Score
0
Lives
Level
1
Best
0
Accuracy
0%
Threat
Low
State
Ready
Wave ready

Space Invaders

Choose a difficulty, then hold the line through the wave.

Stay mobile, thin the front rank early, and preserve lives for the late wave.
Controls
move ship
Space
shoot
Mouse Touch
tap to aim & shoot
R
restart run
P
pause
F
fullscreen
Difficulty
Medium
Controls
Mouse
Metric Value Copy
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Customize
Advanced
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Introduction

Space Invaders is the classic fixed-shooter idea in its clearest form: a small ship defends the lower edge of the screen while a formation of enemies sweeps sideways, drops lower, and fires back. The pressure is easy to understand because every threat moves in plain sight. The skill comes from deciding where to stand before the next drop or enemy shot leaves too little room to recover.

Taito released the original Space Invaders in 1978, with Tomohiro Nishikado credited as the designer. Its rows of descending enemies, laser cannon, shields, high-score chase, and simple one-more-run rhythm helped define arcade shooting games. Modern versions often change the visuals or input methods, but the core decision remains the same: remove the formation before the formation reaches you.

A useful run is not only a high score. A player can learn a lot from how many waves were reached, how often shield cover was needed, and how long the ship survived after the first few invaders were cleared. A score from a slower setting is not directly comparable with a score from a faster setting, because speed changes the amount of time available to choose a safe lane.

Scores in this style of game are entertainment and practice markers. They do not represent a prize, ranking, wager, or cash value. They are best read as personal feedback on aim, movement, and decision timing within the same settings and device.

Technical Details:

Fixed-shooter pressure comes from three linked systems. The enemy formation advances as a group, the player ship moves along the bottom of the playfield, and projectiles travel vertically between them. A safe position can become unsafe when the formation reaches an edge and steps downward, so clearing enemies and preserving movement space matter at the same time.

The current game uses a 3D-rendered playfield with an orthographic camera, pixel-like invader shapes, four destructible shield groups, and a starfield backdrop. Those visuals do not change scoring. The scoring rule is simple: each defeated invader adds 10 points, shield blocks add no points, and there is no UFO bonus or hidden multiplier.

Space Invaders style playfield showing an eight-column wave, shield cover, a player shot, enemy fire, and downward pressure.

Rule Core

The important rules are countable. Level 1 starts with 3 rows and 8 columns, so a complete opening wave contains 24 invaders and is worth 240 points. Each later level adds one more row while keeping the 8-column width.

Space Invaders wave, scoring, and life rules
Event Rule What changes
Opening wave 3 rows x 8 columns 24 invaders are present at level 1.
Later wave rows = level + 2 and invaders = rows x 8 Level 2 has 32 invaders, level 3 has 40, and the grid keeps growing by one row per level.
Invader hit One invader is removed and score rises by 10. Shield blocks, missed shots, and enemy shots do not add score.
Wave clear When no invaders remain, the level rises by 1. A new wave and shields appear, and horizontal invader speed increases by 0.002.
Life loss An enemy shot hitting the ship or an invader passing below the ship removes one life. If lives remain, the same level restarts with the ship centered and all shots cleared.
Game over The run ends when lives reach 0. The final score, best score, level, lives, control mode, and duration are written into the run summary.

Difficulty changes pressure, not point value. Easy gives the slowest opening sweep and longest enemy-fire delay. Normal is the default pace. Hard raises the opening sweep speed, gives the fastest player shot, shortens enemy-fire delay, and makes enemy shots fall faster than they do on Easy or Normal.

Difficulty values for player shots, invader speed, and enemy fire delay
Difficulty Player shot speed Opening sweep speed Base enemy-fire delay Practical effect
Easy 0.10 0.008 110 frames More time to learn shields, side drops, and basic lane clearing.
Normal 0.12 0.010 78 frames The default score benchmark for repeated runs.
Hard 0.15 0.020 52 frames Fast early pressure with less time between enemy shots.

Enemy fire is not a fixed script. After the cooldown expires, one low invader from the current columns is selected to fire downward. The delay is reduced by 5 frames for each level after level 1, with a lower limit of 32 frames, so later waves can become dangerous even if the score rule stays unchanged.

Movement also has distinct behavior by input type. Keyboard movement shifts left or right in fixed steps. Touch movement uses the on-screen left and right buttons. Mouse movement eases the ship toward the pointer instead of snapping instantly, so a click fires from the ship's current position, not from the pointer itself.

Everyday Use & Decision Guide:

Start on Easy if the shield and enemy-shot rhythm is unfamiliar. Move to Normal when you can clear the first wave without losing position near the edges. Hard is better for repeat practice after the basic pattern feels readable, because the opening sweep speed is twice the Normal value.

Use the HUD while you play. Score tells you how many invaders have been removed, Lives shows how much room for mistakes remains, Level shows the active wave, Best is the saved personal mark for the current browser, and State confirms whether the run is Ready, Live, Paused, Done, or blocked by a graphics problem.

Shields are useful but temporary. They block enemy shots and can absorb stray player shots, so hiding behind them while firing constantly can remove the cover you meant to keep. A steadier pattern is to fire through open gaps, move before the formation reaches an edge, and treat the shield blocks as emergency cover rather than a wall to sit behind.

