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No. 7: Super Space Invaders.
Revamped Alien Zapping from Taito
Super Space Invaders. Taito (1990). Known
in Japan as "Majestic Twelve - The Space Invaders Part IV", this was a
rework of the seminal Space Invaders. Who would mess with a winning formula?
Taito would and did, thankfully. So 12 years on, they were back - and this time they
weren't content to just THUD-THUD-THUD their way across and down and then across
and down your screen. Most of the aliens now needed several hits to kill, some
swelling in size with each hit. The UFOs
still patrolled the top of the screen but now yielded power-ups, without which,
survival for more than a few seconds, was impossible. I recall reaching
level 33 on a single credit, when this game was new - something I have not been
able to repeat by playing the game in MAME!
There were several power-ups, most of which disappeared after several seconds,
whether used or not. The most-prized of them though, was the (P) capsule, which
allowed you shoot extra bullets, needed because you begin each life with just
the one shot on screen at any time limit that the original Space Invaders
game imposed. Taking a hit from the aliens however, cancelled this bonus! The
other long-term power-up was the (S) capsule, giving you a shield which absorbed
a single hit from enemy fire.
Other capsules to be collected were: (T),
which froze all enemies for 10 seconds, as a massive butterfly flapped it's
wings in the background (?)
(F), produced a spinning wheel of fire launched deep into the alien ranks,
(A), protected you with 4 barriers, absorbing enemy fire,
(B), which produced a solid vertical beam of laser fire, scything through the
oncoming hordes,
(H), a powerful horizontal wave which flew up the screen until it hit something
and then hung around for a few seconds. Timed right, use of this weapon could
destroy an entire level before it had even begun!
Extra lives were also there to be earned through score progress, although as in
many shoot-em-ups, you would do best to just keep a single powered-up ship alive
for as long as possible.
There were no levels as such in this game, merely
variations of alien and swarming pattern, along with a nice change of backdrop.
The game supported simultaneous 2-play, for which some of the levels seemed to
have been specifically designed, the aliens coming at you in 2 separate waves.
Level progression was broken up either by a boss or a Cattle Mutilation screen,
which wasn't as gory as first sounds. Your task was to protect the beefy victims
from a formation of marauding UFOs. Bonus points were awarded for keeping
a full field of cattle, and also for rescuing cows that were in the process of
being pulled up by tractor beam. Leaving a rescue until the last possible second
here, resulted in a hefty points bonus as the bemused bovine spun gently back
down to earth. The bosses were all typical old-school shoot-em-up
baddies, you know the ones: fire like hell and keep moving and you'll win
through eventually. 
Featured:
Shot-limiting, Cattle Mutilation, A Nice Big Butterfly.
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