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** In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
to:
** In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS Platform/NintendoDS and [[UsefulNotes/PlayStationPortable [[Platform/PlayStationPortable PSP]], and ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.Platform/{{Wii}}.
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back. This eventually become ''Videogame/{{Arkanoid}}'', [[spoiler: where the final boss fire back]].; Then they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
to:
* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back. This eventually become ''Videogame/{{Arkanoid}}'', [[spoiler: where [[spoiler:where the final boss fire back]].; back]]. Then they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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* BreakthroughHit: For Taito.
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* BreakthroughHit: For Taito.Creator/{{Taito}}.
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* KeepCirculatingTheTapes: ''Infinity Gene'' had yet to see a re-release for modern systems.
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* KeepCirculatingTheTapes: ''Infinity Gene'' had yet to see a re-release for modern systems. The mobile versions had already been delisted due to not being updated for modern versions of the OS.
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back. This eventually become ''Videogame/Arkanoid'', [[spoiler: where the final boss fire back]].; Then they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
to:
* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back. This eventually become ''Videogame/Arkanoid'', ''Videogame/{{Arkanoid}}'', [[spoiler: where the final boss fire back]].; Then they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
to:
* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; back. This eventually become ''Videogame/Arkanoid'', [[spoiler: where the final boss fire back]].; Then they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''[[Film/ANewHope Star Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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* KeepCirculatingTheTapes: ''Infinity Gene'' had yet to see a re-release for modern systems.
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** For 2018, Taito ported the original ''Videogame/SpaceInvaders Extreme'' to Windows via Steam, using the PSP version's interface and most of the DS version's soundtrack with a few new tracks. A port of ''VideoGame/GrooveCoaster'', itself a GaidenGame to the series, is on the way to the same platform.
to:
** For 2018, Taito ported the original ''Videogame/SpaceInvaders Extreme'' to Windows via Steam, using the PSP version's interface and most of the DS version's soundtrack with a few new tracks. A port of ''VideoGame/GrooveCoaster'', itself a GaidenGame to the series, is was released on the way to the same platform.
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* InspirationForTheWork: According to Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
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* InspirationForTheWork: According to Wiki/TheOtherWiki, Website/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing [[Film/ANewHope Star Wars]], the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
* According to Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
%%* KillerApp: The Atari 2600 version
* According to Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
%%* KillerApp: The Atari 2600 version
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing [[Film/ANewHope ''[[Film/ANewHope Star Wars]], Wars]]'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
* InspirationForTheWork: According to Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
%%* * KillerApp: The A TropeCodifier, with Taito struggling to make enough arcades to fill the demands until recruiting Midway to help, and the Atari 2600 versionversion quadrupling the console's sales.
* InspirationForTheWork: According to Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
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* PortOverdosed: There is a version of ''VideoGame/SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
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* PortOverdosed: There is a version of ''VideoGame/SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.wristwatches.
* UrbanLegendOfZelda: The game was credited with causing a shortage of 100 yen coins. In fact, it was just released in the year the Japanese Mint issued the least amount of those coins.
* UrbanLegendOfZelda: The game was credited with causing a shortage of 100 yen coins. In fact, it was just released in the year the Japanese Mint issued the least amount of those coins.
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Fixed a redlink.
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* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''StarWars'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
to:
* ExecutiveMeddling: The original design was a ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''StarWars'', [[Film/ANewHope Star Wars]], the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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Fixing formatting and commenting out ZCE.
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* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time -- they couldn't handle all the aliens moving back and forth at once, but as the player started killing more and more of them, the processor had less aliens to worry about and could move them faster. The developers liked it enough to keep it in. This inspired the whole idea of games getting harder as the player progressed.
to:
* {{Ascended Glitch}}: AscendedGlitch: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time -- they couldn't handle all the aliens moving back and forth at once, but as the player started killing more and more of them, the processor had less aliens to worry about and could move them faster. The developers liked it enough to keep it in. This inspired the whole idea of games getting harder as the player progressed.
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* KillerApp: The Atari 2600 version
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* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in. This inspired the whole idea of games getting harder as the player progressed.
to:
* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, time -- they couldn't handle all the aliens moving back and forth at once, but as the player started killing more and more of them, the processor had less aliens to worry about and could move them faster. The developers liked it enough to keep it in. This inspired the whole idea of games getting harder as the player progressed.
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* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in. This inspired the whole idea of games getting harder as they player progressed.
to:
* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in. This inspired the whole idea of games getting harder as they the player progressed.
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* {{Ascended Glitch}}: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in. This inspired the whole idea of games getting harder as they player progressed.
