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Space Invaders Part II

Space Invaders Part II is a fixed developed and published by Corporation in in September 1979 as the direct sequel to the groundbreaking 1978 hit . The game retains the core mechanics of controlling a base at the bottom of the screen to defend against descending waves of alien invaders but introduces significant enhancements, including color graphics on a , eight stages with intermission cutscenes, and new enemy behaviors such as aliens that advance toward the player and split into two smaller forms when shot. Building on the original's monochrome display and simpler invasion patterns, Space Invaders Part II expanded the with a higher score limit, the ability to enter player initials for high scores, and varied alien formations that include faster-moving saucers for bonus points. The title utilized an running at approximately 2 MHz, similar to its predecessor, but featured improved visuals with a more vibrant palette and smoother animations to heighten the sense of escalating threat as invaders marched closer to the player's base. Protective barriers could still be destroyed by enemy fire, and power-ups were absent, maintaining the tense, resource-limited survival focus that defined the series. Released amid the arcade boom sparked by the original , which sold over 360,000 cabinets worldwide, Part II was licensed to Manufacturing for North American distribution in 1980 under the name Space Invaders Deluxe, helping to sustain the franchise's popularity in Western markets. The game's innovations, such as the splitting aliens and multi-stage structure, influenced subsequent titles by adding variety and progression, though it did not achieve the same revolutionary cultural impact as the first game. It has since been emulated in collections like and preserved in arcade history databases for its role in evolving the genre's early formulas.

Overview

Background and context

The release of in 1978 by marked a pivotal moment in the arcade gaming industry, igniting a global craze that transformed video games from niche entertainment to a mainstream phenomenon. The game's innovative fixed-shooter mechanics and escalating difficulty captivated players worldwide, leading to widespread adoption in arcades across and the , where it helped fuel the rapid expansion of the sector during the late 1970s. This success prompted numerous competitors to produce clones, with companies like releasing Invinco and developing SF-HiSplitter in 1979, saturating the market with similar titles and challenging Taito's original dominance. By late 1979, as the novelty of the original cabinets waned amid the proliferation of imitators, Taito sought to maintain its market position through a sequel, led by designer Tomohiro Nishikado. The arcade industry in and the experienced significant growth during this period, with contributing to the establishment of dedicated gaming venues known as "Invader Houses" and boosting overall machine installations to hundreds of thousands. The game's immense popularity in even spawned rumors of a nationwide shortage of 100-yen coins, as players reportedly hoarded change for extended play sessions, though this has since been debunked as an exaggeration of localized issues.

Relation to the original Space Invaders

Space Invaders Part II retains the core concept of the original 1978 as a fixed , featuring descending formations of aliens that the player must eliminate using a base positioned at the bottom of the screen, with difficulty escalating as the aliens advance and their firing rate increases. Developed by as an enhanced iteration rather than a radical departure, Part II aimed to revitalize the original formula amid a proliferation of unauthorized clones saturating the market, thereby extending the game's commercial viability without overhauling its foundational design. The game shares key elements with its predecessor, including the identical enemy types—squid-like small invaders, crab-like medium invaders, and octopus-like large invaders—along with the basic scoring system that rewards points based on enemy variety and position. The title "Part II" was selected to emphasize continuity with , positioning it as a direct evolution rather than a standalone sequel like later entries such as Return of the Invaders. This approach is underscored by the addition of color graphics, which provided a visual refresh while preserving the essence of the initial release.

