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Game review

Alien Hominid

6.5 / 10

Developer
Tom Fulp (programming) and Dan Paladin (art), music by Matt Harwood
Publisher
Self-published on Newgrounds
Released
7 August 2002
Platforms
Browser (Flash)
Genre
Run and gun shooter
Monetisation
No sponsorship, no ads embedded in the .swf, no premium version. Uploaded free to Fulp's own site — this predates the portal-sponsorship economy (Kongregate, Armor Games) and even MochiAds, which didn't exist until 2006. Newgrounds itself ran the site on banner advertising, but the game carried no monetisation of its own; its payoff came a year later, as proof of concept for a console pitch
Players
Single-player. The two-player co-op mode is a console-only addition, not present in the original Flash release

The short version

The Flash Alien Hominid is a ten-minute fight through one stage and two bosses, and it plays like exactly what it is: a Metal Slug pastiche a couple of Newgrounds regulars threw together to see if it worked. It plays fine — the jump-and-shoot loop is tight, the head-biting and hostage-grabbing gags land, and one-hit death keeps ten minutes tense instead of trivial. What it is not is a complete game on its own terms: a single loop with no score table, no unlocks and no reason to run it back beyond mastering the same two-minute gauntlet again.

That's not really a knock on the file sitting in this archive so much as a fact about what it was for. It got twenty million-plus plays on the strength of its concept and Paladin's art, and that reception convinced John Baez to mortgage his house and fund a console version instead of a Flash sequel. Judge it as the ten-minute pitch reel it actually is and it's a genuinely sharp one; judge it as a finished game and it runs out of content almost as fast as it starts.

Biggest strengths

  • The core loop — run, jump, shoot in eight directions, bite an enemy's head off if you land on them — is snappy and reads clearly even at a small Flash-era stage size
  • One-hit death gives a ten-minute game real stakes instead of coasting to the end
  • Paladin's cartoon-gore art style already looks like the studio's later, better-funded work; the visual identity was there from the first upload

Biggest weaknesses

  • One level, two bosses, no score table, no unlockables — once you've beaten it there is nothing left to come back for beyond a faster clear
  • No multiplayer, no branching paths, no difficulty options; the console version's best ideas (co-op, sixteen stages, vehicle sections) simply are not in this file
  • The soundtrack is functional chiptune backing and forgettable next to the visual design

Who it's for: Anyone curious about where The Behemoth's console games came from, or who wants ten minutes of tight, punishing run-and-gun action and nothing more.

Our recommendation: Worth the ten minutes purely as the artifact it is — the prototype that got reverse-engineered into a real studio — but go in knowing that's the whole game.

6.5 / 10

Alien Hominid has one of the cleanest origin stories in Flash-era games, and it's worth separating from the story before getting to the game itself, because the two get conflated constantly. What Tom Fulp and Dan Paladin uploaded to Newgrounds on 7 August 2002 is a single side-scrolling stage: land, get chased by FBI agents, fight through to two boss encounters, done in well under ten minutes. What most people picture when they hear "Alien Hominid" — sixteen stages, two-player co-op, vehicle sections, a Game Boy Advance port, an Xbox Live Arcade release, a 2023 remaster — is a different, much larger product built by a studio that this ten-minute Flash file's popularity created. This review is about the file, not the studio it funded.

What's actually in the .swf

The loop is a Metal Slug/Contra pastiche, and it knows it: run left or right along a scrolling strip of ground, aim in eight directions with the arrow keys, shoot with A, jump with S. Land on an enemy from above and the alien bites their head off instead of shooting them, which is both the fastest kill in the game and the joke the whole art style is built around. Grenades, a melee option and the ability to burrow underground round out the moveset. Two bosses cap the stage, both of which would later get promoted into the retail game's cast. One hit kills you, full stop, which is the single decision doing the most work here — a ten-minute game with infinite lives would be a toy; a ten-minute game where every screen can end your run has actual tension in it.

It plays well. The controls are responsive for a Flash game of this vintage, the hit-detection on the head-bite is generous enough to feel good rather than fiddly, and the pacing of the one stage is tight — it never idles waiting for something to happen. Paladin's art is the other reason this got noticed: thick outlines, exaggerated gore, an alien design that reads instantly at the small stage sizes 2002 browsers were rendering Flash at. It's the same visual language The Behemoth would still be selling twenty years later, and it was fully formed on the first try.

