I think my favorite part was the lab writeup where we had to describe the game in detail; upon encouragement from
Space Invaders for the Digilent Atlys
By:
[my lab partner and I]
Game History
Space Invaders was born in Japan in
1978 to one Mr. Tomohiro Nishikado. While he started as mere
conceptual sketching, the game grew from there to become a unique
prototype employing the latest microprocessors available, the Intel
8080, alongside helper chips and analog signal-shaping circuitry.
This embodiment was then cloned by Taito to become the cabinet-style
arcade game that produced a brief shortage of 100-yen coins in Japan.
Over its lifetime, the original Space
Invaders out-grossed and out-profited Star Wars: A New Hope, placing
it next to “The Greats” of entertainment in fiscal viability.
This heralded the Golden Age of Arcade Games, when video games became
part of popular culture. As per Wikipedia's description, many young
people were inspired to explore the possibilities computers offered.
The movie Tron—to which many older programmers owe their initial
inspiration—was strongly influenced by this era.
Space Invaders offered one more
revolution: oncoming hordes of destructible foes bent on the
protagonist's destruction. From cheesy Tandy 8088 bartending games to
Starcraft Zerg rushes to Halo’s Flood to AI War: Fleet Command, the
allure of fending off uncountable enemies is felt in nearly every
genre of video games since. Video Games Live, the traveling music
event, uses it as their foundational memebase.
Game Play
The game is simple. The player directs
a tank horizontally across the bottom of the screen while
simultaneously shooting advancing aliens with the tank's slow-fire
Laser Gatling Cannon and dodging said extraterrestrials' deleterious
projectiles. Complete defensive bunkers have been installed prior to
the beginning of the conflict; however, both player and alien
projectiles will ablate them irrevocably upon impact.
Game Details and Specifications
The Tank
Player tanks can move across the bottom
of the screen between the planetoid's surface and the defensive
bunkers. Sadly, budgets are tight around here and hydraulics were too
expensive, so the tank can only move along the surface.
Superturbochargers are ineffective in vacuum, so tank speed is
severely limited; however, inertial dampeners were pre-installed on
this model so rapidly changing tank velocity involves no timing
constraints. Tank motion is limited when the tank reaches either edge
of its defensive zone, namely, the screen.
Due to the operational difficulties
caused by relativistic battlefields, tanks can only have one laser
pulse in flight at any given time. Once again, budgetary constraints
prevented the use of plasma-steering or quantum-nihilation encoding,
so bullets are fully absorbed by the first object they impact,
whether alien, bunker, or outer space. 300,000 km/s is the upper
limit for laser flight speeds, so one can only occasionally get a
pulse between two full columns of aliens without impacting one. The
top row of aliens will most definitely have moved by the time the
pulse arrives; however, the bottom row is easily picked off without
careful timing.
The player begins with three spare
tanks prepared for immediate deployment under the leftmost bunker
upon destruction of the current vehicle.
Bunkers
High-tensile-strength elastomer bunkers
are provided that can withstand several weapons discharges. Each of
the ten sections can take four impacts before they are ablated into
oblivion. Note that the fast-moving alien projectiles can sometimes
phase through the first layer and ablate the tile behind the foremost
section.
Aliens
The player is pitted against five rows
of eleven aliens of three types. Due to the varying ranges at which
the aliens approach the player, more distance implies a higher point
value. The creatures maintain a strict grid formation while they
move. Defensive zones are divided such that the alien horde will move
across the screen nearly to the edge, descend, and start moving
towards the other edge. Should an entire column on one edge of the
fleet be destroyed, the aliens will not descend until their
still-extant forces reach the edge of the zone.
Enemy fire is distributed randomly
across the fleet. Note, though, that only the bottom-most alien in
each column will fire and that armada resources seem to be only
sufficient for maintaining four projectiles in simultaneous flight.
Each creature seems to mount two separate cannons: one which fires a
fast-moving lightning projectile and another that drops a slower,
mace-like particle blob.
Should you notice strange changes in
the aliens’ shapes, please:
The aliens are not true shapeshifters;
at the distances involved in this confrontation their mode of
locomotion causes them to appear to shift between two guises,
colloquially known as “out” and “in.”
Flying Saucers
Occasionally, mysterious craft are seen
flitting behind the invading hordes. These are presently designated
as enemy logistical support craft, so their destruction is handsomely
rewarded. Speeds observed are usually three times that of alien
lateral motion.
Victory and Defeat
The player's tanks are not equipped for
close-range combat, so upon reaching the moon's surface the aliens
receive the player's unconditional surrender. Damage caused to alien
forces is tallied in the upper-lefthand corner of the screen as a
“Score,” quite separate from the game's basso ostinato
score.
Should the player succeed in destroying
the alien armada prior to this unfortunate scenario, victory is
declared and the player may rest assured of a life of privilege and
ease, basking in recognition of his mankind-saving defensive prowess.
Further alien invasions are possible but are not implemented in this
universe.
Notes for This Blog Post:
History is summarized from Wikipedia's Space Invaders entry with minimal further research and some personal experience mixed in. Requirements are inferred from the behavior of the flash app provided kindly by Free Space Invaders (warning: email request and obscure link hunt required).
Heeheehee... That's hysterical. And I love the pictures too.
ReplyDeleteAlthough, I mildly object to the use of the word "denizen." I inhabit nothing. I just am. ;)
Edited as per your mild objection, though I suppose a treeless plain could be described as inhabiting the continent on which it resides...
Delete