Accepted [+] [X] Galaxian [Model 866] Update submitted by vecchiom
Galaxian (c) 1979 Midway Mfg. Co.
Export release by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Upright model entry.
- TECHNICAL -
[Upright model]
[No. 866]
- TRIVIA -
Galaxian was released by Midway Manufacturing, under license from Namco, in December 1979 in the USA.
A Galaxian unit appears in the 1983 movie 'Joysticks' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes). It is also heard (but not seen) in the 1987 James Bond movie 'The Living Daylights'.
- PORTS -
NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco Upright model entry.
* CONSOLES:
Bally Astrocade (1977) "Galactic Invasion [Model 2011]" by Activision
Atari XEGS
Atari 5200 (1982) "Galaxian [Model CX5206]"
Emerson Arcadia 2001 (1982) "Galactica" clone, as "Space Attack [Model 1013]"
Atari 2600 (1983) "Galaxian [Model CX2684]"
Colecovision (1983) "Galaxian [Model 70006]"
Sony PlayStation (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]"
Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PS2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
Microsoft XBOX (oct.9, 2002) "Namco Museum"
Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
Nintendo Game Boy (sept.1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]"
Nintendo GBA (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo DS (sept.18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
* COMPUTERS:
Commodore Vic 20 (1981) "Star Battle" by Hal Laboratory
Atari 800 (1982) "Galaxian [Model CXL4024]"
Tandy Color Computer (1982) "Galax Attax"
Tandy Color Computer (1982) "Space Ambush"
Commodore C64 (1983) "Galaxions" by Solar Software
Commodore C64 (1983) "Galaxian [Model RX8542]"
Commodore VIC-20 (1983) by Atarisoft
PC [Booter] (1983) by Thunder Mountain
PC [Booter] (1983) by Atarisoft
Apple II (1983) by Atarisoft
PC [MS-DOS] (1997) "ChampGalaxia" by CHAMProgramming
PC [MS Windows 95, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade"
PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1981) by Coleco.
Namco Classics TV Game (2003) by Jakk's Pacific
Mobile Phones (june.13, 2003) "Galaxian Mini"
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Apple iPhone/iPod (may.16, 2009) "Galaxians [Model 316869163]" by Istvan David
Arcade (2010) "Pac-Man's Arcade Party"
Apple iPhone/iPod (june.9, 2011) "Galaga 30th Collection [Model 413616338]"
Apple iPhone/iPod (mar.23, 2012) "Galaxian [Model 511322882]" by Iconosys, Inc.
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Galaxian Update submitted by vecchiom
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip : This is the name of the ship which you control at the bottom of the screen.
Galaxian : These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship : At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released by Namco in October 1979 in Japan.
Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet.
* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics :
* "Pac-Man" (1980) and "Pac-Man Plus" (1982) : The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981) : The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982) : The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982) : All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983) : The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984) : The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984) : The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987) : In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987) : The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994) : The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995) : The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996) : The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999) : The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005) : The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005) : The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005) : Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2 :
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2 :
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version :
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo
[JP] Apple II (1981) "Alien Typhoon" by Star Craft
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic
[EU] Commodore C64 (1983) "Galaxions" by Solar Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 by Dempa
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader", Hales release by Entex
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Refused [+] [X] Galaxian Update submitted by vecchiom
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip : This is the name of the ship which you control at the bottom of the screen.
Galaxian : These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship : At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released by Namco in October 1979 in Japan.
Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet.
* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics :
* "Pac-Man" (1980) and "Pac-Man Plus" (1982) : The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981) : The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982) : The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982) : All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983) : The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984) : The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984) : The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987) : In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987) : The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994) : The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995) : The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996) : The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999) : The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005) : The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005) : The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005) : Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2 :
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2 :
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version :
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo
[JP] Apple II (1981) "Alien Typhoon" by Star Craft
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic
[EU] Commodore C64 (1983) "Galaxions" by Solar Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 by Dempa
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader", Hales release by Entex
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Asteroids [Upright model] Update submitted by vecchiom
Asteroids (c) 1979 Atari, Incorporated.
Asteroids is a legendary, genre defining game - in an era replete with genre-defining classics - in which a single player takes control of a spaceship trapped in the middle of an asteroid belt. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
As well as the ever-present asteroids, flying saucers also make a regular appearance. These move horizontally and diagonally around the screen, firing at the player's ship, and must be quickly destroyed. They are destroyed when hit by the player's shot, when hit by a saucer's shot or when they collide with an asteroid.
- CAST OF CHARACTERS -
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart into two Medium Asteroids.
Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.
Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
Small Saucer - The smaller flying saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
Upright model dimensions:
25.25 in. (64.14 cm) wide
32 in. (81.28 cm) deep
71.87 in. (182.54 cm) high.
Upright cabinet monitor: 19in. B/W
The Asteroids upright cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
Game ID : 035127-035145
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete circuitry.
Buttons : 5
= > RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
- TRIVIA -
Asteroids was released by Atari in November 1979 in the USA.
Asteroids was a much celebrated arcade game that captured the imaginations of millions of players, while capturing a good many quarters as well.
Originally called 'Cosmos', Asteroids' original design brief was a simple copy of Cinematronics' "Space Wars"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived two years later, did Atari engineer Lyle Rains, introduce the concept of free-floating rocks.
