Developer: Z-Axis Publisher: Activision
Released: November 30, 1999 Rated: E 6/10
From Robotron to Asteroids and in-between, the retro revival that began in the latter half of the ‘90s, mostly composed of the biggest names of the pre-Nintendo generations, was well-represented on the N64. Space Invaders comes to us from future Dave Mirra developer Z-Axis, Ltd. and boasts most of the obvious upgrades to justify a full retail release: updated polygonal graphics, an expansive lineup of levels to play before rolling credits, and a few key gameplay tweaks to freshen up the mechanics and try to avoid stagnating.

The added gameplay depth is easily the biggest draw here and if nothing else the fleshed-out gameplay experience does warrant giving Space Invaders a try, even if a lot of it would drive away someone dedicated to the simplicity of the arcade original. The main gimmick in this new presentation involves color coding the enemies so that the player attacks the horde in a deliberate order. Chaining together enemies of the same type awards you with a particular power-up which then allows and encourages your next move. It’s a bit like a puzzle game now, as much as a shooter, as it requires planning at least a few moves ahead to stay efficient and ensure you’re equipped to clear each wave before being overwhelmed. A boss fight caps off each chunk of 10 levels with some solid design, always multiple stages to a fight but nothing too abstract or difficult.

The gameplay is definitely strong and Z-Axis should definitely be commended for adding their twist to the formula with what couldn’t have been much development time for the scope of the project. Aside from the initial flash of the new visuals, though, the presentation isn’t much to take in. The different “planet” settings are still only static backgrounds and the music, though it’s got a little upbeat techno flair, isn’t much of an earworm. Still an upgrade from the silence of the 1977 cabinet, of course. The enemy ships are designed with more function than anything else, with the different colors and shapes intended to make it easy to plan your strategy for each wave confidently. This doesn’t leave much room to maintain any nostalgia from their original designs, but with it likely being a conscious choice I respect it.

Though it’s pretty fun and novel when you jump into it, this edition of Space Invaders isn’t going to make the impact or last long enough to be worth it for most players. Even with the overall fleshed-out experience compared to previous iterations, there’s still only maybe 90 minutes of gameplay in a single run, and the finality of it somewhat diminishes the need for an arcade approach where you can fire it up any old time. The formula still works and there’s fun to be had for sure, but fans of the IP will likely still prefer an experience closer to the original, while later iterations have done far more to increase replayability and novelty.
Continuing Legacy
Developer Z-Axis, Ltd. would have a solid run in the extreme sports genre over the next few years. Thrasher Presents: Skate and Destroy came out alongside the first Tony Hawk, with Rockstar Games publishing, before helming Acclaim’s Max Sports label with motocross, inline skating, and, of course, multiple BMX titles, though they struggled in the wake of Acclaim’s bankruptcy in 2004 and folded following a rebrand and their final project, Guitar Hero: Van Halen, in 2009. Space Invaders maintains a strong brand as the crucial representative of Taito’s legacy. Various takes on the Space Invaders formula post-2000 have expanded on it to some success including the rhythm-inspired Space Invaders Extreme, crossover title Arkanoid vs. Space Invaders, and the multiplayer-focused Space Invaders Gigamax.
Additional Information
Saves: Controller Pak
Players: 1-2
Compatible With: Rumble Pak
Print Guides: None
Aggregate Critical Reception (GameRankings): 64.69%, based on 13 reviews
Other Releases: NA Exclusive on N64
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