Monday, October 24, 2011

Space Invaders Arcade

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It was one of the forerunners of modern video gaming and helped expand the video game industry from a novelty to a global industry (see golden age of video arcade games). When first released, Space Invaders was very successful and popular. Following its release, the game caused a temporary shortage of 100-yen coins in Japan, grossed US$2 billion in quarters by 1982, and by 2007 had earned Taito over $500 million in profits. Guinness World Records ranks it the top arcade game.
Space Invaders is a two-dimensional fixed shooter game in which the player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—some versions feature different numbers—that move horizontally back and forth across the screen as they advance towards the bottom of the screen. The player defeats an alien, and earns points, by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating the aliens brings another wave that is more difficult, a loop which can continue indefinitely.
The aliens attempt to destroy the cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is successful and the game ends. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed. The laser cannon is partially protected by several stationary defense bunkers—the number varies by version—that are gradually destroyed by projectiles from the aliens and player.

[edit] Gameplay


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Space Invaders was created by Tomohiro Nishikado, who spent a year designing the game and developing the necessary hardware to produce it. The game's inspiration is reported to have come from varying sources, including an adaptation of the mechanical game Space Monsters released by Taito in 1972, and a dream about Japanese school children who are waiting for Santa Claus and are attacked by invading aliens. However, Nishikado has cited Atari's arcade game Breakout as his inspiration. He aimed to create a shooting game that featured the same sense of achievement from completing stages and destroying targets, but with more complex graphics. Nishikado used a similar layout to that of Breakout, but altered the game mechanics. Rather than bounce a ball to attack static objects, players are given the ability to fire projectiles at their own discretion to attack moving enemies.

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Early enemy designs included tanks, combat planes, and battleships. Nishikado, however, was not satisfied with the enemy movements; technical limitations made it difficult to simulate flying. Humans would have been easier to simulate, but Nishikado considered shooting them immoral. After seeing a magazine feature about Star Wars, he thought of using a space theme. Nishikado drew inspiration for the aliens from H. G. Wells' The War of the Worlds—he had watched a film adaptation as a child—and created initial bitmap images after the octopus-like aliens. Other alien designs were modeled after squids and crabs. The game was originally titled Space Monsters, inspired by a popular song in Japan at the time ("Monster"), but was changed to Space Invaders by Nishikado's superiors.
Because microcomputers in Japan were not powerful enough at the time to perform the complex tasks involved in designing and programming Space Invaders, Nishikado had to design his own custom hardware and development tools for the game. He created the arcade board using new microprocessors from the United States. The game uses an Intel 8080 central processing unit, and features raster graphics on a CRT monitor and monaural sound generated by analogue circuitry. Despite the specially developed hardware, Nishikado was unable to program the game as he wanted—the Control Program board was not powerful enough to display the graphics in color or move the enemies faster—and he considered the development of the hardware the most difficult part of the whole process. While programming the game, Nishikado discovered that the processor was able to render the alien graphics faster the fewer were on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanic.

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Space Invaders was first released in a cocktail-table format with black and white graphics, while the Western release by Midway was in an upright cabinet format. The upright cabinet uses strips of orange and green cellophane over the screen to simulate color graphics. The graphics are reflected onto a painted backdrop of a moon against a space background. Later Japanese releases also used colored cellophane. The cabinet artwork features large, humanoid monsters not present in the game. Nishikado attributes this to the artist basing the designs on the original title, Space Monsters, rather than referring to the in-game graphics. After the first few months following its release in Japan, the game became very popular. Specialty arcades opened with nothing but Space Invaders cabinets, and within two years by 1980, Taito had sold over 300,000 Space Invaders arcade machines in Japan and 60,000 machines in the United States, where prices ranged from $2000 to $3000 for each machine. The arcade cabinets have since become collector's items with the cocktail and cabaret versions being the rarest. A shortage of 100-yen coins—and subsequent production increase—in Japan is attributed to the game. By mid-1981, more than four billion quarters, or $1 billion, had been grossed from Space Invaders machines, and it would continue to gross an average of $600 million a year through to 1982, by which time it had grossed $2 billion in quarters (equivalent to $4.6 billion in 2011), with a net profit of $450 million (equivalent to $1 billion in 2011). This made it the best-selling video game and highest-grossing entertainment product of its time, with comparisons made to the then highest-grossing film Star Wars, which had grossed $486 million in movie tickets (costing $2.25 each on average) with a net profit of $175 million. By 2007, Space Invaders had earned Taito profits of over $.5 billion. The 1980 Atari 2600 version was the first official licensing of an arcade game and became the first "killer app" for video game consoles by quadrupling the system's sales, with the game selling over a million units on the console. Game designer Shigeru Miyamoto considered Space Invaders a game that revolutionized the video game industry; he was never interested in video games before seeing it. Several publications ascribed the expansion of the video game industry from a novelty into a global industry to the success of the game. Edge magazine attributed the shift of video games from bars and arcades to more mainstream locations like restaurants and department stores to Space Invaders. Technology journalist Jason Whittaker credited the game's success to ending the video game crash of 1977, which had earlier been caused by Pong clones flooding the market, and beginning the golden age of video arcade games. According to The Observer, the home console versions were popular and encouraged users to learn programming; many who later became industry leaders. 1UP.com stated that Space Invaders showed that video games could compete against the major entertainment media at the time: movies, music, and television. IGN attributed the launch of the arcade phenomenon in North America in part to Space Invaders. Game Informer considered it, along with Pac-Man, one of the most popular arcade games that tapped into popular culture and generated excitement during the golden age of arcades. IGN listed it as one of the "Top 10 Most Influential Games" in 2007, citing the source of inspiration to video game designers and the impact it had on the shooting genre. In 2008, Guinness World Records listed it as the top-rated arcade game in technical, creative, and cultural impact.

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