On June 17, 1980, Atari's Asteroids and Lunar Lander were the first two video games to ever be registered in the Copyright Office.
The first 200 Asteroids machines were actually Lunar Lander cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work.
Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch.
Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'
Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
John McAllister holds the official record for this game with 41,838,740 points on April 5, 2010.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins', in the 1985 movie 'Pee Wee's Big Adventure', and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
An upright Asteroids unit appears in the 38 Special music video 'Caught Up In You'.
Known licensed releases:
Asteroids (Taito Corp.)
Asteroids (Sega)
Meteor (Hoei)
Super Meteor (Hoei)
Known unlicensed releases:
Asterock (Sidam)
Asteroide (Maxenti)
Meteor (Omni)
Meteorites (VGG)
Planet (Alca)
Hyperspace (unknown)
- UPDATES -
Revision 1 has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
Revision 2 says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Revision 1. Also, the invulnerability glitch of Revision 1 is corrected.
Revision 4 :
1) allows small saucer to use wrap-around feature,
2) allows small saucer to fire immediately when entering the playing area, and
3) prevents the intermittent loss of 3rd initial on 10th highest score.
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Flying Saucer : 200 points.
Small Flying Saucer : 1,000 points.
- TIPS AND TRICKS -
When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number:
Round 1: 4
Round 2: 6
Round 3: 8
Round 4: 10
Round 5 and up: 11
Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.
In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Designed by : Lyle Rains
Programmed by : Ed Logg
Sound & Vector generator display system : Howard Delman
- PORTS -
* CONSOLES:
[US] Atari 2600 (1981) "Asteroids [Model CX2649]"
[US] Atari 2600 (1981) "Asteroids [Model 49-75163]"
[EU] Atari 2600 (1988) "Asteroids [Model CX2649P]"
[US] Atari 5200 (1982) "Asteroids [Model CX5201]"
[US] Atari 7800 (1986) "Asteroids [Model CX7802]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (nov.28, 2007)
Microsoft XBOX 360 [US] (jan.3, 2009) "Jordan's Asteroids [XBOX Indie Games]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[EU] Nintendo Game Boy (1992) "Asteroids [Model DMG-AN-GPS]"
Nintendo Game Boy [UK] (1992) "Asteroids [Model DMG-AN-UKV]"
[US] Nintendo Game Boy (feb.1992) "Asteroids [Model DMG-AN-USA]"
Atari Lynx [US] (1994) "Super Asteroids & Missile Command [Model PA2093]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-NOE]"
[US] Nintendo Game Boy (jul.1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCE-USA]"
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-UKV]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[US] Nintendo GBA (aug.21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]"
[EU] Nintendo GBA (sept.23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
* COMPUTERS:
[US] Apple II (1980)
[US] Atari 800 (1981) "Asteroids [Model CXL-4013]"
Tandy Color Computer [US] (1981) "Star Blaster"
Tandy Color Computer [US] (1981) "(Color) Meteoroids"
BBC B [EU] (1982) "Meteors" - Acornsoft
[EU] Acorn Electron (1983) "Meteors - Acornsoft
Tandy Color Computer [EU] (1983) "Microbes"
[EU] Sinclair ZX Spectrum (1985) "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82
[US] Commodore C64 [EU] (1987) "Arcade Classics"
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS Windows 95, CD-ROM] [US] (1995) "HemiRoids", part of "Windows Arcade Pack"
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Asteroids & Super Breakout"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
Mobile phones [US] [Motorola T720] (2002)
Mobile phones [US] (june.13, 2003)
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
Mobile Phones [US] (jan.1, 2005) "Atari Legends Vol. 1"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple iPhone/iPod [US] (jan.12, 2009) [Model 30288996]
Apple iPhone/iPod [US] (nov.14, 2009) [Model 338486176]
Apple iPhone/iPod [US] (mar.9, 2011) "Asteroids Classic [Model 423360672]"
Apple iPhone/iPod [US] (jul.18, 2011) "Asteroids Classic HD [Model 450542089]"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
Apple iPhone/iPod [US] (feb.11, 2012) "Asteroids - Classic Arcade Game [Model 498899103]"
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Asteroids Help file from Microsoft Arcade
Command.dat by Procyon Lotor
Accepted [+] [X] Space Invaders [Model 739] Update submitted by vecchiom
Space Invaders (c) 1978 Midway Mfg. Co.
Export version manufactured by Midway under license from Taito. For more information about the game itself, please see the original Taito upright model entry; "Space Invaders".
- TECHNICAL -
Game ID : 739
[Upright model]
Buttons : 3 (LEFT, RIGHT, FIRE)
(The US upright model had no joystick)
- TRIVIA -
Space Invaders was released by Midway Manufacturing, under license by Taito, in October 1978 in the USA.
The Space Invaders phenomenon stunned many conservative adults of the time who were convinced that video-games soured the minds of their youngsters. Residents of Mesquite, Texas, pushed the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. A number of reported incidents of juvenile crime began to surface shortly after the game's release, adding to its 'controversy'. A girl was caught stealing $5,000 from her parents and gangs of youths were reported to have robbed grocery stores just so they would have money to play the game.
Of the reported 350,000 units produced world wide, about 65,000 units were produced in the U.S. alone.
