Right, in the original, the asteroids are polygons, and it's a vector-screen.
Here, we have a pixel-screen and a very small pixel-size. So doing polygons would waste a lot of resources, compared to using bitmaps and simple shape-based collission detection. Due to the small size of the sprites, it would be much easier and faster to either do pixel-collision or even simpler, a square-based collision.
Using a square-based collision, we could make it quite fair by using a slightly smaller rectangle (as seen on the left in the picture). Or, to make it easier to hit the asteroids, use the outer square (as seen in the middle), or even use a circle-shape for more accuracy (as seen on the right).
The ufos should be hittable easier, so outer square. The player's ship could be just the 3 x 3 pixel square, to make it a bit more fair i.e. less frustrating.
Of course all of this has to be tested to find the best playable solution.
I usually tend to focus on playability and fun, not on getting the technical side 100% accuracte or right. IMO it's most important that the game is as fun as possible, and the easier and faster this can be done, the better. I used to code in Basic, on Atari 8-Bit computers, long time ago.