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Game ranking: Rank 750/in 3,417 titles (Total 8.96/Deviation 49.64) Rank 749 <= => Rank 751
Game ranking of 1979: Rank 1/in 3 titles => Rank 2

GALAXIAN(Game):Shooting


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Reviews(Post)
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(VideoGames)
Latest VideoGames: 2007/10/23 ():Namco Museum Remix $99
VideoGames(6hit)
Sales/Latest
Music(4hit)
Sales/Latest
Toys(8hit)
Sales/Latest
Rank:1469
Video Game:Namco Museum Remix

Tag:$99
2007/10/23
()
Eval.:*****

1.Not as good as Atari!
Rank:9123
Video Game:Galaga
Rank:15356
Game Cartridge:Arcade Classic 3: Galaga / Galaxian
Eval.:*****

1.Galaga is great, Galaxian is not so much
Rank:16174
CD-ROM:Galaga

2000/10/17
()
Eval.:*****

1.Galaga PC Win 95 Version
Rank:19802
Video Game:Galaxian
Rank:20314
Software:Galaxian downloadable Software
Rank:86641
Audio CD:Galaxian

Tag:$99
2004/03/08
()
Eval.:*****

1.One of my favorites
Rank:898735
Audio Cassette:Galaxian
Tag:$98
1990/07/26
()
Eval.:*****

1.One of my favorites

Audio CD:The Third Day [RARE]
1998
()
Rank:22732
Toy:Jakks Pac-Man Gold TV Game

Tag:$99
Eval.:*****

1.Takes me back to 1983
Information about this title

NAMCO
Arcade Large Scale Integration Nintendo Entertainment System Playstation MSX Disk System

Released:1979/11 in Japan
Statics of evaluation(The statics is updated once a day)
 AverageGameRankDeviation(Total)Evaluation points(Total)Best of the Best
Inside JapanGood(1.12)75049.648.96 

Statics of activity

Total ViewsCommentEvaluation
Inside Japan2,10888
Outside Japan23000

How others evaluated in Japan

BestVery GoodGoodNormalBadVery BadWorst
People2211200
Percentage25.0%25.0%12.5%12.5%25.0%0.0%0.0%
Added percentage25%50%62.5%75%100%100%100%
Summary62.5%12.5%25%
                                                                                                   

Views for recent 8 days
Total2928272625242322
4
1
0
1
1
0
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The below reviews are translated automatically from Japanese ones. To post to English version, please click here.

2007/11/06 Bad [Original Japanese review]
by HUNGRY SPIDER Review history[Good:2(40%) Normal:1(20%) Bad:2(40%)] / Provider: 3586 Host:3556 Browser: 7395
The game of touch called the space invader by whom delicate evolution and delicate differentiation are looked at.
In addition, he plays only the NAMCO museum version.
It succeeds in "individuality attachment" which transmits a score setup and an attack pattern clearly by making kuriichaa (enemy) in 本作 colorful.
In addition, an enemy's formation is arrangement as if it united the pyramid which makes a vertex it of the invader based on a rectangle, and yellow kuriichaa.
Since the pyramid type is accomplished, although the numbers of individuals of kuriichaa naturally differ, this is also called originator of "a small fish enemy's rank" which leads also to present, and "a boss's concept" (although the space invader had also divided enemy's kind in practice, the meaning of distinction is not so much felt other than the difference in a size).
And it is thought in the sense of truth that the 本作 maximum peculiarity is having made "War of the Worlds" into the method of 体現し to the strong space invader of an image "who protects from an aggressor", and having built the foundation of the present shooting game.
Although an enemy flies about alone and attacks a player in 本作, this can be called production of a shooting game rather than an invader game.
probably because attacking only while the enemy is incidentally flying about avoids comrades 討ち -- と -- although the reality was felt for the said wind, this thinks that it expresses the concept of "War of the Worlds" of 本作 The back dotted with a colorful dot would express the universe to the maximum as that time (merely, considering oneself, although surely reminded of "neon" from the "universe" from that background, it is --).
[ who got it used to seeing the present drawing ] anyway, all ideas -- the work world -- it is going to build -- the posture made it think that a glimpse of the starting point of shooting which carried out and was not felt in an invader game which has been grasped was caught It is thought that it was a work highly motivated.
However, if it is said whether it led to the volition 愉(ing) itself and becoming precocious, a question will remain.
The body by the side of a player has the comparatively heavy cartridge which an enemy attacks frequently very well and which does not carry out how.
That only one shot can take out a cartridge at a time for every screen has a little painful thing in 本作 by which an enemy flies about frequently after making the invader game into the keynote how much.
Moreover, since the cartridge itself is very small, shooting down the enemy under flight passes through between the ranks of about [ being by no means easy ] and an enemy in many cases.
Although it seems to be because for there to be no arm when doing shooting if it is only this, in 本作, I think that he must not forget that there is no defensive way and that a motion of the body is blunt.
That is, the very disadvantageous situation is set up in respect of defense.
The impression [ this ] rather than "being difficult" of "being hard to do" since treatment can moreover have only a difficult attack function.
The defense wall existed, as it is, an enemy's attack was violent, and the body by the side of a player also ran by the space invader smoothly (when compared with it).
In order that an enemy might not break down rectangular formation about an attack side, even if the cartridge could shoot only one shot at a time, the trouble like 然 was not felt for a play.
It does not become impossible that I think that not "difficulty" but a "threshold" has high 本作, considering comparison with an invader.
That is, the 本作 was overwhelmingly more nearly unkind, it had become the contents which choose people, and it is said boil.
to be sure, differentiation with an invader was attained -- it carries out and evolution of a game is also felt -- having -- it carried out On a system, I think that it is a meaningful work.
however, it feels at the time of a play -- it 愉(ed), it might be sharp, and in the most important portion, though it was regrettable, invaders were on several steps With the work which cannot be regarded as wanting for 然 to do more frequently, evaluation presupposes [ be / allowed to た / I ] "It is bad."
2007/01/21 Best! [Original Japanese review]
by 消しゴム Provider: 14996 Host:15195 Browser: 4925
It is the work with which the image of a "space invader" is looked at by the feel of a play -- places other than a mom-and-pop candy store and a game center are sufficient those days which came out to the world, see, and it is required as well as nagoya 撃ち that an enemy should be called in and shot.
Although a self-opportunity can be moved only to right and left, and 連射 cannot do it, either but it is the same as a "space invader" that a motion is blunt, compared with an enemy, since it is large, an attack tends to hit [ a self-opportunity ], and avoiding an attack also suffers troubles.
In addition to an enemy approaching a slanting locus 描いて self-opportunity, and attacking, since there was much trouble, obsceneness was over the "space invader."
2006/08/19 Normal [Original Japanese review]
by TEAMスカラベ Provider: 834 Host:651 Browser: 4184
Graphics with beautiful it being conspicuous first that the original color of NAMCO had come out unlike the invader system till then, Although the invader kyara till then was monochrome, at least as for eight colors, gyaraku cyanogen had a color.
And the dangerous system which can obtain a high score if an enemy destroys to the enemy who glides down irregularly and devises an attack of a self-opportunity, and who constructs and attacks a formation also to others from lower small fish and finally pushes down a boss on him (it was w.) although there is admiration now truly, is NAMCO after this the unforgettable game used as the preliminary announcement which fires hits (a pack man - mappii day gudagu sky kid zebiusu rally X ...
there is no kiri) which business use and FC played well as a meaning of gyaraku cyanogen?