Technology journalist Jason Whittaker credited the game's success to ending the video game crash of 1977, which had earlier been caused by Pong clones flooding the market, and beginning the golden age of video arcade games. According to The Observer, the home console versions were popular and encouraged users to learn programming; many who later became industry leaders.
Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980.
A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', in the 1991 movie 'Terminator 2 - Judgment Day', and in the 1998 sitcom 'That 70's Show'; Season 4, Episode 8 (Donna's Story).
An upright unit of the Midway release of Space Invaders appears in the ZZ Top music video, 'Legs'.
- SERIES -
1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)
14. Space Invaders Frenzy (2017, ARC)
- PORTS -
NOTE: For ports released in Japan, please see the Taito upright model entry.
* CONSOLES:
[US] Atari 2600 (1980) "Space Invaders [Model CX2632]"
[US] Atari 5200 (1982) "Space Invaders [Model CX5204]"
Atari XEGS
DynaVision [BR] (198?)
ColecoVision [US] (aug.9, 2003) "Space Invaders Collection"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
* HANDHELDS:
Nintendo Game Boy [AU] (1994) "Space Invaders [Model DMG-SP-AUS]"
[EU] Nintendo Game Boy (1994) "Space Invaders [Model DMG-SP-NOE]"
Nintendo Game Boy [UK] (1994) "Space Invaders [Model DMG-SP-UKV]"
[US] Nintendo Game Boy (oct.1994) "Space Invaders [Model DMG-SP-USA]"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
Exidy Sorcerer [EU] (1978) "Invaders"
Microtan 65 [EU] (1980) "Space Invasion"
TI99/4a [US] (1981) "TI Invaders [Model PHM 3053]" by Texas Instruments
Tandy Color Computer [US] (1981) "Space Assault"
Tandy Color Computer [US] (1981) "Color Space Invaders"
Commodore Vic 20 [US] "Avenger"
[US] Commodore C64 (1982) "Avenger [Model C-64 621]"
[EU] Commodore C64 (1982) "Avenger"
BBC B [EU] (1982) "Super Invaders" by Acornsoft
Sinclair ZX-Spectrum [EU] (1982) "Spectral Invaders" by Bug-Byte
Sinclair ZX-Spectrum [EU] (1982) "Space Raiders" by Sinclair Research
Sinclair ZX-Spectrum [EU] (1982) "Invaders" by Artic Computing (UK)
Oric [EU] (1983) "Oric Invaders" by Arcadia Software
Tandy Color Computer [US] (1985) "Super Vaders"
[EU] [US] Commodore C64 (1987) "Arcade Classics"
Tandy Color Computer 3 [US] (1988) "Space Intruders" : wave 9 is similar to wave 5 of "Phoenix".
[EU] Commodore Amiga (1988) "Amoeba Invaders" : included in the cover disk that came with the ST/Amiga Format Magazine (nov.1988, Issue number 5).
[EU] Atari ST (1989)
Sinclair ZX-Spectrum [EU] (1993) "Invaders" by Design Design Software (UK) : published exclusively on magazine covertape, appeared on side A of covertape "Your Sinclair issue 85: Christmas Collection 2".
PC [MS-DOS] (1997) "Champ Invaders" - CHAMProgramming
VTech Laser-VZ [AU] "Vz Invaders"
[US] Apple II "Apple Invader"
PC [MS Windows] [EU] (oct.14, 2005) "Taito Legends"
PC [MS Windows] [US] (nov.10, 2005) "Taito Legends"
* OTHERS:
LED handheld game [US] (1980) black version by Entex
LED handheld game [US] (1981) grey version by Entex
LCD handheld game [US] (1982) by Tiger Electronics
LCD handheld game with calculator [US] (1982) by Tiger Electronics
LCD handheld game [US] (larger LCD) (1984) by Tiger Electronics
LCD handheld game [EU] (1999) by Systema
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
Mobile Phones [US] (2007) "3D Space Invaders"
Mobile Phones [US] (2007) "Space Invaders Trilogy"
[US] "Atari Flashback 4" (nov.13, 2012) by AtGames
[US] "Atari Flashback 5" (oct.1, 2014) by AtGames
[US] "Atari Flashback 6" (sept.15, 2015) by AtGames
[US] "Atari Flashback 7" (oct.1, 2016) by AtGames
[US] "Atari Flashback 8" (sept.22, 2017) by AtGames
[US] "Atari Flashback 8 Gold Edition" (sept.22, 2017) by AtGames
- SOURCES -
Game's picture.
Refused [+] [X] Space Invaders [Trimline model] Update submitted by vecchiom
Space Invaders (c) 1978 Taito America Corp.
Trimline model. For more information about the game, please see the original Taito Corp. Upright entry.
- TECHNICAL -
[Trimline model]
- TRIVIA -
Space Invaders was released by Taito America, under license by Taito, in July 1978 in the USA.
- SOURCES -
Machine's picture.
Accepted [+] [X] Space Invaders Update submitted by vecchiom
Space Invaders (c) 1978 Taito.
Space Invaders is quite simply the most influential video-game of all time. A single player moves an armed 'laser base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth.
There are four buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields.
The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.
- TECHNICAL -
Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)
Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)
- TRIVIA -
Space Invaders was released by Taito in June 1978 in Japan. It was also available as a cocktail model. In Japan, the cocktail version is known as "T.T Space Invaders".
