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As the player destroyed an increasing number of aliens, the aliens began marching faster and faster, with the lone remaining alien zooming very rapidly across the screen. Shooting the last alien in the formation rewarded the player with a new screen of aliens, which began their march one row lower than the previous round. Video games had existed prior to Space Invaders, and the game Pong by Atari was already a few years old when this game was released. But Space Invaders captured the attention and imagination of the public in a manner paralleled by few games before or since. Its science fiction based action and futuristic setting appealed to a public in the midst of Star Wars mania. The game's design included a touch of horror, as it gave players the illusion that they were in a desperate battle to save the world from alien invaders... a battle that they would eventually lose, as endless waves of electronic aliens would sweep down until they were overwhelmed. The simple background soundtrack to the game, which gave the impression of a beating heart, increased the tension and kept players coming back for more. As well as having very impressive graphics and sound for its time, Space invaders is credited with introducing the concept of the 'high score' to the world. Most games of this period either had a set time limit, or continued forever without changing. Trying to get the highest score gave players a great incentive to keep coming back for more. ImplementationOne key feature of Space Invaders was the fact that as more and more of the aliens were shot, the remaining aliens would move faster and faster. The change in speed was minor at the beginning of a wave, but dramatic near the end. This action was originally an unintentional result of the way the game was written - as the program had to move fewer and fewer aliens it ran faster and faster, but was kept after finding favour with the development team. In the upright version (which most people--especially in America--are familiar with), the actual output of the game was displayed mirror-image on a black and white monitor which sat recessed in the game's cabinet. The image was projected (automatically) to a plastic panel which the player saw. Behind the reflective panel was a lunar landscape which gave the game an impressive background setting. Since the actual video game console itself had a monochrome video image, Taito added color by coating the reflective screen with colored bands. It should be noted however, that the very first version of the game in Japan ("T.T.", or "Table Top" Space Invaders) was a cocktail table with purely black and white graphics (i.e., no color overlay). There was also a version of the game in which the graphics were converted to actual RGB color. Technical InformationSpace Invaders used an Intel 8 bit 8080 microprocessor, running below 1 MHz and a 1 bit per pixel framebuffer mapped from the main CPU address space. The analogue sound effects were implemented individually with discrete electronics. The game was held on two circuit boards: the first contained the processor, ROM, RAM and other components for generating the video and playing the game; the second contained the sound effect circuitry and audio amplifier. TimelineAlthough the game has been updated and released several times, the original 2D format has remained. A version with a 3D background and characters was released for the Nintendo 64 in 1999, but the shooter was still in 2D.
Resourceshttp://en.wikipedia.org/wiki/Space_Invaders |