2006/05/07 Very good [Original Japanese review]
by Oro Provider: 37510 Host:37375 Browser: 4925
The next aggressor of the enemy "a space invader" who attacks by motion in perfect order from the universe has constructed the splendid formation flight.
A post invader game, "gyaraku cyanogen"!!
This game is a big hit by the beautiful motion, colorful tone, and the stimulative score system.
and -- above all -- it should mention especially -- after the hit of 本作, NAMCO will fire a masterpiece and masterpiece games in succession, and will create even a social phenomenon behind The bright shining season which leaves a name to the history of a video game, "NAMCO golden age" It is the game which tells の幕開け.

2006/03/29 Good [Original Japanese review]
by Morochi Provider: 6119 Host:6107 Browser: 4184
Since the age put on the market is an age, it may be unavoidable one that the contents of - sweat game are monotonous.
There was much evolution from an invader (although the maker was different), and its action to which not only graphics, such as a background and a character, but an enemy flies toward a self-opportunity was new.

2006/01/19 Bad [Original Japanese review]
by Ofuu Provider: 4071 Host:3670 Browser: 5234
Are they foundations although it shoots before flying fundamentally?
Since a self-opportunity can be moved only horizontally completely, when an enemy comes for an attack, is it important to take up position right in the middle so that it may be avoided by right and left?
Easy, since a purple invader will not fly, if it attacks each three green invaders of a right-and-left end at the end.
Anyhow, for purple, it is clear tips to make it not make it fly away, since it attacks by the motion which pursues here and is a formidable enemy.
But the gyaraku cyanogen which does not fight against a purple invader is although there is no terrible くつま and others.
Since arrangement of an enemy does not change but a monotonous play continues also by stage 進ん, I feel that it is not quite satisfactory as game nature.

2005/09/19 Very good [Original Japanese review]
by 634 Provider: 13637 Host:13393 Browser: 5234
Although it is the "space invader" type NAMCO game of TAITO, it is the feature to have given width to the motion of enemy kyara unlike the space invader.
However, since the self-opportunity could be moved only to right and left, it was serious to have exchanged enemies who move about freely.
if it considers now, compared with the ability to move the self-opportunity of other shooting free, it can move only to right and left -- a certain meaning -- it may be real What it is canceled by "next zebiusu" and next "boss konian", and the restrictions portion of such motions makes the self-opportunity caught by the enemy in "Gallagher" of a sequel, it has offensive strength redoubling !
however a hit judging, and a demerit of the double-edged sword which becomes large if it rescues later, and it was inherited for by "dragon spirit" is very interesting.
It does not make a mistake in various directions by the masterpiece which had great influence on next shooting.
This work may be able to be called the foundation if "zebiusu" is a revolution.

2005/09/19 Best! [Original Japanese review]
by Katoru Provider: 16955 Host:16848 Browser: 5234
When it carries out for the first time, I think that pains was taken over the purple enemy.
After the 5th page, since an enemy attacks quickly, a clearance is also early.
Tips are maintaining the positive of middle as much as possible.
At the end, it escapes at the time of a thing, and is from れん.
he liked at the museum -- be fastidious
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