Monday, February 27, 2012

Week 2: Space Invaders, Battlezone, Lunar Lander

Attack of the Space Invaders!

Space Invaders is the pinnacle of the greatest grandfather games.  At the time of its release in 1978, video game designers were limited in their resources and computing ability; ergo, they were limited to the creative capacity that a game could contain.  With Space Invaders, though, the programmer focused mainly on the mechanics of the gameplay.  This means that the player was introduced to a fluid and fast-paced game, offering multiple gaming styles for the player to employ.

One of the interesting parts about Space Invaders is that it is a heavily skill-based game, but it also invites a certain amount of strategy for the player.  When I played the game for the first time, I found myself dying repeatedly in the later levels.  This was due to the holes in the "shield barriers" above Earth's ships that was caused by the bombs of the invading alien force.  Following the first game, I destroyed the shields at the beginning of every game.  This was done for two reasons: first, it prevented me from relying on the unreliable shields; second, the shields would probably be completely destroyed by the time that a player reached 20,000 points, so it was better to gain practice without them during the course of the game.  It is the incorporation of tactical planning into this game that makes it so revolutionary.

Of course, it is still amusing to take an honest examination at the material.  The space invaders attack Earth by moving back and forth across the screen with no deviances.  It is ludicrous, but more than forgivable when the time period of the game's release is considered.


The game was an enormously popular at the time of its release, and the pixelated "alien" remains an icon in the video game world to this day.  On a personal level, this is one of my favorite pre-1999 games, and as always, it is a pleasure to play it.


Battlezone

Oddly enough, a descendent of this game was the first flash game that I ever played online.  The later version of Battlezone was far more fast-paced and allowed the player to have more control.  In other words, it replaced the realistic aspect of the game and just made it more exciting.  For the modern gamer who prefers the thrill of the game over the logistics, this change was a wise one.  However, the thought-process of the original game should first be considered.

Like the other games in this series, Battlezone was made in a time period that had limited computing power, and this made it literally impossible to create a game with the speed of today's games (outside of a Star Trek script involving time travel and repeatedly bringing back dead main characters).  Because of this, the game developers decided to create a game that simulates the movement and attack pattern of a real tank.  The result was a strategy-based game that implemented the use of physical barriers in a 3D setting.  The physical barriers, the enemy tanks, and all other objects are displayed as wireframes, which is one of the first attempts at creating a 3D setting in a game.  

The game is still considered revolutionary.  If I were to make one change to it, I would allow the bullets from the "hero" tank to destroy the bullets from the "enemy" tank.  It is quite frustrating when you are unable to stop yourself from imminent doom, but it is understandable given their time period that they did not do this.  Because I am guilty of preferring a thrilling game to a realistic one, this is not a game that I would want to practice consistently, but it is fascinating to observe and from which to learn more about the evolution of gaming.

"Oh sh...."


Lunar Lander

Given my explanation about Battlezone, is little surprise that I did not enjoy the complexity of Lunar Lander.  This is a game that incorporates several different aspects of real intergalactic travel, including fuel levels and the pull of gravity.  These are fun parts of the game, but it is extremely difficult to successfully land the space shuttle on the platform.  In fact, it is so complicated that NASA used this game as a method of preparation for astronauts.  If a game is complex enough to be used seriously by rocket scientists, there might be a problem.

"That's one small step for man.  One giant leap for gamerkind."

As a gamer of many years, I have played variations of this game.  There are more and less complex versions on the Internet, but in all honesty, this kind of game was just never very interesting to me.  The objective is to land a space shuttle on a platform, which means that there is no real enemy outside of your depleting fuel and the heartless gravity.  Like the last game, I think it is awesome that the Government valued it highly enough to use as a training mechanism, but I just can't imagine someone playing this game for hours on end.

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