How Video Games Changed the World Page #2
- Year:
- 2013
- 120 min
- 106 Views
Space Invaders was my life.
You would get 40p dinner money
each day
and you could go down to the cafe
down the hill
and get beans on toast for 20p and
have two games of Space Invaders.
The pace of Space Invaders
was beautiful.
As a newb, who had never played,
you know, an arcade game before,
you could walk up, put 10p in,
and you could play for, like,
five or ten minutes
without being annihilated.
And that pace meant that it
drew people in.
It also satisfied something which
gamers seem to enjoy - attrition,
cleaning something up.
You have this block of stuff which
had to be cleared away.
It's odd, because it is something
you can never win. You clear them
up, there's a little pause
and they all come back again.
But somehow, you want to keep on
doing it.
Mastering Space Invaders became
an overriding obsession for many.
This is one of the first published
books by revered author Martin Amis.
It's Invasion Of
The Space Invaders.
A surprisingly in-depth
collection of his arcade tips with
a foreword by Steven Spielberg.
Martin Amis has since
disavowed his involvement
in the Space Invaders tips scene.
And the game's appeal wasn't simply
restricted to the
nature of its challenge. The sheer
experience was equally important.
This was the first game to evoke
a distinct mood and tone.
The music sped up as soon as aliens
got closer to you, and it was like
that excitement and that,
"Oh, this is really responding
to what I am doing."
It's like a heartbeat when the Space
Invaders are coming down the screen.
It's, "Dum, dum, dum, dum."
It accentuates your own tension,
it was perfect.
It was very stylistic.
You know, the shape of the alien,
as soon as you saw it,
you kind of understood it
and it burnt it into your mind.
As a result, Space Invaders wasn't
just an arcade hit,
but a bona fide, mainstream,
cultural phenomenon.
Yes, tonight, we will be discovering
just who the Space Invader
champion of the Midlands is!
Space Invaders tournaments were
considered entertaining enough
to be televised, for God's sake!
'And how Tim Coxon of Stoke
must be feeling now.'
And the world of cheerful children's
animation also couldn't
resist the pull of the global fad
of the moment.
Left a bit, steady.
Right. Right a bit, fire.
Every element of the Invaders
template had such an instant
iconic purity, it still resonates
today, with references to it
popping up everywhere.
Slick TV commercials
nod in its direction and it
appears on walls around the world,
courtesy of street artist Invader.
And Space Invaders still
survives as a game,
albeit in a remixed, re-imagined,
modern form.
I was very honoured to be
asked to do it.
Working on Space Invaders
is like being asked to go on stage
and play with Dave Gilmour out
of Pink Floyd or something like that.
Space Invaders was the catalyst
for an explosion of similarly themed
games in the late '70s and early
'80s as pubs, arcades and cafes
rang to the sound of zipping lasers
and white noise explosions.
The primitive graphics of the day
were ideally suited
for depicting basic shapes
competing for power in black
space, but with this incessant
focus on interstellar combat,
games were in danger of becoming
a chiefly male obsession.
To gain wide acceptance once again,
games would need to become
less abstract.
What they needed was some
kind of likeable character.
Pac-Man was arguably
videogaming's first mascot.
He is sort of the first character,
I guess, you know, the very,
very iconic character of videogames.
The designer of Pac-Man,
he introduced this Japanese concept
of kawaii, which is cute.
Lots of Japanese design is based
around this sense of kawaii,
cuteness.
And so, not only is Pac-Man
very kawaii, very cute,
but also, so are the ghosts.
He did this because he wanted to
appeal to young girls
and women as well as men,
and in fact, he said in interviews
since then, which sounds sexist now,
but he's thinking, "How can I
make it appeal to women?"
"Oh, I know, women like food."
So...
Famously, he'd seen images
of a pizza with a slice taken out
and he saw Pac-Man in that image.
And Pac-Man does have
a lot of character.
I think the reason why everything
went Pac-Man crazy for
a while was because he had a face.
Even the ghosts, even the enemies had
character, and they had names.
Inky, Blinky, Pinky and Clyde.
They all had very distinct
personalities
and they did their own
thing in the maze.
Pac-Man's rudimentary artificial
intelligence also represented
a breakthrough, tricking the player
into thinking the ghosts were
actually alive with their own
personal traits.
Blinky, the red ghost,
was a fast, aggressive hunter.
Inky, the blue one, was a dawdler.
Pinky would anticipate
where you were going and try
and block you off,
while Clyde, the orange one, was
programmed to rapidly chase you
until he got too close,
at which point he'd
dart back into a corner.
This hidden layer of sophistication
made the ghosts seem
less like computerised drones
and more like fallible,
living characters.
But the Pac-Man ghosts,
I really liked.
And the cherry, the idea
of a floating cherry was cool.
And the fact that it changed
when it ate.
I mean, all these things were
kind of major steps forward.
This was the grammar of gaming being
constructed before your eyes.
It was the first time people thought,
"Well, why not do this?"
It was the first videogame to
actually feature cut scenes as well.
There were little humorous
cut scenes with Pac-Man
and the ghosts before each level.
You had Pac-Man being
pursued by ghosts
and then Pac-Man getting a giant.
He would turn around and chase
And one of the ghosts would get
his little rope caught and he would
come out and see his pink leg stuck,
sticking out from underneath.
It introduced the gentle element
of humour to game play which
I think helped broaden its appeal.
Likeable characters are big business
and Pac-Man was no exception.
Pac-Man, instantly after it came
out, it was so enormously popular.
We started seeing Pac-Man
T-shirts, Pac-Man lunchboxes,
there was a Pac-Man cartoon.
Pac-Man soon became a staple
of the cheesy American Saturday
morning cartoon slot,
winning his own goofy series as well
as some irritating commercials.
# Now Pac-Man isn't just
a game you play
# It's a crispy corn cereal
that's coming your way. #
Chomp, chomp, delicious!
For a time, no quintessentially
'80s commercial was complete
without a whorish cameo
from the circular pill freak.
# 7-Up cools your thirst. #
Pac-Man was on stuff. There was
a Pac-Man board game as well.
It was a terrible board game with
a big plastic Pac-Man that would
go about, gobbling up pellets
and stuff.
And even there was the weird
knock-off stuff as well.
Like, how do you badly draw a
Pac-Man? You know what I mean?
But a badly drawn Pac-Man.
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