

Developed/Published by: University of Tokyo Theoretical Science Group / Mindware
Released: November 1979/Early 19801 / 13/10/2017
Completed: 23/07/2026
Completion: Played them both a bunch of times!
Well, it felt like it was time–certainly chronologically, having recently played Lunar Rescue and Ozma Wars–to finally play the other game in the unofficial trifecta of Japanese video games that get referenced all the time along with Xevious and The Tower of Druaga.
Xevious and The Tower of Druaga are, of course, the creation of Masanobu Endō, probably the most glaring person to have never received a GDC Pioneer award considering basically every single shooter and action RPG was inspired by his work. But Heiankyo Alien has quite a different story: not the creation of one genius but instead spawned from the same kind of studenty collaboration and free thought that–if we’re really honest–begat the industry as a whole.
Heiankyo Alien is the creation of The University of Tokyo’s Theoretical Science Group, a student club that was actually about research into physics, chemistry, and mathematics and that. The story goes that when a journalist from the newspaper Asahi Weekly came to the university to interview the members of the microcomputer club he found the games “a bit lacking” and so the Theoretical Science Group sprang into action, brainstormed a game, explained the idea, and the rest is history.

Of course, I’m going to go on and explain a bit more of that history, because the game really was only an idea at this point. It wasn’t even like a type-in or anything. Just a loose concept (lord knows how unimpressive whatever the computer club had to be for TSG to get away with this.) TSG, however, went ahead and created a version of the game for Apple II in Basic which received interest from Namco and Sega, but the team decided to go with Denki Onkyo2 a now defunct company that seems to only exist now within the context of Heiankyo Alien, although it seems they’d previously knocked out a clone of Sega’s Head On and would (at least) subsequently develop a game called Dancing Queen that is similarly undumped and forgotten (outside of a tiny thumbnail of the arcade flyer?)
Anyway. The game was released, was a huge success, and would not just help create the maze chase genre beside Head On–and therefore lead to Pac-Man–but also inspire Space Panic and Lode Runner, essentially creating the entire platformer genre. Not that it’s especially obvious when you play it.

In Heiankyo Alien, you play a kebiishi, the equivalent of a police officer in Japan’s Heian era (thankfully, AKAB still scans) who must defend Japan’s capital Heiankyo3 from invading aliens by… burying them alive. It’s a bit weird, but it’s (apparently) inspired by the head priest of Todaiji Temple Kukai’s civil engineering skills (aka his hole-digging powers) rather than the TSG being particularly interested in what must be an exceptionally unpleasant way to die.
The Heiankyo setting is also particularly important, because the game’s strict grid-like layout is inspired by the city’s own grid–the game was localised for North America by Sega/Gremlin as Digger, but they could have picked any number of cities if they’d felt like it. I feel like Chicago Alien would have been a more alluring title, but I suppose people would ask why the cops are digging holes to trap aliens rather than shooting them (and digging the holes later, I guess.)
Here’s the bad news: Heiankyo Alien is not fun. The original version–or rather, the original Denki Onkyo version–is slow and random. The aliens aren’t seeking you out, which means that you can dig holes that they’re never going to touch, and the game gets increasingly annoying as you pick aliens off, as you end up having to chase the final alien about, trying to dig holes that you hope they’re going to fall into, usually without much success.
The game isn’t completely without incident; you still have to be careful when digging holes, because if you get trapped on the wrong side of one, you’ll die, and if an alien bumps another alien while it’s in a hole, it’ll rescue it, meaning that if you’re in that moment trying to bury them again, you’ll die as well. There are a lot of tactics that players discovered for Heiankyo Alien because it was so popular, given names such as “Akihabara Digging” and “Heart Digging” but what’s interesting is how quickly you’ll probably pick up on them as a modern gamer–most notably you’ll probably learn to do “Ito Digging” after the first time you get caught out by an alien popping out of a hole that you didn’t get to quick enough–just digging a hole next to them to catch them rather than risk anything.
Heiankyo Alien was almost certainly fascinatingly new at the time of its release, and I think it’s really amazing that it’s so accessible thanks to the rights owners, but it really doesn’t cut it now. So it’s lucky then that Mindware have created Heiankyo Alien 3671, ironically deeply inspired by Pac-Man Championship Edition, a derivative of the game derivative of it!

Heiankyo Alien 3671 redesigns Heiankyo Alien as a five minute score attack that’s far faster than the original and also far more complex, where the player’s aim is to build up multipliers and bonuses via collecting powerups and skilful play rather than simply concentrate on burying aliens alive.
Here’s what I’ll say about Heiankyo Alien 3671: unlike Pac Man Championship Edition, where it feels like you can “max out” what’s possible, here there’s so much going on I’m not sure you could. First, you need to be gaining levels: for every two enemies killed, you gain a level, which spawns a power up. Meanwhile, you need to be fortifying the map. Every block on the map you walk around you draw a line around, which increases your bonus: but green aliens destroy your fortifications, so you have to be seeking them out as quickly as possible.
There’s a lot more complexity than that, not all of which, I must admit, I’ve fully grasped. The changes are savvy; they stop players from attempting any of the defensive tactics of the original game, meaning players have to be constantly moving, performing risky digs, and absolutely trying to maximise their time.
My issue, really, is just that… I don’t like Heiankyo Alien’s main interaction! As in the later Lode Runner, stopping to dig a hole might be tense, but it’s also awkward and unrewarding when it doesn’t work. I do understand how much it’s meant to be a risk, a gamble, but it makes even this fast, exciting version of the game stop-start and frustrating if you end up just making a lot of wrong moves in a row, and I just could not gel with Heiankyo Alien 3671 at all. I still didn’t want to play it.
Heiankyo Alien is an important, and interesting, part of gaming history, but there’s definitely a reason why people remember Pac-Man better.
Will I ever play it again? Well, there’s a well regarded Game Boy version by Meldac, so… why not!
Final Thought: Mindware have an entire range of punched-up re-releases of early, largely forgotten Japanese games–indeed, Japanese type-ins such as Cosmic Cavern 3671 and Space Mouse 35th Anniversary Edition. It’s extremely cool, and I hope some of them are more fun than Heiankyo Alien!
- The official site says “was announced at the Amusement Machine Show in Harumi, Tokyo on October 19, 1979, and released early the following year” while Masumi Akagi’s Arcade Game TV List Domestic/Overseas (1971-2005) claims November 1979. I am more inclined to believe the official site, but cowardly I’m going to continue to refer to Heiankyo Alien as a 1979 game. ↩︎
- This seems to be a different company from Onkyo, which was founded as Osaka Denki Onkyo K.K.. Confusing! ↩︎
- Which ultimately became Kyoto, fact fans! ↩︎













