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Space Invaders did not come easily. Creator, programmer and designer
Tomohiro Nishikado - and how strange the notion of a one-man band
seems in the current climate - struggled determinedly to realise
the game that would give a brave new medium in imminent danger a
fighting chance. He had to have development tools built from scratch
and the hardware of the era didn't come close to meeting his grand
ambition; even new technology developed specifically for the game
couldn't give Nishikado the speed or the colour or the sound he
had imagined. The scrolling planes and tanks rendered in early iterations
of Space Invaders proved unsatisfactory and its creator refused
to have more easily-realised humans as his revolutionary shoot 'em
up's enemies of choice, deeming the decision immoral. Against all
odds the myriad obstacles that obscured Nishikado's creativity were
overcome; the developer found clever ways to squeeze the most functionality
out of some very limited hardware; inspiration for the titular invaders
was found at last in sea-creatures; those famously oppressive bleeps
solved the sound problem; and tinted cellophane answered the question
of colour come the game's release in Western arcades.
There
are adages old as the sun about Space Invaders' development and
legacy, not to mention innumerable fond memories and anecdotes about
everyone's first time playing it. Some are true and others not so
much. I wouldn't stake my life on the Japanese having to mint more
¥100 coins to meet the massive demand that arose after Space Invaders'
arcade debut, but do no doubt my veracity when I say that, in 1978,
Taito's unassuming arcade game changed the world. For better or
worse it was a vital kiss of life that gave gaming a chance that
precious few thought it worthy of - and if Space Invaders Extreme
is anything to go by, my money's on the former.
For
its 30th anniversary, Taito have remembered the little game that
could with a re-envisioning of Nishikado's pet project on the PSP
and DS. Extreme takes the core concepts of the original and extrapolates
from the design document of its landmark predecessor all that could
have been if the technology had been up to the task. The same trio
of aspects on which Nishikado strove to innovate - speed, colour
and sound - are at the very heart of Extreme; they are none of them
the same, not hardly, but their re-energised implementation is faithful
and appropriately frenetic. Take the incredibly effective little
beeps of Space Invaders. They're out and a pulsing soundtrack that
brings together ambient trance with some relatively inoffensive
techno is in. Taito has obviously taken note of a more modern pioneer,
Tetsuya Mizuguchi, who you could be mistaken for assuming had some
role in Extreme's creation - not so, but his influence is vivid
from the moment the game begins. And expect a shock when it does,
because this is not the Space Invaders of yesteryear. It is brighter,
faster, louder and less forgiving than its originator. Its innovations
will excite you, its treacherous difficulty curve will challenge
you, but it will not frustrate you for long, nor, to tell the truth,
do much of anything for any length of time. Extreme has a lot of
ideas, most of which are inspired, but they're quick-fire, some
to the point of here-and-then-gone Warioware
minigames. It's a short game but with the sort of replay value that
only the best arcade efforts can lay claim to. It is, in the end,
marvellous fun.
Expect
all the colours of the rainbow and all the fish in the sea to set
their sights on your little turret. Reds and yellows and pinks and
greens are welcome, one and all; Taito's celebration positively
pokes fun at the limited palette of Nishikado's original. The visuals,
otherwise, aren't much changed. There are portable particle effects
aplenty and the PSP version sports some incredibly distracting FMV
backgrounds, but the developers have wisely opted to retain much
of the characteristic simplicity of the first game. The war of the
worlds is still being waged by the contents of a rock pool, but
the flying fish army has come a long way since they first met us
in battle; sporting lasers, duplicators and suicide bombers (I kid
you not), it seems that the space invaders have spent the intervening
decades investing heavily in weapons development, saving a little
on the side to pimp their particular rides with spiffy new paint
jobs and fuel injectors to enliven special occasions. They have
a hundred new tricks up their tentacles, too. Some of the enemies
rush your precious turret at crucial moments while others multiply
and overwhelm you; some are so tiny as to be tough to hit, while
a few are massively oversized, with bigger, badder armaments to
boot. The sheer variety of enemies is staggering and in Extreme
there's no place to hide, a revelatory design decision that might
bring a certain snake to mind.
Your
turret, however, is equal to the task. What amounts to a heads-up
display - although it exists largely to fill otherwise empty screen
real estate - tracks any number of facts and stats about your progress,
including how many consecutive enemies of a certain colour you've
taken down. Shoot four in a row and you're awarded one of several
power-ups. Be deliberate and your purposefulness pays off in spades;
for momentary madness free of consequence there's the shield, a
well-placed bomb will net you a cluster of kills, a laser can plough
through entire formations, and the broad shot means that even girl
turrets stand a chance. But some of the invaders are equipped with
reflective shields and a few are only vulnerable to certain types
of attacks. For all of the two hours it takes to hold off the invasion,
from first strike to final blow, your turret will be well matched
by the alien onslaught and, beyond the increasingly crafty waves,
there be bosses!
Arrr...
but they be a little disappointing. There are a few genuinely pleasing
Big Bads to despatch - the big blue octopus who you have to bounce
shots at stands at the very fore - but, sadly, most of the boss
invaders amount to little more than supersize versions of enemies
you've already taken out in the hundreds, with predictable and transparent
weak points. They can be a chore, in fact, spoiling some of the
momentum that builds as though with your heart rate throughout the
remainder of the experience. The concept is fine when it's executed
well - on those occasions where the encounter is as much about puzzle-solving
as button-bashing it impresses - but such opportunities are wasted
more often than not.
Bland
bosses do not, however, do much to take away from the overall ingenuity
of Space Invaders Extreme. Taito have been gentle in their treatment
of this lavish anniversary project, and at the last, they have succeeded
in guiding an unfortunately ill-spent franchise towards more fitting
territory. There's an exhilarating surprise around every corner;
fever mode, activated by shooting down a multicoloured flying saucer,
is a delirious joy, and if you're lucky enough to hit the yellow
one then a roulette offers you such bounteous wonders as an extra
man or a points bonus. Extreme is no modern marvel to look at but
it need not be; its minimal graphics serve a very direct purpose
more ably than the generous pixel-count of any triple-A title. Its
music, although iffy in its own right, proves a perfect fit, and
there's replay value aplenty. The sheer mania of wave-to-wave gameplay
will take a while to truly master, and when the invasion is over
and done - all too soon - you can opt to take two alternative, still
more testing paths through the last levels. The PSP version is certainly
the poorer of the two; despite a few graphical flourishes, it lacks
the verticality of the experience on Nintendo's dual-screen, and,
curiously, its longevity also suffers in comparison - the edition
for Sony's handheld lacks the online leaderboards that keep you
coming back for more.
Space
Invaders Extreme might not be the ground zero of modern gaming,
as Nishikado's original was in that golden age, thirty years ago
- this is a case of evolution, not revolution - but that doesn't
mean it's not a brilliant little gem to help while away a sweaty
Summer. More to the point, it occupies the same hallowed ground
as Pacman: Championship Edition and the forthcoming Bionic Commando:
Rearmed, in that Space Invaders Extreme is, a stimulating and dare
I say original experience in its own right. Although there is room
for improvement (roll on the next anniversary), Extreme is a worthwhile
testament to a golden oldie that forever changed the face of the
industry.
Reviewed by Niall A. Rough for AceGamez (All Rights Reserved).
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