Hi Mike,
I studied the assembly code from the original Space Invaders in detail for many weeks before coding this - so I'm aware of the exact details in what makes the original game work.
If you're interested - here's the details:
http://computerarcheology.com/Arcade/SpaceInvaders/I've put a list of things that are different off the top of my head - however were two objectives in my new design:
(1) Make it feel like Space Invaders, but update it so it feels more "today". We're all used to bullet-hell shooters so Space Invaders feels a bit dated.
(2) Fix the primary problem I have with Space Invaders - the flat difficulty curve - it never gets any harder after level 7. So if you can handle level 7 - you can keep playing ad-infinitum. Video Invaders keeps getting harder forever - however it should never feel cheap.
Here are the broad strokes on what is different:
- Number of aliens
- Number of alien-shots that can be on-screen (32)
- Alien AI for shooting at player is completely different
- UFO now shoots at player (this makes point pressing techniques much more difficult)
- Different rules governing player / alien shot collision
- Player movement is faster
- Player shot speed is faster
- Alien shot speed is variable
- Rules for end-of-game when aliens reach the bottom are different (you can actually smash your ship into an alien on the bottom - lose a life- and continue)
- Collision detection is different
- Number of shields and shield behaviour is different (i.e. how many shots to penetrate etc.)
- UFO behaviour is different in terms of how it appears and moves. However, as in the original there is a sequence based on the player shot-count that makes scoring predictable
- Rules governing alien starting positions for each level are different
- Alien movement algorithm is different - it's still based on scanning (i.e. moving one alien per frame) - but it reverses scanning direction based whether the pack is moving left or right
- Frame-rate unlocked (original ran at 60fps, this version will run as fast as your machine can handle). Playing the game on a 120fps monitor is really nice ;-)
Anyhow - hope this answers your questions.
The game has taken months to program and tune. It was never intended to be a cheap knockoff. But rather - an evolution that's preferred over the original.