What isn't in the .swf

Judged as a complete game rather than a proof of concept, the file is thin, and it's worth saying so plainly rather than letting the studio's later success retroactively inflate it. There is one level. There is no score table, no leaderboard, no unlockable content, and — per the available record of the original release — no persistent way to prove a fast clear to anyone else. Beat the two bosses and the game is over; the only replay value is trying to do it faster or cleaner, which is real but shallow. None of the console version's additions — the second player, the larger campaign, the minigames, the hats — exist here. That's not a flaw in the sense of something broken; it's just the honest size of a demo one programmer and one artist built to see if the concept worked, before either of them had a reason to build more of it.

The music, credited to Matt Harwood, is competent stage-shooter backing and nothing more — it does its job without being a reason to remember the game, which puts it well behind the art in terms of how well this has aged.

The part that actually matters: what this file did

The reason this review exists on a preservation site rather than getting filed as a forgotten ten-minute Newgrounds submission is what happened after upload. The game is reported to have passed ten million views on Newgrounds alone and around five million downloads before console work even began, numbers that come from The Behemoth's own account of the period rather than an outside tracker, and later aggregations put lifetime plays above twenty million. That reception was the entire pitch: animator John Baez approached Paladin as a fan, offered to produce a console version, and the two of them plus Fulp, Brandon LaCava and Nick Dryburgh formed The Behemoth in 2003 to build it. Baez mortgaged his house for seed money. Roughly forty publishers passed before one bit. Eighteen months and a reported $1.3 million later, the retail Alien Hominid shipped on PlayStation 2 and GameCube in November 2004, expanded to a full campaign with co-op, vehicle sections and unlockables — everything the Flash file didn't have room for — and went on to Xbox, Game Boy Advance, Xbox 360 Live Arcade, and, two decades on, a 2023 remaster across Switch, Xbox and Windows and a 2025 PS4/PS5 release. It's one of the cleanest examples the Flash era produced of a free browser upload turning directly into a funded studio and a retail catalogue, and it happened specifically because this ten-minute file was good enough to make strangers want more of it.

None of that retroactively adds content to the Flash file. It does mean the honest way to score it is as the prototype it was — tight, funny, visually confident, and short enough that its whole ambition was to prove the idea, not exhaust it.

Playing it today

The 2002 Flash original is preserved and playable in-browser via Ruffle emulation on the Internet Archive, and is also catalogued in the Flashpoint archive for offline play through its launcher — both checked 5 September 2026. As a pre-ActionScript-3 Flash file from the AS2 era, it's exactly the kind of content Ruffle handles well, and no plugin or dedicated emulator setup is needed beyond a browser. There's no separate high-score service or online component to have gone dark; what you get today is functionally the same ten-minute file Fulp and Paladin uploaded in 2002.

Verdict

Alien Hominid the Flash game is a good ten minutes wrapped around a genuinely important footnote in browser-game history. The run-and-gun loop holds up, the art is sharper than most of what Newgrounds was hosting in mid-2002, and the one-hit-death stakes make a short game feel earned rather than padded. But it is still, honestly, a single stage and two bosses with nowhere to go after the first clear — a demo that happened to be good enough to become a studio, not a game built to be replayed for its own sake. Score it as the artifact it is: worth the ten minutes, worth knowing about, not worth mistaking for the much bigger game it inspired.

Players who want to see what this idea became with a real budget and eighteen months should look at the 2004 retail Alien Hominid rather than expect to find it here. Fans of the same two-guy-and-a-concept Newgrounds pipeline should also see Pico's School, Tom Fulp's earlier and even rougher prototype, and Dad 'n Me, the Fulp/Paladin beat-'em-up that followed once The Behemoth's console money let them build something with more than one level.

Pros and cons

Pros

  • The core loop — run, jump, shoot in eight directions, bite an enemy's head off if you land on them — is snappy and reads clearly even at a small Flash-era stage size
  • One-hit death gives a ten-minute game real stakes instead of coasting to the end
  • Paladin's cartoon-gore art style already looks like the studio's later, better-funded work; the visual identity was there from the first upload
  • Historically significant beyond its own runtime: this file is the reason The Behemoth exists, and the reason "a Flash game becomes a retail console game" stopped being a hypothetical

Cons

  • One level, two bosses, no score table, no unlockables — once you've beaten it there is nothing left to come back for beyond a faster clear
  • No multiplayer, no branching paths, no difficulty options; the console version's best ideas (co-op, sixteen stages, vehicle sections) simply are not in this file
  • The soundtrack is functional chiptune backing and forgettable next to the visual design
  • Ten minutes of content is an honest length for a 2002 browser demo, but it caps how much there is to actually evaluate here

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 6.5 / 10
  • Sound 6 / 10
  • Value 5 / 10
  • Originality 6.5 / 10