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Credits & Info

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"

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.



Rated 5 / 5 stars

Fantastic implementation of the board game. Beautiful, atmospheric, and totally true to the Leading Edge original - probably better than playing the original. Good work, sir!


Rated 5 / 5 stars



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Rated 5 / 5 stars

Best game on Newgrounds

I love the work you've done on this game Homedrone, it's truly given me countless hours of enjoyment!

As a transposition of the board game to a flash format it's already perfection and I couldn't really suggest any gameplay improvements, only cosmetic ones eg. more graphic detail ( a cool idea might be including stats and a photo for a unit when you hold your cursor over it) or as someone suggested adding more sound bytes.

However I think there exists the potential to create a slightly modified alternate version of this game, one based around replicating as closely as possible the conditions and variables of the film. The following is a list of suggestions for measures that could be implemented to create this alternate version:

. In the hive mission have the squad move in a pre-determined order to match the order they react in the movie. My best recollection is: Hudson, Dietrich, Frost, Wierzbowski, Crowe, Hicks, Vasquez, Drake, Apone but this may not be 100% correct and could vary depending on where you take the action from. I'm taking it from Hudson's last line before the ambush " They┬┤re all around us, man!"

. Have there starting formation as close to possible to the positions they appeared in the movie eg. Apone is by himself, Frost and Dietrich are near the stairwell etc.

. Make the ammunition satchel transportable by any marine but initially carried by Frost. If a Marine with a flame unit is grabbed there could be a percentage chance of them instinctively pulling the trigger , then a percentage change of them igniting a marine in their line of fire, and finally a percentage chance if the satchel is hit of it igniting. Once the satchel is ignited it has count-down timer before exploding of something like 1 turn.

. You could give Marines the ability to pick up the weapons of fallen comrades 'ala Drake and his salvaged flamethrower.

. In Ops depending which Marines survive the hive ambush and whether the ammo satchel makes it through; there could be a choice of weapons that can be equipped which matches what was available in the movie. This would avoid the unrealistic situation of say Dietrich and Wierzbowski being the only ones to make it to Ops and suddenly being only equipped with side-arms.

. As in the movie Gorman could have Grenades and the option to equip heavier weaponry depending on what was left over.

. As people have already suggested you could also add in a bonus mission, where it's Ferro and Spunkmeyer with pistols against a single Alien in the dropship. Turn 1 could start with the Alien leaping on Spunkmeyer; so the only way you can win is if he fights it off and kills it, or Ferro kills it or either of them manage to close the ramp and seal it outside. Of course if the player is successful then they don't have to play Ops or Rescue Newt.

People find this review helpful!


Rated 5 / 5 stars

Awesome Game!

Hi, I am gonna try to learn flash so I can make boardgames like this. Is there a place you went or book or anything I can look at to learn to do something turn based like this? Or is it a secret? I know you guys make money off this so...
Thanks anyhow for a great game.

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Rated 5 / 5 stars

Loved it.

I feel that Gorman should be a little more accurate with that pistol of his.

I cant get past the operations rooms because I dont know how to cut the door... I thought Vasquez had the torch but I didnt see any special icons and blah blah.

I think the grenades have too great an area of effect. I find myself having to be placed all the way across the room and then firing at the opposite wall and still getting wounded.

Still loved to see this adaptation of ALIENS. Thougt it was really well done. Maybe you can make another with the sentry turrets or some other such thing.

homedrone responds:

You were right, Vasquez has a torch. Along with all the other combat marines. Just move one down to square that the red arrow is pointing to and a "cut door" button will appear.