Gameplay

Core mechanics

In Space Invaders Part II, the controls a base positioned at the bottom of the screen using a two-way for horizontal movement, allowing evasion of incoming s and alignment for counterattacks. A single fire button launches one bullet upward at a time, with a built-in cooldown enforced by limiting the screen to only one at once, preventing rapid-fire spam and requiring strategic timing. The central objective is to eliminate a formation of 55 descending aliens arranged in five rows of 11, while dodging their randomly fired bullets; failure occurs if the laser base sustains three hits (exhausting reserve lives) or if any alien reaches the screen's bottom edge, triggering an immediate . The aliens advance as a cohesive unit, shifting left and right across the screen before dropping one row upon reaching either edge, with their overall speed accelerating as fewer enemies remain—a mechanic that heightens tension in later stages of each wave. Enemy firing emanates primarily from the formation's edges and lower rows, with aliens in the bottom row often leading aggressive dive patterns toward the player's position. Four stationary barriers serve as protective cover between the player and the alien formation, absorbing impacts from both player and enemy shots but progressively disintegrating with each hit to expose the laser base. A mysterious saucer periodically traverses the top of the screen, presenting an opportunity for bonus points valued at 50, 100, 150, or 300 based on the cumulative shots fired by the player up to that point. Basic scoring rewards destruction of aliens by type and position: octopus invaders score 10 points, crab invaders 20 points, and squid invaders 30 points, depending on their row position. Achieving a high score, capped at 99,990 points, allows players to enter their initials on an on-screen table for recognition.

Enhancements and new features

Space Invaders Part II marked a significant evolution from its predecessor by incorporating full color graphics, transforming the original presentation into a more vibrant experience. Aliens were now depicted in colors like , while barriers were segmented into distinct sections colored red, green, yellow, and white to enhance visual distinction and depth, with backgrounds adding further chromatic layers to the playfield. Gameplay received dynamic difficulty adjustments, where the invaders' formation accelerated progressively as their numbers dwindled, with movement speed directly tied to the count of remaining rows to heighten and skilled . Adding unpredictability, certain saucers (UFOs) temporarily phased out of visibility, flashing intermittently and reappearing if not shot during their solid phase, forcing to time their shots carefully for a 500-point reward. Certain invaders (worth 20 points) split into two smaller 30-point invaders when shot. To further intensify encounters beyond the standard descending formation, rare mysterious ships appeared randomly across the screen, firing projectiles and occasionally dropping reinforcement invaders to replenish enemy ranks. After clearing a wave, if the last alien destroyed is from the bottom two rows, a "rainbow" fireworks display awards 500 bonus points; destroying the bottom-leftmost 10-point invader last awards 1,000 points. These features, including variations in saucer scoring based on shots fired, emphasized replayability while preserving the core invasion-defense loop.

Development

Design process

Space Invaders Part II was designed by Tomohiro Nishikado, the creator of the original , who was tasked with developing rapid enhancements to leverage the existing hardware for cost efficiency. This approach focused on updating the game's software rather than overhauling the underlying systems, allowing to repurpose surplus production capacity from the original game's massive success. The primary motivation stemmed from Taito's overstock of cabinets following the 1978 boom, prompting the creation of new ROMs to retrofit these machines and revitalize sales amid a saturated market. This strategy also aimed to combat the rising tide of clones from competitors like Nintendo's , which had flooded arcades and diluted the original's dominance. By maintaining compatibility with the Intel 8080-based cabinets, the design avoided the expense and delay of a full hardware redesign, enabling a swift rollout to recapture player interest. Nishikado's iterative process involved balancing new elements with the core mechanics to preserve familiarity for returning players while heightening the challenge for replayability. Additions such as aliens that split into smaller variants upon being shot, high-value 500-point UFOs that reinforced invader rows, and occasional mystery ships appearing across the top of the screen for bonus points were tested extensively to ensure they enhanced without overwhelming arcade operators or players. Features like the formalized "rainbow" bonus—triggered by eliminating specific invaders—and intermissions depicting invaders fleeing in distress were refined through playtesting to promote viability and encourage prolonged sessions. Key challenges included intense time pressure in the wake of the original's explosive popularity, which demanded quick iterations to sustain momentum before market fatigue set in. Nishikado later reflected on this period with mixed feelings, noting the constraints of the monochrome-to-color transition and the need to innovate within the limits of the aging hardware. Ensuring seamless integration with existing cabinets proved particularly demanding, as any disruptions could have alienated operators reliant on the original's reliability. Creative choices prioritized visual enhancements to draw in players, introducing color monitors and a vibrant palette that transformed the stark aesthetic into a more engaging spectacle, while steadfastly retaining the foundational invasion-defense loop to retain the fanbase. This emphasis on aesthetic appeal, combined with subtle mechanical tweaks like name entry for high scores—the first in a arcade game—aimed to elevate the experience without alienating core audiences.