The development of Space Invaders only took three months, but developing the programming environment alone took almost six months.
Space Invaders was so popular in Japan that it caused a yen shortage and more coins had to be minted. Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A true classic in every sense of the word.
As one of the earliest shoot'em ups, Space Invaders set precedents and helped pave the way for future titles and for the shoot'en up genre. Space Invaders popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement, and was the first video game to popularize the concept of achieving a high score, being the first to save the player's score. While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first in which targets could fire back at the player. It was also the first game where players were given multiple lives, had to repel hordes of enemies, could take cover from enemy fire, and use destructible barriers, in addition to being the first game to use a continuous background soundtrack, with four simple diatonic descending bass notes repeating in a loop, which was dynamic and changed pace during stages, like a heartbeat sound that increases pace as enemies approached.
Space Invaders contains the first attract mode with a sense of humor. It would first display 'PLAY SPACE INVADERS' with the 'Y' in 'PLAY' upside-down, and an invader would come along taking the offending upside-down 'Y' and carrying it off the screen, and then coming back with the 'Y' right side up and putting it back in place. The invader would then disappear from the screen. The attract mode would also display 'INSERT CCOIN' and an invader would come along and bomb the offending extra 'C'.
There are exactly 55 invaders per screen and exactly 11 different in-game sounds.
Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.
An upright unit of the Taito release of Space Invaders appears in the Nazareth music video 'Holiday'.
Export (Licensed) releases:
"Space Invaders [Model 739]"
"Space Invaders [Model 775]"
- UPDATES -
Clone "CV Version" uses the same color monitor and color generator board as "Space Invaders Part II", where anything not black will turn red during the explosion of the player's laser base once the player has been hit by enemy fire (during actual gameplay only, not during attract mode).
- SCORING -
Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.
- TIPS AND TRICKS -
* When you start the game, your laser base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. This is if the invaders are moving right, they start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about two columns before the invaders blow open a hole wide enough to destroy your laser base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right than going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* The Hidden Message Trick : To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1P START, 2P START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP') will appear under the high score.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the invaders are too low. If you wait around for the ship after 22-14, then the invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.
My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.
Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50,000 points!
1st wave - 22, 14, 14, 14, 14, 14 (bonus = 3000 + 990 = 3990 first wave)
2nd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 6180)
3rd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 8370)
4th wave - 22, 29, 14 (bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row)
5th wave - 22, 29, 14 (same as 4th wave)
6th wave - 22, 14
7th wave - 22 14
8th wave - 22
9th wave - 22
Then back to the first wave!!
- SERIES -
1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)
14. Space Invaders Frenzy (2017, ARC)
- STAFF -
Designed & programmed by : Tomohiro Nishikado
- PORTS -
NOTE: For ports released outside Japan, please see the Midway upright model entry.
* CONSOLES:
[JP] Atari 2600 (1983)
[JP] Sega SG-1000 (1985) "Space Invaders [Model G-1045]"
[JP] Nintendo Famicom (apr.17, 1985) "Space Invaders [Model 01 TF-4500]"
[JP] Nintendo Virtual Boy (dec.1, 1995) "Space Invaders - Virtual Collection [Model VUE-VSPJ-JPN]"
[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" : Color version
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
* HANDHELDS:
[JP] Bandai WonderSwan (1999)
[JP] Sony PSP (may.12, 2005) "Space Invaders Pocket [Model ULJM-05015]"
* COMPUTERS:
[JP] MSX (1985)
[JP] Sharp X68000 (1989)
[JP] NEC PC-9801 (1992)
* OTHERS:
[JP] VFD handheld game (19??) by Gakken
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Space Invaders Update submitted by vecchiom
Space Invaders (c) 1978 Taito.
Space Invaders is quite simply the most influential video-game of all time. A single player moves an armed 'laser base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth.
There are four buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields.
The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.
- TECHNICAL -
Main CPU : Intel 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)
Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)
- TRIVIA -
Space Invaders was released by Taito in July 1978 in Japan. It was also available as a cocktail model. In Japan, the cocktail version is known as "T.T Space Invaders".
The development of Space Invaders only took three months, but developing the programming environment alone took almost six months.
Space Invaders was so popular in Japan that it caused a yen shortage and more coins had to be minted. Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A true classic in every sense of the word.
As one of the earliest shoot'em ups, Space Invaders set precedents and helped pave the way for future titles and for the shoot'en up genre. Space Invaders popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement, and was the first video game to popularize the concept of achieving a high score, being the first to save the player's score. While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first in which targets could fire back at the player. It was also the first game where players were given multiple lives, had to repel hordes of enemies, could take cover from enemy fire, and use destructible barriers, in addition to being the first game to use a continuous background soundtrack, with four simple diatonic descending bass notes repeating in a loop, which was dynamic and changed pace during stages, like a heartbeat sound that increases pace as enemies approached.
Space Invaders contains the first attract mode with a sense of humor. It would first display 'PLAY SPACE INVADERS' with the 'Y' in 'PLAY' upside-down, and an invader would come along taking the offending upside-down 'Y' and carrying it off the screen, and then coming back with the 'Y' right side up and putting it back in place. The invader would then disappear from the screen. The attract mode would also display 'INSERT CCOIN' and an invader would come along and bomb the offending extra 'C'.
There are exactly 55 invaders per screen and exactly 11 different in-game sounds.
Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.
An upright unit of the Taito release of Space Invaders appears in the Nazareth music video 'Holiday'.
Export (Licensed) releases:
"Space Invaders [Model 739]"
"Space Invaders [Model 775]"
- UPDATES -
Clone "CV Version" uses the same color monitor and color generator board as "Space Invaders Part II", where anything not black will turn red during the explosion of the player's laser base once the player has been hit by enemy fire (during actual gameplay only, not during attract mode).
- SCORING -
Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.
- TIPS AND TRICKS -
* When you start the game, your laser base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. This is if the invaders are moving right, they start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about two columns before the invaders blow open a hole wide enough to destroy your laser base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right than going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* The Hidden Message Trick : To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1P START, 2P START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP') will appear under the high score.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the invaders are too low. If you wait around for the ship after 22-14, then the invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.
My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.
Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50,000 points!
1st wave - 22, 14, 14, 14, 14, 14 (bonus = 3000 + 990 = 3990 first wave)
2nd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 6180)
3rd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 8370)
4th wave - 22, 29, 14 (bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row)
5th wave - 22, 29, 14 (same as 4th wave)
6th wave - 22, 14
7th wave - 22 14
8th wave - 22
9th wave - 22
Then back to the first wave!!
- SERIES -
1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)
14. Space Invaders Frenzy (2017, ARC)
- STAFF -
Designed & programmed by : Tomohiro Nishikado
- PORTS -
NOTE: For ports released outside Japan, please see the Midway upright model entry.
* CONSOLES:
[JP] Atari 2600 (1983)
[JP] Sega SG-1000 (1985) "Space Invaders [Model G-1045]"
[JP] Nintendo Famicom (apr.17, 1985) "Space Invaders [Model 01 TF-4500]"
[JP] Nintendo Virtual Boy (dec.1, 1995) "Space Invaders - Virtual Collection [Model VUE-VSPJ-JPN]"
[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]" : Color version
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
* HANDHELDS:
[JP] Bandai WonderSwan (1999)
[JP] Sony PSP (may.12, 2005) "Space Invaders Pocket [Model ULJM-05015]"
* COMPUTERS:
[JP] MSX (1985)
[JP] Sharp X68000 (1989)
[JP] NEC PC-9801 (1992)
* OTHERS:
[JP] VFD handheld game (19??) by Gakken
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Super Breakout Update submitted by vecchiom
Super Breakout (c) 1978 Atari.
Super Breakout allows the player(s) to select any one of three different action-packed Super Breakout games by turning the game select knob on the control panel to the desired game. The three available Super Breakout modes are the following :
* Double Breakout : before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall.
Two paddles are displayed at the bottom end of the screen. When the Serve pushbutton is pressed, two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the player's allotted serves per game. Otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball.
* Cavity Breakout : before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area).
One paddle is provided in this game, and only one ball is served, unlike in Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served ball and the freed ball both remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal.
* Progressive Breakout : before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks.
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate. Four rows of bricks are always separated by four rows of blanks.
As the brick walls scroll down, their colors change, indicating a new point score for that brick at that instant of time.
- TECHNICAL -
This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of gameplay on both the side art and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors.
Game ID : 033442-033455
Main CPU : MOS Technology M6502 (@ 375 Khz)
Sound Chips : DAC (@ 375 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Super Breakout was released by Atari in September 1978 in the USA.
Approximately 4,800 units were produced.
This game is also known as "Super Knockout" (licensed to Subelectro).
- SCORING -
* Double Breakout Mode (the maximum score for this mode is 2,694) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
* Cavity Breakout Mode (the maximum score for this mode is 3,384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
* Progressive Breakout Mode (the maximum score for this mode is infinite, however the score flips at 9,999 going back to 0) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.
- TIPS AND TRICKS -
* Ball Speed : Besides the slowest ball speed, right after the serve, there are three possible speed-ups. The first speed-up after the serve occurs on the 4th hit, and a second faster speed-up occurs on the 8th hit. The third occurs after the 12th hit and the fourth occurs when a highpoint (either a 5- or 7-point) brick is hit, regardless of previous speed. Ball speed is restored to slowest value at the beginning of each serve.
* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four equal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.
- SERIES -
1. Breakout (1976)
2. Breakout Deluxe (1976)
3. Super Breakout (1978)
4. Breakout 2000 [Model J9093E] (1997, Atari Jaguar)
5. Breakout (2000, Sony PlayStation, PC CD-ROM; 2001, Macintosh)
6. Breakout Boost (2011, App Store)
- STAFF -
Designed and programmed by : Ed Logg
- PORTS -
* CONSOLES:
[US] Atari 2600 (1978) "Super Breakout [Model CX2608]"
Mattel Intellivision [US] "Brickout!" : release cancelled
[US] Atari 5200 (1982) "Super Breakout [Model CX5203]"
Atari XEGS
DynaVision [BR] (198?)
