YMMV / Space Invaders

  • Annoying Video Game Helper:
    • The bunkers can easily block crucial shots.
    • From Extreme and Extreme 2:
      • Both games will change the color or type of aliens on the current wave under certain conditions that are easy to fulfill by accident, which can be annoying if you're trying to get the Same Shape or Same Color lights, trigger specific Features, or start Rounds. Or worse, change aliens on the curent wave to UFOs; colored UFOs immediately drop powerups when hit instead of having to hit four of the same color but you cannot get Features or Rounds off of UFOs.
      • Both games have a "Multi Player" Roulette bonus that gives you a shadow cannon that fires alongside you. Great for damage-dealing and clearing out waves quickly, but it cannot be disabled without losing a life; not even holding down the button that pauses your current powerup will make it go away. This is problematic for situtations that demand sniper-level precision, such as trying to get the 1-Up light bonuses, trigger Features, or worst of all, trying not to provoke the wrath of an Assault alien near another alien you're trying to shoot.
  • Anticlimax Boss: The true final battle of Infinity Gene. And then the solitary final invader, which is arguably harder than even the boss before it.
  • Broken Base: A minor one exists over which of the three classic alien shapes should be the Series Mascot.
  • Demonic Spiders: Several in Extreme:
    • Reflector aliens can bounce your shots back to kill you.
    • Assault aliens from the same game will descend when shot, and if you don't kill them fast enough, they'll land at the bottom of the screen for a kill. If you make the mistake of using Broad or Bomb shot on them, you can set off several of them and they'll land faster than you can kill all of the aliens you just pissed off.
    • The more difficult stages feature "sniper" aliens that fire high-speed bolts that can easily kill you before you can react.
  • Disc-One Final Dungeon: In the mobile version of Infinity Gene, stage 3-6 serves as this. The next stages are only available in the console versions.
  • Disappointing Last Level: Taito was either short on budget or time when coming up with ideas for Space Invaders Extreme 2's final stages, because two of those four final stages' tracks are "invAde yOu aGain" and "Outbreak→Pandemic", which are just slightly rearranged versions of the Stage 1 and 2 tracks from Extreme.
  • First Installment Wins: Games after the original tend to not be remembered very well.
  • Friendly Fandoms: Due to being announced and released as part of the same campaign, the Steam version of Extreme has a number of fans who also play Groove Coaster and await its Steam port.
  • Game-Breaker: Several in Infinity Gene:
    • The Field ship. It slams anything within the targeting circle for extensive damage, and at max power, the circle is wide enough to cover the entire vertical height of the screen. It makes swarms of enemies practically trivial; any enemy that's a One-Hit-Point Wonder and is unfortunate to spawn within the circle won't even have a chance to appear on the screen!
    • Variable isn't quite as "kill everything around you" as Field, but any enemies caught in the laser swords is in for a world of pain. Even better if you get all four swords on a single target.
    • Classic, which kills anything in a single hit. Even bosses.
  • Genius Bonus:
    • The names for some of the stages in Infinity Gene.
    • The very first stage, "Common Descent" is like that of an old-school arcade space invaders game. These invaders are the common ancestor of the other enemies you will soon face, hence the other enemies share a common descent.
    • The final stage (after the Final Boss), "Back Mutation" has you fight a single lone invader in an old-school arcade format. A back mutation is a mutation that reverts a gene back to its original self.
    • "Struggle for Existence" has a Boss Rush of 8 or so minibosses before encountering the real boss itself.
  • Good Bad Bugs:
    • The point value of the flying saucer in the original version appeared random, but was actually a function of how many times the player had fired. A savvy player could count his shots, wait until his shot count got up to 14, and then shoot the saucer, guaranteeing himself a whopping 300 points.
    • In the original game, when the Invaders are at the bottom row, their bullets generate under the player's turret, rendering him immune to that row's attacks. This technique is called Nagoya Shot, so named for allegedly being discovered in Nagoya. Space Invaders Extreme references this with the "Nagoya Attack" bonus for Invaders that move in the traditional side-by-side pattern; Invaders destroyed on the bottom row yield a x20 score multipliernote . Also referenced in Space Invaders Infinity Gene, where there's a point reward for exploiting a similar (deliberate) feature where enemy shots don't hurt you for the first second they're on the screen, once you unlock it.
    • The Sega Master System port of Super Space Invaders had a glitch in which shooting certain types of secondary weapons could cause the enemies to move slowly, even freezing on screen -they keep firing, however-, thus giving you the opportunity to destroy flying saucer after flying saucer -that appeared and moved normally- to get extra points as well as main weapon and shield powerups.
  • Moe:
  • Mondegreen: "Invader Disco" from Extreme 2 can be summed up as: "Ding dong magic! Ding ding dong! Facepalm! Facepalm! Facepalm! Facepalm!"
  • Most Wonderful Sound: In the original arcade game, just killing an alien, any alien, had a wonderful splat/death cry.
  • Polished Port:
    • The iconic Atari 2600 port of the game. While the graphics are a step down from the already primitive arcade game, the gameplay is uniformly considered just as good, if not superior to the arcade game, owing in part the staggering variety of gameplay options available on the cartridge. It's also well-known for having a surprising number of on-screen objects at once for the hardware it's on.
    • The Steam version of Extreme is a good mix of the DS and 360/PSP versions, combining the DS version's ZUNTATA soundtrack with the PSP version's interface. It also adds a wave counter, which lets you know how much further until the end of the stage, nerfs Nagoya Attacks so that the optimal scoring strategy is no longer "camp out until aliens reach the bottom row", and adds some other quality-of-life touches.
  • Surprise Difficulty: In Extreme 2, do not be caught off-guard when you enter Stage 5-D or Extreme Stage 5-C and hear UFO-CO shouting "Let's play!" followed by happy hardcore music. They are still very much the hardest stages in the game.
  • That One Achievement: From the Steam version of Extreme:
    • "King of Space Invaders Extreme" requires you to clear the game without missing a shot at all.
    • "Mania" requires you to play the game a whopping 10,000 times. It's not as "tear your hair out" as having to play the game with perfect accuracy, but it is tedious.
  • That One Boss: The final boss of Extreme 2 at at least 5-D is the closest Space Invaders can come to Bullet Hell. It can use a ton of different shots and has three seperate targets, each with its own massive amount of health. Extreme 5-C is considered to be one of the, if not the, hardest bosses in the franchise, and non-Bullet Hell shooters as a whole.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SpaceInvaders