
Background
- Developer: Universal
- Publisher: Universal
- Debut: November 1980
- Platform: Arcade
- Home Ports: PV-1000 (1981), ColecoVision (1983), various clones (e.g., Apple Panic on the Apple II)
Can You Dig It?
Even the most devoted players have gaps in their gaming history. The medium
has grown exponentially in the past decade; mobile games, console games, PC
games, indie, triple-A, free-to-play, web browser—no one can play everything. If
you've played Donkey Kong, released
by Nintendo in 1981 and famously designed by Mario and Zelda creator Shigeru
Miyamoto, you may think you've been a fan of platformers, or at least familiar
with them, since the beginning: running, jumping, and power-ups.
Right? I thought so, too! Turns out we were wrong.
Space Panic is
considered the granddaddy of the genre, meaning one of the earliest examples
that historians and game developers—notably famed
writer and designer Chris Crawford—agree meets the minimum criteria of a
platformer. (It wasn't the first, but we'll discuss that in the next article.) There's
running, there's climbing, there are platforms, and there are obstacles in the
form of enemies. If you're more acquainted with Nintendo's style of platformer,
however, you may see only a passing resemblance at first, especially if you're
coming to Space Panic for the first
time, as I have.
Genre is a tricky thing. You can't get too particular in
defining one, especially in 2020, when so many games are amalgams of this,
that, and the other game mechanic. The platformer itself is a sub-genre of the
action game, where players jump and climb over suspended platforms to achieve
some goal—go through an exit door, descend a flagpole, etc.
Running. Jumping. Climbing. Mario does all three of those,
but while Donkey Kong solidified the
contemporary definition of platformer, Space
Panic predates it by several months. (Release dates were nebulous before
the advent of pre-order dates for games like Sonic
the Hedgehog 2, whose release date was dubbed "Sonic 2sday" in
Sega's marketing campaign, and Mortal Kombat, which released on "Mortal
Monday," September 13, 1993. Universal distributed it to arcades in 1980,
and it began appearing in November. Nintendo's
famous ape didn't nab Pauline and scale construction sites until the
fall of 1981.)
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Space Panic, published and developed by Universal. |
Speaking of holes, Space
Panic filled more than one gap in my gaming knowledge. I'd never played it,
for one. For two, this is, to the best of my recollection, my foray into the
"digging" genre. I know of Lode Runner, but never played it. Maybe
because I was too young to play most video games before Super Mario Bros. and the NES made its way into my household: there
were so many other games to play that Lode Runner and its many clones sailed
right over my head.
Which brings me to the next shocker, at least for me. Designed
for one player or two players who take turns at the joystick, Space Panic lets you dig, climb, and
run, but there's no jump button. I struggled with this, to put it lightly. Donkey Kong was the first platformer I'd
played. Some verbs describe a type of game perfectly. For platformers, and for
me, jump is that verb. Not being able to hop around made me feel like I
was playing one-handed, which I probably could since the controls are simple.
One button digs holes. Another button fills them in. Remember,
though, that you cannot job. If you dig a hole and decide you want to walk
across it, well, you can't. You'll have to refill that hole to step across it,
or take the long way around by climbing or descending ladders and hurrying to
and fro across platforms. You could also opt to drop through it, and you won't
take any damage, a decision Nintendo wouldn't incorporate in its platformers
until later, thus making it a strategic decision in Space Panic.
Trapping aliens isn't as simple as digging a hole and
waiting for one to fall through. Not only do you have to consider how and where
digging holes affects your navigation options, you must press the dig button
repeatedly. If an enemy reaches your hole before it's finished, it'll stumble
over it then refill it and continue the chase. You can't use that shovel to
fight back, either. Your options are run, climb, dig, and fill. If an alien
drops into one of your pits, you need to be ready to refill it, or it will haul
itself out and refill the hole.
On top of all that, not all aliens go down easily. Red
aliens are the easiest to topple; trap them, fill in their hole, and they
plummet to the next platform and helpfully disappear. Green aliens, however, need
to fall at least two stories. That means you need to dig a hole in one
platform, then dig a hole directly above or below it. You can't dig too near
ladders, so you've got to play realtor and consider location, location,
location. The difficulty ramps up quickly. By level 3, you'll have red and
green aliens to contend with. By level 4, gray aliens, which must fall even
further, enter the fray.
