SG Invaders MMXXVI (C64)
Space Invaders for the Commodore 64 has, of course, been done before.
The very first version I know of - Avenger (1982), developed by HAL Laboratory - was likely programmed by none other than Satoru Iwata, long before he became president of Nintendo.
There are even near arcade-perfect ports here on itch.io.
SG Invaders MMXXVI takes a slightly different approach.
Instead of chasing perfect accuracy, this version goes all-in on what the C64 does best - delivering something smoother, and more visually engaging than the original.
This is achieved by leaning heavily into the machine’s strengths:
- Aggressive sprite multiplexing for fluid, arcade-beating motion
- The legendary SID chip driving the soundscape
- A Galencia-style parallax starfield for that extra layer of depth and motion
The result? A version that is more colorful, more responsive, and - in my admittedly biased opinion - more fun to play.
One consequence of this approach is that some of the quirks of the original arcade hardware - which relied exclusively on direct framebuffer manipulation - aren’t replicated exactly. Instead, they are approximated in ways that better fit a sprite and char-based rendering model.
But make no mistake: the soul of the game is intact.
- UFO spawning and behavior ✔️
- Enemy shot patterns ✔️
- Core game flow ✔️
If you know the arcade original, you’ll feel right at home — and yes, that includes advanced tactics like the “Nagoya Attack” / “Wall of Death” for chasing high scores.
Visually, the game is deliberately styled to feel like a product of its era. It’s designed to look like something that could have shipped in 1982: Default fonts, PETSCII where it makes sense, and just enough detail to get the job done — no more, no less.
Under the hood, though, it’s doing things that would have seemed… ambitious back then.
Looks like 1982. Runs like it shouldn’t.
PAL & NTSC compatible (now also on THE C64 MAXI).
Source code: https://github.com/sveinjo/Space-Invaders-64
Music: Courier by Uctumi
DevLog: https://backtobasic.substack.com/p/back-to-1-mhz
Tools: TRSE (“Turbo Rascal Syntax error, “;” expected but “BEGIN”)
| Updated | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Sveinacious-G |
| Genre | Shooter |
| Tags | Arcade, Commodore 64, parallax, Pixel Art, Retro, Sprites |
| Content | No generative AI was used |
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Comments
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Excellent. I have written a tiny version of this game as demo of multiplexing sprites in the C64. But I do not understand as you get more than 8 sprites in the same line.Thanks
Thanks. The enemies are actually sprites 1-4 multiplexed, but there is a somewhat abstract data structure involved. I am sure you will figure it out :) If you are curious about how to do it, I have written a little about it here:
https://backtobasic.substack.com/p/back-to-1-mhz
You can also have a look at the source code here:
https://github.com/sveinjo/Space-Invaders-64
Ok. Thanks for your kindness.
Very good new version. I added it to my video along with other games released in March.
Nice :) Thank you.
Great game, thanks.
Much obliged :)
I like it. It's basically Space Invaders, the aliens look the part and it plays like it.
What I feel is missing though are sound effects. If you cannot fit both in, see if you can include the choice between music or sound fx.
It sort of has a handheld led gaming look about it. I have one called Astro Invader which is basically Galaxions. That has a scrolling starfield too. It was top end stuff for its day.
Personally the music for me doesn't suit the style and genre of the game, so sound effects would be great, with a good woooo alien ship noise, shot and kill effects.
As for any empty space as someone on Lemon64 mentioned, I say keep it minimalistic simple, keep that handheld vintage feel.
Good game.
Thanks for the support :)
I also had one of these old electronic handhelds as a kid (mine was Scramble), with super bright neon-ish colors. The heavy use of bright cyan is a tribute to this look.
As for sound effects, I am currently trying to get to know the SID a little better. I would very much like to add the option of sound effects, but first I have to make some that sounds really cool :) I might need someone to help me with that though, as I am not an experienced synth guy.
Nice game!
Thanks 🙂 Love your channel. I’ve discovered a lot of retro gems through it.
Thank you for your kind words :)
Thank you, a new favorite of this genre! SG Invaders MMXXVI (2026, Svein-Gunnar Johansen)
Awesome :) Thanks for your support.
Looks great and sounds brilliant but it locks up after a few seconds play?! I’m playing it on the 64 Maxi.
Thanks for the feedback — that’s good to know.
I don’t have a 64 Maxi to test on, so I’m unfortunately not able to do any targeted debugging for that platform. That said, I’m currently working on a small update that includes some refactoring, so there’s a chance it might resolve itself as the code becomes more optimized and streamlined.
Hopefully the browser version up top works for you in the meantime :)
Thanks for the speedy response, I love the game just a pity it doesn’t work on the Maxi. I really like your idea of keeping it in the style of the early 64 years. I will definitely be keeping an eye out for the next updated version.
New version is now available. Hopefully it fixes the 64 Maxi problem. Please let me know :)
Brilliant! Works perfectly on the 64 Maxi. I nearly got to the 4th stage. I love music. How about an Atari VCS version?! That would be awesome.
Fantastic! Glad it's working across the board now :)
I played this game a few times last night and I liked it. The music is superb but I feel that the game is still unfinished on the presentation side. I am guessing that everything has been hardcoded in TRSE right? The first thing I would like to suggest is to use the wasted space at the right screen and build a decorative HUD with the "score", "level", "lives" central. Also add a "hi score" to the HUD as well. The other thing I would suggest is to paint an actual logo onto the front end. I don't know whether or not these are easy enough to do in TRSE, as I am not experienced with TRSE as I never had the knowledge of PASCAL programming.
Thanks for your thoughts 🙂 A few of these points have been on my mind as well.
And yes! It’s built in TRSE. Such a great retro development environment. I’m genuinely surprised it’s not more widely used.
I also had a look at your projects and noticed the HTML-based C64 emulator you’re using — it seems very solid. Would you mind sharing which one it is?
The web based emulator used is currently at https://lvllvl.com/c64
Got it running. Much obliged :)
Locks up after a few seconds playing. Unfinished?
That depends 🙂 I’d say it’s feature-complete at this point, but there’s always room to refine and expand, so suggestions are definitely welcome.
But a lock up is definitely suspicious. What platform are you playing on? Real hardware or emulator? PAL or NTSC?