

After playing for some time, it's possible for the player to move and fire in-time with the games cadence. The game has a 'heartbeat' rhythm that the player should become attuned to. When an invader's missile collides with a player's laser shot, the player's shot is always destroyed but the invader's missile occasionally survives, almost certainly if it is a wiggly missile. The player can have only 1 laser shot on screen at any one time. This will be dealt with in detail later.Īn invader can have a maximum of 3 missiles on screen at any one time. This is a very important feature and one that must be fully exploited in order to obtain a high score.

The last invader moves very quickly, but slightly faster lef to right than right to left.Īny missiles dropped by an invader on the row above 'invasion' row will not harm the player's laser. When the invaders are low enough to touch the base shelters they erase them as they pass. The more invaders the player shoots, the faster the remaining invaders move. There is no time limit, except for the fact that if you do not shoot them all before they reach the bottom of the screen the game ends. At screen 10 the game reverts to the screen 1 start position and the cycle begins again. From screen 2 through to screen 9 they start progressively lower down the screen. On screen 1 they need to drop 11 lines to reach the bottom and 'invade'. The invaders travel sideways and each time they touch the side they drop down 1 line. If any invader reaches the bottom of the screen the game ends, no matter how many remaining bases the player has. The missiles also cause varying degrees of damage to the base shelters. If all the lasers are destroyed the game is over. If a missile hits the player's laser it is destroyed. There are 3 types of missile: slow straight ones, fast straight ones and wiggly ones which are the most powerful. The invaders randomly fire missiles down the screen from the centre of their bodies. Temporary sanctuary can be sought beneath the 4 base shelters (E). The score for each screen can be dramatically increased by the tactical destruction of the 'mystery' value spaceships (G) that frequently fly from one side of the screen to the other. This makes each screen worth a total of 990 points. The bottom 2 rows score 10 points per large invader (A), the middle 2 rows 20 points for each medium invader (B) and the top row scores 30 points for each small invader (C). Each game screen starts with five rows of 11 invaders. Amassing a high score (F) is a further objective and one that must be prioritised against your continued survival. The object of the game is, basically, to shoot the invaders with your laser base (D) while avoiding their shots and preventing an invasion.
