 they start
progressively lower down the screen. At screen 10 the game reverts
to the screen 1 start position and the cycle begins again.
There is no time limit, except for the fact that if you do not shoot
them all before they reach the bottom of the screen the game ends.
The more invaders the player shoots, the faster the remaining invaders
move. When the invaders are low enough to touch the base shelters
they erase them as they pass. The last invader moves very quickly,
but slightly faster lef to right than right to left.
Any missiles dropped by an invader on the row above 'invasion' row
will not harm the player's laser. This is a very important feature
and one that must be fully exploited in order to obtain a high score.
This will be dealt with in detail later.
An invader can have a maximum of 3 missiles on screen at any one time.
The player can have only 1 laser shot on screen at any one time.
When an invader's missile collides with a player's laser shot, the
player's shot is always destroyed but the invader's missile occasionally
survives, almost certainly if it is a wiggly missile.

The game has a 'heartbeat' rhythm that the player should become attuned
to. After playing for some time, it's possible
for the player to move and fire in-time with the games cadence. Masters of teh game have been known to hold conversations and appear completely
uninvolved with the game once this higher level of interaction has
been attained. It's possible to achieve very impressive scores on
Space Invaders without this total immersion in the game's rhythm,
however we recommend that anyone wishing complete Space Invader dominance should concentrate on mastering the 'heartbeat' rhythm.
The speed with which the invaders descend can be quickly controlled
by the player. They only drop when they reach the edge of the screen
(right or left) so by shooting away the outer columns before the inner
columns the rate of descent can be slowed. Masters of the game have
been known to wipe out almost every single invader before
they have dropped a single row. This feat can be achieved by quickly
wiping out the rows from left to right. The invaders should always
start by moving left to right.
Use the shelters to hide behind, timing your movement to avoid missiles
while shooting whenever you get the chance. This technique is still
useful for more experienced players from level 4 onwards. Beware,
however of a volley of invader missiles that can break through the
shelter while you are hiding under it. If the centre of the shelter
is already damaged, shoot a clear hole through it and fire from there.
This technique is especially useful at the start of a level using
the far left shelter. The first three columns on the left can be safely
wiped out almost all of the time by using this method of protected
attack.
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Use the protective shelter as a
barrier
against enemy fire. |
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In conjunction with learning the rhythm of the game, you must perfect
a move-stop-shoot technique to keep up with the invaders and wipe
them out as efficiently as possible. Note: Following a fast moving
group of invaders is a very good way to run into a missile! It can
be done but a good 'feel' for the game must be achieved in order to
avoid disaster. A much better approach for dealing with the final
few invaders, in particular the very last one, is to wait in the middle
of the screen, firing ahead of the invader while nudging the movement
control in the direction it is travelling to avoid a missile dropped
directly over the player's laser base.
Every time you fire and miss you must wait until the shot reaches
the top of the screen before firing again. Remember this and do not
fire wildly at fast moving invaders, especially the last one. You
will have time to shoot it if you do not waste time missing! The last
invader is usually easier to hit when travelling right to left.
These tactics should get any beginner through to screen 3 or 4 if
they are perfected and applied consistently. Once a player can regularly
reach screen 4 without losing a life it is time to learn how to really
master the game. I am talking about 'clocking' it past 9990 over and
over again, always scoring 300 points for a mystery ship, hitting
8 and more mystery ships per screen, hitting the mystery ship (almost)
every time it appears, and reaching the 10th screen...and beyond.
For that, you will need to know:

How
to always score 300 points for shooting the mystery ship.
The score for a mystery ship is not based on any random
event, it is controlled by the number of shots fired by the player
before the mystery ship is shot. On every screen the mystery ship
is worth 300 points if hit with the 23rd shot and on every 15th
shot until that board ends.
At the start of a screen, count your shots. Count 22 shots.
It does not matter if they hit or miss the invaders (in fact if
you can hit 22 consecutive invaders you are doing very well). Wait
until the mystery ship appears. Fire one shot at it. If you hit
it, you will score 300 points. If you miss, well, there is always
next time. Now, count your next 14 shots (not including the one
you fired at the mystery ship!). Wait for the mystery ship and continue
to use the '14 shots, 1 shot, 14 shots, 1 shot' counting
technique until the end of the board. The next board will follow
the same pattern: 22 - mystery(1) - 14 - mystery(1) - 14...
This counting pattern works on every board.
How to (almost) always hit the mystery ship. If
the mystery ship is travelling left to right, move to the right
hand side of the screen and fire when the mystery ship is directly
under the 'C' of player two's "score." If it is travelling right to
left, move to the left hand side of the screen and fire when it
is directly under the last digit of player one's score (for example, if
player one's score is 9990, fire when it is directly under the zero).
The mystery ship appears at regular intervals of roughly 25 seconds.
How to survive beyond screen 4 There is a
tactic in space invaders called the 'wall of death' (also called the 'death row'). At a very specific time in the game, the player's
laser base seems to become impervious to the invaders' missiles!
When a line of invaders is on the second to last row (the one
before they "invade") their missiles cannot harm the player's base.
Originally it was assumed to be a bug in the program, but I am fairly sure it was a deliberate feature (maybe the first video game "easter eggs"). Either way, it is a vital feature of the game that can be exploited to reach level 10 and beyond. Shoot the invaders to leave a formation similar
to the one in the screen shots below. This is the classic 5 + 1
formation (you can use this technique on almost every board). The trick is to travel with the invades when the last row is hurtling across the screen, shooting
them in turn from right to left and hitting the last one just before it overtakes
you. Of course, if you miss him you lose a life (but that is the risk you take).
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| Player one in the 'safe place'
while waiting for the invaders to reach 'Death row'. |
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The first "easter egg" in a video game? Player one is immune to missile fire. Shoot the bottom row while moving
right-to-left (back to the 'safe place'). |
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| Five 10 pointers down, only 4
rows to go. |
Reasons why you need to use this technique.
It slows the pace of the game from frantic to leisurely, giving
you lots of time to blast mystery ships. If you can combine the
'counting' technique with the 'wall of death' you will amass some
pretty impressive scores. Unless
you are a phenomenally adept player, you may never score 9990 without using and mastering these two techniques..
Problems with this technique.
- It is an "all or nothing" situation. If you miss the last invader,
you lose a life (and possibly the game).
- Sometimes the invaders will be travelling the 'wrong way', but
it is hard to tell at the beginning of the screen if this is the
case.This situation usually arises in a two player game when
one of the screens start differently, with the invaders moving
right-to-left. If you can spot this, set your "safe
place" up on the right-hand side of the screen (rather than the left).
The two methodsof play (counting technique and the 'wall of death') will not guarantee high scores
on their own. The player really must also master the basic principles and
the rhythm of the game to maximise your score.
G A M E O V E R |
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