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Uploaded
Nov 4, 2007 | 10:41 AM EST

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Author Comments

This is an adaptation of the ALIENS board game made by Leading Edge Games into Flash.

It is a hard game, but there are only 3 missions. Enjoy the difficulty.

Good luck.

"One express elevator to hell, going down"
-Hudson

TIPS:
Flamer kills don't have acid spray. Use them on aliens up close, but when the alien is on a marine, it's too late for flamers. Use melee (fist icon) to try to throw the alien off.

Pistols are almost useless. These marines should just move or help melee an alien off one of his buddies.

Grenades kill aliens 1 square away from the blast square, but injure marines up to 6 squares away. Plus, there is a chance the grenade will miss the target square by one, so plan carefully if you want to use grenades.

NOTE: It was designed for 1024x786, so I'm sorry if it's hard to make out some details in 800x600.

07/25 2008 - uploaded V1.2
Fixed many bugs.
Added ammo restrictions.
Added the ability to flame the ground.
Added the Apone rule into the Reactor mission.
Improved the Alien AI.
Added a score system (Thanks to DMC for the idea).
Added a brightness control.
Fit the preloader music in.

12/04 - uploaded V1.1
Fixed some bugs.
Added some features to help first time players.
Mission summary now tracks total and individual kills, just for fun.

11/06 - uploaded a new version.
Fixed a sound bug.
Juggled the sound to include music at the menu.
Added an indicator that an alien target has a marine.

Reviews


CPTDBrownCPTDBrown

Rated 4 / 5 stars October 11, 2011

Fun, but difficult. To the point where its unfair.

I really like this game, but it is SO difficult. Like I really hate how hard it is to kill the aliens, I mean c'mon, they're trained marines it shouldn't be too hard. The spawn points for the aliens are really obnoxious too, I absolutely hate starting Reactor and losing the only useful marines because the aliens spawn right next to them. I know it's accurate to the movie that it's so hard, but for something to be fun I should have a pretty good chance of winning. I really think a second difficulty would be nice, keep the same game but label that 'Normal' and then make an 'Easy' where the chance to kill with the weapons are higher than 70%, and the aliens have a much more fair spawn point. I think in Operations the kill rate with the pulse rifles should be 99%, because if theyre that close you shouldn't have a hard time missing. And the Grenades! dear god i dont even use those until halfway into operations when im going back to the door to medical, because the splash damage is GINORMOUS. yeah okay, i get it, grenades go BOOM but i dont like having 4/5 marines incapacitated from one goddamn grenade! make it have a smaller radius, idc if it kills less aliens but the movie didnt have everyone thrown against the walls when one grenade was shot(in fact it only killed ONE alien at a time) and my last thing to complain about, the vents. in the movie Newt knew the thing like the back of her hand. but in the game i had one instance where we sat at the third ? until everyone was dead because Newt couldnt figure it out! can we get a 90% chance for her, and maybe 30% for others? because 10% makes it impossible.

Fun as hell, but a tad unfair.


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Avatar72Avatar72

Rated 4 / 5 stars July 9, 2009

One issue with this game from the original...

Marines and Aliens were not allowed to go diagnol. This is a huge flaw with the flash version. flaming the ground is not near as usefull because of it.


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homedrone responds:

The rules are pretty clear on movement, diagonal is fine.

But, you are right that there is an error. I can't believe I never realized it before, but the aliens should not be able to move diagonally through fire and a wall. Thanks for making me look at it again.


Shadow40000Shadow40000

Rated 4 / 5 stars March 14, 2011

It's a fun flash game, but...

The Reactor is fun, and I still haven't tried Rescue Newt but I just gotta say that Operations is a BULLSHIT level!

All the marines have to be placed PERFECTLY so as not to hit them with with their own grenade launchers!

You cannot even set foot into the (otherwise open) empty hallway south of of the deployment area. Not until Mr. Burk/the programming allow you to!

That whole level is too small: it takes the aliens TWO TURNS to win against you after deployment. If your marines miss too many times = they're fucked.

I understand you wanted to make a claustrophobic, hard mission. But I can't help but think this could have been tweaked a bit more in the Player's favor.



KeihlKeihl

Rated 4 / 5 stars November 4, 2007

Interesting

I'm not sure if you can call this original, but so few games are. They almost always use the same rules and premises. It's not bad as a game, Although I never played the original board game on which you, admittedly, based this, I can say that it has a great feel from the movie and any fan of the 2nd film should love this. The effects are nice and give it an NES or even PS1 feel. Good graphics with lots of options to aid in gameplay, plus a quick load time.



talonscartalonscar

Rated 4 / 5 stars February 5, 2009

Great translation of a little-known game

I own and still occationally play the Leading Edge boardgame, and it's expansion. This is a pretty well done, and faithful translation of it.

Yes, sometimes the Aliens spawn right on or right next to a marine. That's a direct carry-over from the boardgame. The randomness of the Alien spawn was, and is, a huge factor in how well or poorly an individual mission goes. I've played the same strategy that got everyone killed, and made it out with everyone alive. Possibly incorporating more info from the game manual into the tutorial (the Acid splash kill chance for example) will help people who are new to this get more enjoyment out of it.

I played an earlier version of this on another site, where it didn't have the ammo restrictions. Adding them in is an important change. As another poster noted, in the 'Rescue' scenario the rescued marines should be available for immediate use during the mission. One slight change, which was a house rule I'd adopted that you might want to consider, would be to let ammo/weapons carry over from mission to mission. Ex: Dietrich dropping her half-full flame unit after the Reactor, to switch to her pistol in Operations, never made sense to me. Something else that I've had problems with (at least in the older version on the other site) was that I have a hard time seeing some of the Aliens on the background, and can inadvertently walk a marine around a corner into them. Hopefully the brightness control you added in fixes this. 8)

All in all though, it's a ton of fun. Thanks for writing this up!


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