  • For mouse play, keep the pointer near the route you want the ship to follow and click only when the ship has actually reached a useful lane.
  • For keyboard play, tap the arrow keys to stay under open columns and use Space for deliberate shots.
  • For touch play, use the left and right buttons for position first, then Fire when the lane is clear.
  • Use Pause before a real interruption, not after the ship is already trapped near a side drop.
  • Use Fullscreen when the playfield feels cramped or enemy shots are hard to read.

Do not read a Hard score as worse just because it is lower than an Easy score. Hard uses the same 10-point invader value, but the faster sweep and shorter fire delay reduce planning time. Compare runs most fairly when difficulty, device, and main control method match.

After game over, use the run summary rather than score alone. Score, level reached, control mode, and duration together explain the attempt better than one number. The summary can be copied row by row, copied as CSV, downloaded as CSV, or exported as a DOCX report.

Step-by-Step Guide:

Use this flow for a clean first run and a useful post-run summary.

  1. Choose Easy, Normal, or Hard on the start overlay. The Difficulty chip should match the choice once the run begins.
  2. Move the ship with the mouse, arrow keys, or touch controls. Watch the Controls chip if you want to confirm the last active input method.
  3. Fire with Space, mouse click, or the Fire touch button. A successful invader hit adds 10 to Score.
  4. Keep an exit route near the edges. When the formation reaches a side boundary, it steps downward and reverses direction.
  5. Use shields to stop enemy shots, but avoid clearing your own cover with careless fire.
  6. Use Pause, Mute, or Fullscreen from the controls bar as needed while State remains Live or Paused.
  7. If the playfield shows a graphics-unavailable message or State reads Graphics, try a browser or device with working WebGL support.
  8. When Game Over appears, review Final Score, Best, Level reached, Lives left, and Time, then use the summary table if you want a saved comparison record.

A good early benchmark is clearing level 1 for 240 points while keeping enough lives and shield cover to start level 2 calmly.

Interpreting Results:

Score is the cleanest measure of targets removed because every invader is worth 10 points. Divide the score by 10 to estimate how many invaders were defeated during the run. A 240-point level 1 clear means the full opening wave was removed.

Level reached is the active wave at the moment the run ended. It does not always mean the previous level was fully cleared unless the score and run story support that reading. Best score is local to the current browser storage, so a different device or cleared browser data can show a different best value.

Lives remaining normally reads 0 in the final summary because the summary appears after game over. Duration gives useful context: a short run with a high score can mean fast clearing, while a long run with a modest score can mean cautious movement, missed shots, or time spent waiting behind shields.

Treat the result as personal practice feedback. Difficulty, control mode, screen size, and graphics performance all affect how a score feels, even when the scoring table itself stays unchanged.

Worked Examples:

Clean opening clear. A Normal run starts at level 1 with 3 rows and 8 columns. Removing all 24 invaders gives 240 points and advances to level 2. The next wave has 4 rows, or 32 invaders, and the horizontal sweep is slightly faster than before.

Life loss during level 2. Suppose level 2 begins after a full opening clear, so Score is 240. You remove 12 more invaders for another 120 points, then an enemy shot hits the ship. Lives falls from 3 to 2, Score stays at 360, shots are cleared, the ship recenters, and level 2 restarts with a fresh 4-row wave.

Hard comparison. Hard mode still awards 10 points per invader, so a 180-point Hard run means 18 invaders were removed. If the same player reaches 300 on Easy, the higher Easy score does not automatically mean better play. The Hard run faced faster formation movement and a shorter enemy-fire delay from the start.

Graphics failure. If the rendered playfield does not appear and the page reports that graphics are unavailable, the run has not started in a playable state. The practical fix is to switch to a browser or device that can create a WebGL scene, then start again from the difficulty overlay.

FAQ:

Is this an exact arcade emulation?

No. It follows the fixed-shooter pattern with descending waves, shields, enemy fire, lives, and score, but it uses a modern rendered playfield, three difficulty choices, and its own 8-column wave rules.

Does difficulty change the points?

No. Every invader is worth 10 points on Easy, Normal, and Hard. Difficulty changes speed and enemy-fire pressure, so compare scores within the same setting when possible.

Can the mouse aim shots diagonally?

No. Player shots travel straight upward from the ship. Mouse movement changes the ship's horizontal position, and a click fires from wherever the ship is at that moment.

Are best scores synced between devices?

No. The best score is saved in local browser storage for the current browser and device. It is useful for personal comparison, not for shared leaderboards.

Why did my shield disappear?

Shield blocks are destructible. Enemy shots can break them, and player shots can break them too, so firing from directly behind a shield can remove the cover you are using.

What should I do if the game says graphics are unavailable?

Use a browser and device with working WebGL support. Without that graphics capability, the playfield cannot render as intended.

Do scores have any monetary value?

No. Scores, best scores, and exported summaries are for entertainment and practice only. They do not represent a prize, wager, or cash payout.

Glossary:

Fixed shooter
A shooting game pattern where the player moves in a limited area while enemies advance from the opposite side.
Wave
The current grid of invaders. Clearing every invader advances the level and creates a larger wave.
Shield
A destructible cover block group between the ship and the invaders. Shields can be damaged by enemy shots and player shots.
Best score
The highest score saved in local browser storage for the current browser and device.
Run summary
The table shown after game over with difficulty, score, best score, level, lives, control mode, and duration.
WebGL
The browser graphics capability required to render the playfield.

References: