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<P>SPACE INVADERS (trademark of Taito America Corp.) is one of the =
most=20
successful combat games of all time. It was one of the first smash hit =
games=20
and contributed to the upsurge of popularity of computer games that =
began in=20
1979. While STAR RAIDERS and ASTEROIDS give the player great mobility =
and=20
MISSILE COMMAND gives him none, SPACE INVADERS gives the player =
limited=20
mobility in one dimension only. As in ASTEROIDS, the player must face =
a=20
multitude of rather stupid opponents who can win by touching the =
player=20
(landing); in addition, as in STAR RAIDERS, the monsters also shoot =
back. The=20
monsters march back and forth across the screen, slowly descending =
onto the=20
player. As the player kills more and more monsters, they march faster =
and=20
faster. This gives the game a hypnotic accelerating tempo. SPACE =
INVADERS is=20
definitely a classic.=20
<P>The success of SPACE INVADERS has spawned a whole series of copies =
and=20
derivatives. There are a large number of copies whose only goal was to =
cash in=20
on the success of the original game. There are also several genuine =
derivative=20
games. For example, GALAXIAN (trademark of Midway) is a simple =
variation on=20
SPACE INVADERS. Individual invaders peel off and attack the player =
with more=20
ferocity than the docile monsters of the original game. CENTIPEDE; is =
also a=20
derivative of SPACE INVADERS; it is different enough to be a new =
design, but=20
the internal game structure is very similar to the original. The =
invaders have=20
been grouped into a segmented centipede; their side-to-side motion is =
bounded=20
not by the edges of the screen but by mushrooms randomly scattered =
across the=20
screen. Numerous embellishments (spiders, fleas, and scorpions) extend =
the=20
game considerably. TEMPEST is a three-dimensional first-person =
derivative of=20
SPACE INVADERS using vector graphics. The amount of design attention =
that=20
SPACE INVADERS has attracted is a tribute to the game=92s originality, =
appeal,=20
and durability.</P>
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<P>There are many, many other combat games. BATTLEZONE and RED BARON =
are two=20
first-person combat games utilizing vector displays. Other combat =
games=20
include CAVERNS OF MARS, YAR=92S REVENGE, CROSSFIRE (trademark of =
On-Line=20
Systems) and DEFENDER (trademark of Williams).</P>
<P>You may wonder why so many combat games are set in outer space. =
There are=20
three reasons. First, space is easy to depict and animate with a=20
computer---all the designer need do is draw a blank screen with a few =
white=20
dots for stars. Second, space is not encumbered by the expectations of =
the=20
players. A designer encountering problems can always concoct some =
super-duper=20
zapper to solve any design problems with the game and nobody can =
object that=20
it is unrealistic. Earthbound games constrain the designer to look =
reality=20
squarely in the eye---such a tiresome burden for a "creative" mind. =
Third,=20
space is an intrinsically fantasy-laden environment that encourages =
suspension=20
of disbelief because it is unfamiliar to its audience.</P>
<P>Combat games have always been at the heart of computer gaming. =
Players=20
never seem to tire of them; it appears that they will be around for a =
long=20
time to come. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DMaze></A><B>Maze Games</B></P>
<P>The second subgrouping of S&A games is the set of maze games. =
PAC-MAN=20
(trademark of Namco) is the most successful of these, although maze =
games=20
predate PAC-MAN. The defining characteristic of the maze games is the =
maze of=20
paths through which the player must move. Sometimes one or more bad =
guys=20
pursue the player through the maze. Some maze games (MAZE CRAZE for =
the ATARI=20
2600 is a good example) specifically require that the player make his =
way to=20
an exit. Other maze games require that the player move through each =
part of=20
the maze. DODGE 'EM is an early example of such a game. In either =
case, the=20
number, speed, and intelligence of the pursuers then determines the =
pace and=20
difficulty of the game. PAC-MAN has a very carefully balanced =
combination of=20
these factors. The pursuers are just slightly slower than the human =
player;=20
their intelligence and number make up for this. The overall pace of =
the game=20
makes it difficult for the player to fully analyze the positions of =
the five=20
pieces in real time.</P>
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<P>Any successful game is certain to attract copies, variations, and=20
derivatives, and PAC-MAN is no exception. One of the first such games =
for the=20
ATARI Home Computer System was the first edition of JAWBREAKERS =
(trademark of=20
On-Line Systems). This game, now removed from the market, clearly =
demonstrates=20
the difference between structural changes and cosmetic changes. =
Structurally,=20
it is indistinguishable from PAC-MAN. The play of the game is almost =
identical=20
to that of PAC-MAN. Cosmetically, there are a number of differences: =
the=20
pursuers are faces rather than ghosts; the player is a set of teeth =
rather=20
than a head with mouth; the maze is laid out differently; the sounds =
are=20
different. This game provides a good example of the methods that can =
be used=20
to copy games while attempting to minimize legal problems.</P>
<P>Another PAC-MAN derivative is MOUSKATTACK (trademark of On-Line =
Systems).=20
This game shows some structural changes relative to PAC-MAN. The =
player is=20
again pursued through a maze by four computer-controlled creatures, =
but the=20
basic scenario contains a number of embellishments. First, merely =
passing=20
through every point in the maze is not enough; some points, randomly =
chosen by=20
the computer, must be passed through twice. Second, the player is =
allowed to=20
fight back against the pursuers in a very different way (setting =
mousetraps).=20
The strategic and tactical effects of this counterforce capability =
yield a=20
game that plays rather differently. Finally, there is a very =
interesting=20
two-player game that allows both cooperative and competitive =
strategies. In=20
MOUSKATTACK we see the basic structure of PAC-MAN with a number of=20
embellishments and extensions that produce a distinct game.</P>
<P>The appeal of maze games can be attributed to the cleanliness with =
which=20
they encapsulate the branching structure that is a fundamental aspect =
of all=20
games. The reader will remember from Chapter One that a game has a =
tree=20
structure with each branch point representing a decision made by the =
player.=20
In a maze game, each branch point is neatly depicted by an =
intersection in the=20
maze, and the options available to the player are visually presented =
as the=20
paths available at the intersection. Thus, a maze game presents a =
clear visual=20
representation of the branching structure of the game.</P>
<P>Even more fascinating is the looping structure possible with maze =
games. A=20
player can return to an intersection in the maze many times. Yet, each =
time he=20
does so, the options he has take different meanings because the other=20
maze-inhabitants have moved in the interim to a different pattern of=20
positions. In this way, a small number of displayed intersections can=20
represent a huge number of branch-points in the game-tree. The analogy =
with a=20
computer program, in which a small number of program instructions, =
through=20
looping and branching, can address a large number of specific cases, =
is=20
striking. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DSports></A><B>Sports Games</B></P>
<P>These games model popular sports games. They are anachronisms =
derived from=20
the early days of computer game design when computer games had no =
identity of=20
their own. People without original ideas for games fell back on the =
sports=20
games as models around which to design. This also served a useful =
marketing=20
purpose: why would a conservative consumer buy a game with a title and =
subject=20
completely alien to his experience? Better to offer him a game he is =
already=20
familiar with. Thus we have games based on basketball, football, =
baseball,=20
soccer, tennis, boxing, and others. All of these games take liberties =
with=20
their subject matter to achieve playability. The most enjoyable =
aspects of the=20
computer game have very little to do with the real game. This is =
fortunate,=20
for a slavish attempt at replication would have produced a poor =
computer game.=20
Only by substantially altering the original games were the authors =
able to=20
produce a decent design. Even so, sports games remain the wallflowers =
of=20
computer gaming. I suspect that sports games will not attract a great =
deal of=20
design attention in the future. Now that computer games have an =
accepted=20
identity of their own, the need for recognizable game titles has =
diminished.=20
<FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DPaddle></A><B>Paddle Games</B></P>
<P>I use the title "Paddle Games" to cover the PONG-based games. PONG =
is=20
certainly one of the most successful and fertile of game designs, for =
it has=20
many grandchildren and great-grandchildren. The central element of the =
game,=20
that of intercepting a projectile with a paddle-controlled piece, has =
been=20
used in endless variations. The original PONG pitted two players in an =
electronic version of ping-pong, hence the name. BREAKOUT was a =
solitaire=20
version that required the player to chip away at a wall with the ball. =
The=20
player received points for each brick destroyed. SUPERBREAKOUT =
introduced=20
variations on this theme with moving walls, extra balls, and other =
tricks.=20
CIRCUS ATARI introduced parabolic trajectories for the projectiles and =
a=20
complex moving wall of balloons. WARLORDS; took the genre even =
further; up to=20
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