I think a lot of the attraction of "Space Invaders" was the "thumping" soundtrack. I'm not sure you can classify it as "music," but I'll call it "music" for lack of a better word. I think that the "Space Invaders" phenomenon cannot be understood without examining the role the "music" had in the game.
That was one of my exact key notes for the chapter, the thumping soundtrack and the quickened pace, almost like a heartbeat, which was a concept used in several later games, including Dungeons of Daggorath on the CoCo and 2010: The Text Adventure on the Coleco Adam. That combination with the relentless downward trajectory of the invaders creates some genuine tension, something probably missing from all other games up to that point (at least in the arcade).
Your other points are good too.
Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade Bill Loguidice, Managing Director | Armchair Arcade, Inc.
*************************** Bill Loguidice, Managing Director
Armchair Arcade, Inc.
I think a lot of the attraction of "Space Invaders" was the "thumping" soundtrack. I'm not sure you can classify it as "music," but I'll call it "music" for lack of a better word. I think that the "Space Invaders" phenomenon cannot be understood without examining the role the "music" had in the game.
That was one of my exact key notes for the chapter, the thumping soundtrack and the quickened pace, almost like a heartbeat, which was a concept used in several later games, including Dungeons of Daggorath on the CoCo and 2010: The Text Adventure on the Coleco Adam. That combination with the relentless downward trajectory of the invaders creates some genuine tension, something probably missing from all other games up to that point (at least in the arcade).
Your other points are good too.
Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.
***************************
Bill Loguidice, Managing Director
Armchair Arcade, Inc.