Technical specifications

Space Invaders Part II was built on the same foundation as the original , utilizing an CPU clocked at 2 MHz, with 8 KB of for program storage and 256 bytes of for working memory. To enable color graphics, the system incorporated custom color PROMs that mapped the video output to a palette of 8 colors, allowing for enhanced visual distinction between game elements on a color . The game's graphics operated at a of 256 x 224 pixels, rendered vertically to match the cabinet's . Audio was handled through output via the SN76477 complex sound generator chip, which produced synthesized beeps and tones for effects such as shots, explosions, and enemy movements. The Part II shared compatibility with the original's layout, allowing operators to upgrade via new sets and replacements to introduce color capabilities and new game behaviors, though a color upgrade was required. Input controls consisted of a single 2-way for left/right movement, a fire button for shooting, and a start button, supporting alternating play for up to two players. Configuration was managed through switches, enabling adjustments for coinage mechanisms (such as 1 coin granting 1 to 4 credits) and difficulty levels like enemy speed and base count. The software was programmed in , featuring dedicated routines for enemy movement paths—such as sinusoidal formations and forward marches—and between projectiles, invaders, and barriers.

Release

Launch and distribution

Space Invaders Part II was released in September 1979 in by Corporation for machines. handled full production and localization for the domestic market, employing a model of direct placement in . In the United States, was handled by Midway Manufacturing.

Regional variations

The North American version of the game, released in 1980 by Manufacturing, was titled Space Invaders Deluxe for upright cabinets. also released a variant titled Space Invaders II in cabinet configuration, which introduced a unique two-player competitive mode allowing players to simultaneously defend against invaders while shooting at each other's bases. This head-to-head feature was exclusive to 's Space Invaders II adaptation and not present in the original release. Title variations arose between regions, with Taito's 1979 Japanese release called Space Invaders Part II, while Midway's upright cabinets were marketed as Space Invaders Deluxe. Hardware differences included Midway's use of a monitor with a color overlay for the U.S. versions, contrasting with the Japanese original's color monitor supporting RGB output. configurations on Midway boards allowed operators to adjust cabinet type (upright or table) and other settings like the number of laser bases, but the competitive mode was a fixed element of the Space Invaders II cocktail setup, with no toggle to cooperative play. In , the game was licensed and distributed by in 1980 under the Space Invaders Part II title, featuring no significant gameplay or hardware changes from the version beyond potential minor attract mode text adjustments for local languages. These regional adaptations, particularly the U.S. competitive mode, were designed to enhance social interaction in environments, shifting emphasis from the solitary defensive focus of the single-player experience.

Reception

Critical response

Upon its release in 1979, Space Invaders Part II received praise for introducing color visuals and a faster pace, which helped revitalize the original formula amid growing market saturation with similar shooters. However, retrospective views often position it as a transitional title bridging the original's simplicity to more dynamic modern shooters, with its color implementation and features like extra lives and invisible enemies providing nostalgic value. Modern compilations rate it around 56% for critics, appreciating its role in sustaining the genre's momentum without revolutionary changes. Contemporary reviews from 1979 are scarce, with most analyses being modern retrospectives.

Commercial performance

Space Invaders Part II generated millions in revenue for through arcade play, with the franchise as a whole earning an estimated $3.8 billion by (equivalent to approximately $13 billion adjusted for ). The game was released as an upgrade kit for existing cabinets in , enabling operators to refresh their machines at low cost and extend the lifespan of the original ,000+ units sold by 1980. This approach drove profitability, as play sessions averaged 5-7 minutes per credit at ¥100 per play in , encouraging repeat plays. In the United States, Midway's version, known as Space Invaders Deluxe, contributed to the sustained boom, with the combined Space Invaders series sales exceeding 300,000 units by 1981 and helping the North American reach $2.8 billion in in 1980. The game's market impact aided Taito's recovery from the original's peak saturation, outselling many clones and tying into the 's growth to over $2 billion globally during 1979-1980. Long-term, the title boosted Taito's position, leading to additional Invaders sequels and strong arcade operator performance; Space Invaders Deluxe appeared in RePlay magazine's top charts, including #3 in the November 1981 annual operator survey.