This may not sound too complex on paper. In practice, it's a
lot to wrap your head around. Like the ghosts in Pac-Man, aliens wander at
first but quickly grow aggressive. Digging a hole takes just long enough that
you'll have to choose spots to dig as you're avoiding aliens and climbing
ladders. Early on, I hit on a strategy that worked well. Find a space between
two ladders and dig a hole on either side. The aliens will eventually come to
you. Fill in each hole as fast as you can, then dig another.
That strategy falls to pieces by level 3. Space Panic is a coin-op game, which
means time is money. An oxygen meter in the lower righthand corner depletes,
functioning as both a timer and a bonus score. The more oxygen you have left
when you clear a level, the more bonus points you'll get at the end. Of course,
this means digging holes around you and waiting for aliens to trip their way in
consumes a lot of time, which is a bad idea on later levels when you need to be
on the move and setting up two or more vertically aligned holes to defeat tougher
aliens.
It's a compelling game loop, but consumers weren't ready for
its complexity in 1980. "No punning intended when I say that the rungs
were too high for the average gamer to scale," wrote Electronic Games
magazine in 1983; the editor went on to note that the average play time was
recorded at 30 seconds. Reader, I admit that this near-40-year-old loop challenged
me in 2020. Despite draining my oxygen, I was more comfortable entrenching
myself between pits. Later levels add more ladders, which is good for
navigation, but bad for digging, since holes can't be placed too close to
ladders.
Perhaps the worst part is that when you die, the level
repopulates with aliens. Platforming standards weren't set in stone by this
point. The cement was still drying. Still, wiping out all but one alien only to
make a mistake and have to start over is demoralizing. There were times when I
opted to stop playing rather than try again. Each credit, or quarter, also buys
you a finite supply of lives. Three strikes and you're out.
I'm tempted to play Monday morning quarterback and say that
the addition of a jump button would have made the gameplay much smoother. Being
able to hop over a hole while being chased would be convenient. It would also
probably make the game far too easy, an unappealing prospect for coin-op
developers and operators looking to devour quarters in as short a span of time
as possible.
Nevertheless, Space
Panic qualifies as a platformer as much as it's also a "climbing"
or "digging" game, and is a good example of the branches that connect
games on platforming's leafy family tree. Universal deemed the game a
commercial failure overall, which isn't surprising. It's tough, and the
gameplay loop is so simple that its charm wears off after a few turns. Still, clones
such as Broderbund's Apple Panic on
the Apple II did quite well, likely because playing at home without having to
worry about your mom's finite supply of quarters gave players more opportunities
to sharpen their skills.
There's no denying Space
Panic sets the stage for greatness. Almost all the pieces are there. The
action takes place on a single screen, there are plenty of ladders to climb,
and thinking on your feet while zipping around and digging is fun. Just not for
long. I recommend taking Space Panic for a spin to understand how platformers
started, but be prepared to move on to greener, bouncier pastures within a few
minutes.
Score
Graphics: 1/5. Crude, but serviceable and neat, until
levels become cluttered with ladders.
Gameplay: 2/5. Deceptively challenging. The fun
you'll have on levels 1 and 2 will soon be overshadowed by frustration as aliens,
ladders, and the complications of dispatching tougher foes sets in.
Sound: 1/5. Space
Panic exhibits the beeps and bloops typical of the era. They're grating
enough that I'd almost prefer to play the game muted. The audio is glitchy on
MAME, so I only heard the end-of-level fanfare; I watched videos on YouTube to
get an idea of how the game sounded during play.
Overall: 2/5. Not a bad game, but not a particularly
engrossing one either.
Re: release dates - that information is generally out there, albeit not for specific days. I've found release months for home games by digging into old newspapers and store/toy trades, and the arcade trade publications of the day like RePlay and Play Meter can be used to track arcade releases with a decent degree of success for the American market. That said, Wikipedia is incredibly stubborn about using these resources to update dates, so...
ReplyDeleteThanks, Kevin! I'm familiar with scouring those sources, so I don't foresee any release dates being omitted unless I can't find one at the time of publication. In that event, I'd add it when I found it.
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