[EU] Sega Master System (1992) "Arcade Smash Hits [Model MK-27032-50]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] [EU] Microsoft XBOX One (nov.1, 2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1, 2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[EU] Nintendo Game Boy (1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-EUR]"
[US] Nintendo Game Boy (oct.1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-USA]"
Nintendo Game Boy Color [US] (dec.1998)
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[US] Nintendo GBA (aug.15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]"
[EU] Nintendo GBA (sept.2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
* COMPUTERS:
Atari 400 [US] (1979) "Super Breakout [Model CXL-4006]"
BBC B [US] (1982) "Acornsoft Breakout" - Acornsoft
[EU] Atari ST (1987)
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Asteroids & Super Breakout" by SelectSoft
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24, 2016) "Atari Vault [Model 400020]"
* OTHERS:
Mobile Phones [US] (oct.30, 2004)
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple iPhone/iPod [US] (oct.11, 2008) [Model 291296852]
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
Apple iPhone/iPod [US] (feb.18, 2011) "Super Breakout Ultra [Model 416010994]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Galaxian [Model 866] Update submitted by vecchiom
Galaxian (c) 1979 Midway Mfg. Co.
Export release by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Upright model entry.
- TECHNICAL -
[Upright model]
[No. 866]
- TRIVIA -
Galaxian was released by Midway Manufacturing, under license by Namco, in the USA on December 25, 1979.
A Galaxian unit appears in the 1983 movie 'Joysticks' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes). It is also heard (but not seen) in the 1987 James Bond movie 'The Living Daylights'.
- PORTS -
NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco Upright model entry.
* CONSOLES:
Bally Astrocade (1977) "Galactic Invasion [Model 2011]" by Activision
Atari XEGS
Atari 5200 (1982) "Galaxian [Model CX5206]"
Emerson Arcadia 2001 (1982) "Galactica" clone, as "Space Attack [Model 1013]"
Atari 2600 (1983) "Galaxian [Model CX2684]"
Colecovision (1983) "Galaxian [Model 70006]"
Sony PlayStation (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]"
Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PS2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
Microsoft XBOX (oct.9, 2002) "Namco Museum"
Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
Nintendo Game Boy (sept.1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]"
Nintendo GBA (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo DS (sept.18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
* COMPUTERS:
Commodore Vic 20 (1981) "Star Battle" by Hal Laboratory
Atari 800 (1982) "Galaxian [Model CXL4024]"
Tandy Color Computer (1982) "Galax Attax"
Tandy Color Computer (1982) "Space Ambush"
Commodore C64 (1983) "Galaxions" by Solar Software
Commodore C64 (1983) "Galaxian [Model RX8542]"
Commodore VIC-20 (1983) by Atarisoft
PC [Booter] (1983) by Thunder Mountain
PC [Booter] (1983) by Atarisoft
Apple II (1983) by Atarisoft
PC [MS-DOS] (1997) "ChampGalaxia" by CHAMProgramming
PC [MS Windows 95, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade"
PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1981) by Coleco.
Namco Classics TV Game (2003) by Jakk's Pacific
Mobile Phones (june.13, 2003) "Galaxian Mini"
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Apple iPhone/iPod (may.16, 2009) "Galaxians [Model 316869163]" by Istvan David
Arcade (2010) "Pac-Man's Arcade Party"
Apple iPhone/iPod (june.9, 2011) "Galaga 30th Collection [Model 413616338]"
Apple iPhone/iPod (mar.23, 2012) "Galaxian [Model 511322882]" by Iconosys, Inc.
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Galaxian Update submitted by vecchiom
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip : This is the name of the ship which you control at the bottom of the screen.
Galaxian : These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship : At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Players : 2
Control : 2-way Joystick
Buttons : 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released in Japan on October 31, 1979.
Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet.
* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics :
* "Pac-Man" (1980) and "Pac-Man Plus" (1982) : The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981) : The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982) : The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982) : All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983) : The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984) : The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984) : The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987) : In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987) : The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994) : The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995) : The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996) : The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999) : The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005) : The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005) : The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005) : Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2 :
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2 :
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version :
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo
[JP] Apple II (1981) "Alien Typhoon" by Star Craft
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic
[EU] Commodore C64 (1983) "Galaxions" by Solar Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 by Dempa
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader", Hales release by Entex
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Asteroids [Upright model] Update submitted by vecchiom
Asteroids (c) 1979 Atari, Incorporated.
Asteroids is a legendary, genre defining game - in an era replete with genre-defining classics - in which a single player takes control of a spaceship trapped in the middle of an asteroid belt. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
As well as the ever-present asteroids, flying saucers also make a regular appearance. These move horizontally and diagonally around the screen, firing at the player's ship, and must be quickly destroyed. They are destroyed when hit by the player's shot, when hit by a saucer's shot or when they collide with an asteroid.
- CAST OF CHARACTERS -
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart into two Medium Asteroids.
Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.
Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
Small Saucer - The smaller flying saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
Upright model dimensions:
25.25 in. (64.14 cm) wide
32 in. (81.28 cm) deep
71.87 in. (182.54 cm) high.
Upright cabinet monitor: 19in. B/W
The Asteroids upright cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
Game ID : 035127-035145
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete circuitry.
Buttons : 5
= > RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
- TRIVIA -
Asteroids was released in the USA on November 17, 1979.
Asteroids was a much celebrated arcade game that captured the imaginations of millions of players, while capturing a good many quarters as well.
Originally called 'Cosmos', Asteroids' original design brief was a simple copy of Cinematronics' "Space Wars"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived two years later, did Atari engineer Lyle Rains, introduce the concept of free-floating rocks.