Legacy

Ports and re-releases

Space Invaders Part II saw limited standalone home ports in the 1980s but was frequently bundled with the original game in collections. The version, released in 1985 by , integrated Part II into its structure, with the first eight rounds replicating the original Space Invaders and rounds nine through sixteen featuring Part II's enhanced mechanics, including color graphics and new enemy behaviors. A Famicom port followed the same year from , combining both titles on a single to provide extended play with the sequel's additions like splitting invaders and intermissions. During the late , the game appeared in dedicated compilations aimed at preserving experiences on home hardware. : The Virtual Collection, released for in 1995 by , offered pixel-accurate emulations of both the original and Part II, complete with 3D visual enhancements. A port titled followed in 1999, providing faithful 2D emulations of both games. The 2000s brought broader accessibility through multi-game anthologies. Taito Legends, launched in 2005 for PlayStation 2, Xbox, and PC, emulated Space Invaders Part II alongside 28 other Taito classics, replicating the arcade's color palette, speed, and features like the blinking UFO for precise historical accuracy. Modern re-releases have focused on digital distribution and updated compilations for current-gen consoles. The Space Invaders Invincible Collection, published by Taito in 2021 for Nintendo Switch and PlayStation 4, includes a high-fidelity emulation of Part II among 11 titles, supporting online leaderboards and customizable options while preserving the original 1979 mechanics. It was also emulated on Antstream in June 2021 for cloud gaming across multiple devices. Additionally, a remastered version titled Space Invaders Deluxe Part 2 became available on the Microsoft Store in 2022 for Windows and Xbox, featuring full HD 1080p visuals at 60 frames per second, four extra modes, and enhanced controls without altering core gameplay. Preservation efforts have ensured long-term playability through emulation. ROM dumps of Space Invaders Part II were integrated into MAME starting in 1997, enabling community-driven recreations that accurately reproduce the game's original timing, colors, and hardware behaviors on modern systems.

Cultural impact

Space Invaders Part II, released in 1979 as an enhanced version of the original with color graphics and new enemy behaviors, solidified the fixed shooter genre's template by emphasizing defensive shooting against descending alien formations, directly inspiring subsequent titles. Namco's Galaxian (1979) built upon the original Space Invaders' foundation by introducing independently moving enemies that broke from formations to attack, evolving the core mechanics while retaining the invasion defense premise. Similarly, Williams Electronics' Defender (1981) drew from the game's alien invasion theme and player-controlled defense, incorporating horizontal scrolling and resource management to expand the shooter's scope. As the first official sequel in the series, Space Invaders Part II paved the way for further expansions, demonstrating how iterative improvements could sustain franchise longevity. This led to later entries like Taito's Return of the Invaders (1985), which added power-ups and varied enemy waves, and modern reinterpretations such as (2008), a rhythm-shooter hybrid that revitalized the formula for contemporary audiences. The game's imagery and mechanics permeated pop culture, symbolizing the arcade era's explosive growth and geek nostalgia. It appeared in films like Pixels (2015), where pixelated aliens based on attack , blending retro gaming with sci-fi comedy. In music, the franchise inspired tracks such as Player One's "" (1979), an electro-disco hit that sampled sounds, and ' "Space Invader" (1980), reflecting the game's cultural ubiquity. Historically, Space Invaders Part II exemplified an early upgrade model for arcade games, retaining core while enhancing visuals and audio to prolong popularity, a practice that foreshadowed modern remasters and digital content expansions like . Its role in the late-1970s arcade boom contributed to narratives of industry resilience, helping sustain growth amid economic pressures that later culminated in the 1983 crash. The franchise, including Part II, received significant recognition for its enduring influence, with inducted into the World Video Game Hall of Fame in 2016 for pioneering the genre and culture. Academic studies have further examined its contributions to evolution, highlighting how it established conventions like escalating difficulty and high-score competition that shaped subsequent .

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