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* PortOverdosed: There is a version of ''VideoGame/SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
to:
* PortOverdosed: There is a version of ''VideoGame/SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
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** For 2018, Taito ported the original ''Videogame/SpaceInvaders Extreme'' to Windows via Steam, using the PSP version's interface and most of the DS version's soundtrack. A port of ''VideoGame/GrooveCoaster'', itself a GaidenGame to the series, is on the way to the same platform.
to:
** For 2018, Taito ported the original ''Videogame/SpaceInvaders Extreme'' to Windows via Steam, using the PSP version's interface and most of the DS version's soundtrack.soundtrack with a few new tracks. A port of ''VideoGame/GrooveCoaster'', itself a GaidenGame to the series, is on the way to the same platform.
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** 1998's ''Space Invaders X''. In the opening cutscene, the operator of the "new" Tank steers his vessel past the "Tank Graveyard" and smiles grimly at a 1978-era Tank.
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** 1998's ''Space Invaders X'' is also an example. In the opening cutscene, the operator of the "new" Tank steers his vessel past the "Tank Graveyard" and smiles grimly at a 1978-era Tank.
to:
** 1998's ''Space Invaders X'' is also an example. In For 2018, Taito ported the opening cutscene, original ''Videogame/SpaceInvaders Extreme'' to Windows via Steam, using the operator PSP version's interface and most of the "new" Tank steers his vessel past DS version's soundtrack. A port of ''VideoGame/GrooveCoaster'', itself a GaidenGame to the "Tank Graveyard" and smiles grimly at a 1978-era Tank.series, is on the way to the same platform.
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* According to TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
to:
* According to TheOtherWiki, Wiki/TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
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* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
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* MilestoneCelebration: MilestoneCelebration:
** In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
** In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
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* ExecutiveMeddling: The original design was a VideoGame/{{Breakout}} clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''StarWars'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
to:
* ExecutiveMeddling: The original design was a VideoGame/{{Breakout}} ''VideoGame/{{Breakout}}'' clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''StarWars'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
to:
* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the UsefulNotes/NintendoDS and [[UsefulNotes/PlayStationPortable PSP]], and ''SpaceInvadersGetEven'' ''VideoGame/SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
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* PortOverdosed: There is a version of ''SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
to:
* PortOverdosed: There is a version of ''SpaceInvaders'' ''VideoGame/SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
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* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the NintendoDS and {{PSP}}, and ''SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
to:
* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the NintendoDS UsefulNotes/NintendoDS and {{PSP}}, [[UsefulNotes/PlayStationPortable PSP]], and ''SpaceInvadersGetEven'' for the UsefulNotes/{{Wii}}.
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* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, SquareEnix and Taito released ''Space Invaders Extreme'' for the NintendoDS and {{PSP}}, and ''SpaceInvadersGetEven'' for the {{Wii}}.
to:
* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, SquareEnix Creator/SquareEnix and Taito released ''Space Invaders Extreme'' for the NintendoDS and {{PSP}}, and ''SpaceInvadersGetEven'' for the {{Wii}}.UsefulNotes/{{Wii}}.
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Added DiffLines:
** 1998's ''Space Invaders X'' is also an example. In the opening cutscene, the operator of the "new" Tank steers his vessel past the "Tank Graveyard" and smiles grimly at a 1978-era Tank.
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* According to TheOtherWiki, designs of the aliens were based on the octopus-like ones from ''Film/TheWarOfTheWorlds'' as well as in squids and crabs.
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* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
to:
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
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Added DiffLines:
* MilestoneCelebration: In 2008, around the 30th anniversary of the original game's release, SquareEnix and Taito released ''Space Invaders Extreme'' for the NintendoDS and {{PSP}}, and ''SpaceInvadersGetEven'' for the {{Wii}}.
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None
Added DiffLines:
* ExecutiveMeddling: The original design was a VideoGame/{{Breakout}} clone with the twist that the "bricks" fire back; they were originally people, but the executives vetoed it. They were then changed to airplanes, but they didn't make sense with the way they moved. After seeing ''StarWars'', the developer was inspired to change the enemies to aliens, which were [[WhatMeasureIsANonHuman acceptable to shoot and kill.]] It also justifies their lateral movement patterns, which didn't work with the previous designs.
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* PortOverdosed: There is a version of ''SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.
to:
* PortOverdosed: There is a version of ''SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.wristwatches.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
* SerendipityWritesThePlot: The speed increase of the aliens as the game went on was an unintended side effect of the weak processors at the time, but the developers liked it enough to keep it in.
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Added DiffLines:
* PortOverdosed: There is a version of ''SpaceInvaders'' for almost every platform ever made, including graphing calculators and wristwatches.