On June 17, 1980, Atari's Asteroids and Lunar Lander were the first two video games to ever be registered in the Copyright Office.
The first 200 Asteroids machines were actually Lunar Lander cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work.
Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch.
Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'
Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
John McAllister holds the official record for this game with 41,838,740 points on April 5, 2010.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins', in the 1985 movie 'Pee Wee's Big Adventure', and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
An upright Asteroids unit appears in the 38 Special music video 'Caught Up In You'.
Known licensed releases:
Asteroids (Taito Corp.)
Asteroids (Sega)
Meteor (Hoei)
Super Meteor (Hoei)
Known unlicensed releases:
Asterock (Sidam)
Asteroide (Maxenti)
Meteor (Omni)
Meteorites (VGG)
Planet (Alca)
Hyperspace (unknown)
- UPDATES -
Revision 1 has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
Revision 2 says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Revision 1. Also, the invulnerability glitch of Revision 1 is corrected.
Revision 4 :
1) allows small saucer to use wrap-around feature,
2) allows small saucer to fire immediately when entering the playing area, and
3) prevents the intermittent loss of 3rd initial on 10th highest score.
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Flying Saucer : 200 points.
Small Flying Saucer : 1,000 points.
- TIPS AND TRICKS -
When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number:
Round 1: 4
Round 2: 6
Round 3: 8
Round 4: 10
Round 5 and up: 11
Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.
In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Designed by : Lyle Rains
Programmed by : Ed Logg
Sound & Vector generator display system : Howard Delman
- PORTS -
* CONSOLES:
[US] Atari 2600 (1981) "Asteroids [Model CX2649]"
[US] Atari 2600 (1981) "Asteroids [Model 49-75163]"
[EU] Atari 2600 (1988) "Asteroids [Model CX2649P]"
[US] Atari 5200 (1982) "Asteroids [Model CX5201]"
[US] Atari 7800 (1986) "Asteroids [Model CX7802]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (nov.28, 2007)
Microsoft XBOX 360 [US] (jan.3, 2009) "Jordan's Asteroids [XBOX Indie Games]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[EU] Nintendo Game Boy (1992) "Asteroids [Model DMG-AN-GPS]"
Nintendo Game Boy [UK] (1992) "Asteroids [Model DMG-AN-UKV]"
[US] Nintendo Game Boy (feb.1992) "Asteroids [Model DMG-AN-USA]"
Atari Lynx [US] (1994) "Super Asteroids & Missile Command [Model PA2093]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-NOE]"
[US] Nintendo Game Boy (jul.1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCE-USA]"
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-UKV]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[US] Nintendo GBA (aug.21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]"
[EU] Nintendo GBA (sept.23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
* COMPUTERS:
[US] Apple II (1980)
[US] Atari 800 (1981) "Asteroids [Model CXL-4013]"
Tandy Color Computer [US] (1981) "Star Blaster"
Tandy Color Computer [US] (1981) "(Color) Meteoroids"
BBC B [EU] (1982) "Meteors" - Acornsoft
[EU] Acorn Electron (1983) "Meteors - Acornsoft
Tandy Color Computer [EU] (1983) "Microbes"
[EU] Sinclair ZX Spectrum (1985) "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82
[US] Commodore C64 [EU] (1987) "Arcade Classics"
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS Windows 95, CD-ROM] [US] (1995) "HemiRoids", part of "Windows Arcade Pack"
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Asteroids & Super Breakout"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
Mobile phones [US] [Motorola T720] (2002)
Mobile phones [US] (june.13, 2003)
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
Mobile Phones [US] (jan.1, 2005) "Atari Legends Vol. 1"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple iPhone/iPod [US] (jan.12, 2009) [Model 30288996]
Apple iPhone/iPod [US] (nov.14, 2009) [Model 338486176]
Apple iPhone/iPod [US] (mar.9, 2011) "Asteroids Classic [Model 423360672]"
Apple iPhone/iPod [US] (jul.18, 2011) "Asteroids Classic HD [Model 450542089]"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
Apple iPhone/iPod [US] (feb.11, 2012) "Asteroids - Classic Arcade Game [Model 498899103]"
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Asteroids Help file from Microsoft Arcade
Command.dat by Procyon Lotor
Refused [+] [X] Space Invaders [Model 739] Update submitted by vecchiom
Space Invaders (c) 1978 Midway Mfg. Co.
Export version manufactured by Midway under license from Taito. For more information about the game itself, please see the original Taito upright model entry; "Space Invaders".
- TECHNICAL -
Game ID : 739
[Upright model]
Buttons : 3 (LEFT, RIGHT, FIRE)
(The US upright model had no joystick)
- TRIVIA -
Space Invaders was released by Midway Manufacturing in the USA on October 1, 1978.
The Space Invaders phenomenon stunned many conservative adults of the time who were convinced that video-games soured the minds of their youngsters. Residents of Mesquite, Texas, pushed the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. A number of reported incidents of juvenile crime began to surface shortly after the game's release, adding to its 'controversy'. A girl was caught stealing $5,000 from her parents and gangs of youths were reported to have robbed grocery stores just so they would have money to play the game.
Of the reported 350,000 units produced world wide, about 65,000 units were produced in the U.S. alone.
Technology journalist Jason Whittaker credited the game's success to ending the video game crash of 1977, which had earlier been caused by Pong clones flooding the market, and beginning the golden age of video arcade games. According to The Observer, the home console versions were popular and encouraged users to learn programming; many who later became industry leaders.
Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980.
A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', in the 1991 movie 'Terminator 2 - Judgment Day', and in the 1998 sitcom 'That 70's Show'; Season 4, Episode 8 (Donna's Story).
An upright unit of the Midway release of Space Invaders appears in the ZZ Top music video, 'Legs'.
- SERIES -
1. Space Invaders (1978, ARC)
2. Space Invaders Deluxe (1979, ARC)
3. Space Invaders II (1980, ARC)
4. Return of the Invaders (1985, ARC)
5. Super Space Invaders '91 (1990, ARC)
6. Space Invaders DX (1994, ARC)
7. Space Invaders '95 - Attack of the Lunar Loonies (1995, ARC)
8. Space Invaders (1999, PS)
9. Space Invaders 25th Silver Anniversary (2003, ARC)
10. Space Invaders Revolution (2005, DS)
11. Space Invaders Evolution (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)
14. Space Invaders Frenzy (2017, ARC)
- PORTS -
NOTE: For ports released in Japan, please see the Taito upright model entry.
* CONSOLES:
[US] Atari 2600 (1980) "Space Invaders [Model CX2632]"
[US] Atari 5200 (1982) "Space Invaders [Model CX5204]"
Atari XEGS
DynaVision [BR] (198?)
ColecoVision [US] (aug.9, 2003) "Space Invaders Collection"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
* HANDHELDS:
Nintendo Game Boy [AU] (1994) "Space Invaders [Model DMG-SP-AUS]"
[EU] Nintendo Game Boy (1994) "Space Invaders [Model DMG-SP-NOE]"
Nintendo Game Boy [UK] (1994) "Space Invaders [Model DMG-SP-UKV]"
[US] Nintendo Game Boy (oct.1994) "Space Invaders [Model DMG-SP-USA]"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
Exidy Sorcerer [EU] (1978) "Invaders"
Microtan 65 [EU] (1980) "Space Invasion"
TI99/4a [US] (1981) "TI Invaders [Model PHM 3053]" by Texas Instruments
Tandy Color Computer [US] (1981) "Space Assault"
Tandy Color Computer [US] (1981) "Color Space Invaders"
Commodore Vic 20 [US] "Avenger"
[US] Commodore C64 (1982) "Avenger [Model C-64 621]"
[EU] Commodore C64 (1982) "Avenger"
BBC B [EU] (1982) "Super Invaders" by Acornsoft
Sinclair ZX-Spectrum [EU] (1982) "Spectral Invaders" by Bug-Byte
Sinclair ZX-Spectrum [EU] (1982) "Space Raiders" by Sinclair Research
Sinclair ZX-Spectrum [EU] (1982) "Invaders" by Artic Computing (UK)
Oric [EU] (1983) "Oric Invaders" by Arcadia Software
Tandy Color Computer [US] (1985) "Super Vaders"
[EU] [US] Commodore C64 (1987) "Arcade Classics"
Tandy Color Computer 3 [US] (1988) "Space Intruders" : wave 9 is similar to wave 5 of "Phoenix".
[EU] Commodore Amiga (1988) "Amoeba Invaders" : included in the cover disk that came with the ST/Amiga Format Magazine (nov.1988, Issue number 5).
[EU] Atari ST (1989)
Sinclair ZX-Spectrum [EU] (1993) "Invaders" by Design Design Software (UK) : published exclusively on magazine covertape, appeared on side A of covertape "Your Sinclair issue 85: Christmas Collection 2".
PC [MS-DOS] (1997) "Champ Invaders" - CHAMProgramming
VTech Laser-VZ [AU] "Vz Invaders"
[US] Apple II "Apple Invader"
PC [MS Windows] [EU] (oct.14, 2005) "Taito Legends"
PC [MS Windows] [US] (nov.10, 2005) "Taito Legends"
* OTHERS:
LED handheld game [US] (1980) black version by Entex
LED handheld game [US] (1981) grey version by Entex
LCD handheld game [US] (1982) by Tiger Electronics
LCD handheld game with calculator [US] (1982) by Tiger Electronics
LCD handheld game [US] (larger LCD) (1984) by Tiger Electronics
LCD handheld game [EU] (1999) by Systema
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
Mobile Phones [US] (2007) "3D Space Invaders"
Mobile Phones [US] (2007) "Space Invaders Trilogy"
[US] "Atari Flashback 4" (nov.13, 2012) by AtGames
[US] "Atari Flashback 5" (oct.1, 2014) by AtGames
[US] "Atari Flashback 6" (sept.15, 2015) by AtGames
[US] "Atari Flashback 7" (oct.1, 2016) by AtGames
[US] "Atari Flashback 8" (sept.22, 2017) by AtGames
[US] "Atari Flashback 8 Gold Edition" (sept.22, 2017) by AtGames
- SOURCES -
Game's picture.
Accepted [+] [X] Space Invaders [Trimline model] Update submitted by vecchiom
Space Invaders (c) 1978 Taito America Corp.
Trimline model. For more information about the game, please see the original Taito Corp. Upright entry.
- TECHNICAL -
[Trimline model]
- TRIVIA -
Space Invaders was released by Taito America in the USA on July 7, 1978.
- SOURCES -
Machine's picture.