Chapter 4 Game Analysis: Centipede. Arcade Games Get a player to easily understand a game A player’s game, even the game of an expert, could not last.

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Presentation transcript:

Chapter 4 Game Analysis: Centipede

Arcade Games Get a player to easily understand a game A player’s game, even the game of an expert, could not last very long Players needed to be sucked in to replay the games The technical restrictions of the day Commercial and technical limitations shaped the form

Classic Arcade Game Traits Single Screen Play –the player, at any time, is able to see the entire game- world, and can make his decisions with a full knowledge of the state of that game-world Infinite Play –Having an unwinnable game also necessitates making a game that can continuously get harder and harder for the player No Story

Classic Arcade Game Traits (cont) Multiple Lives Scoring/High Scores –in Centipede, the player gets 1 point for destroying a mushroom, 10 points for a centipede segment, 100 points for a centipede head, and 1000 points for a scorpion –“bragging rights” Easy-to-Learn, Simple Gameplay

Centipede: Input In the form of a trackball Aside from the trackball, the only other control the player has is a button for firing the shooter’s laser-type weapon

Centipede: Interconnectedness Different elements of the gameplay fit together –The centipede moves horizontally –Spider moves in a diagonal, bouncing pattern across the bottom of the screen –The flea plummets vertically, straight down toward the player When they function together they combine to create uniquely challenging situations for the player

Centipede: Interconnectedness (cont) Centipede – Mushroom relationship –Mushrooms speed up the centipede’s progress to the bottom of the screen –Centipede  Mushroom

Centipede: Interconnectedness (cont) Flea – Mushroom relationship –As the flea falls to the bottom of the play-field, it leaves a trail of new mushrooms behind itself –The flea only comes on to the play-field if there are less than a certain number of mushrooms on the bottom half of the screen

Centipede: Interconnectedness (cont) Spider – Mushroom relationship –Spider eats mushrooms –Shoot and kill the spider or just try to avoid it so it can take out more mushrooms?

Centipede: Interconnectedness (cont) Scorpion – Mushroom relationship –Scorpion travels horizontally across the top half of the screen and hence can never collide with and kill the player –poisons the mushrooms it passes under –when a centipede hits a poisoned mushroom, the centipede plummet vertically straight toward the player

Centipede: Interconnectedness (cont) Each of the creatures in the game has a special, unique relationship to the mushrooms It is the interplay of these relationships that creates the challenge for the player

Centipede: Escalating Tension The game has peaks –Flea must be shot twice –If the player shoots the middle segment of a centipede, it will split into two –Once a centipede head reaches the bottom of the screen, a special centipede head generator is activated, which spits out additional centipede heads into the player’s area –the mushrooms inevitably become more and more packed on the play- field –Spider’s speed approximately doubles once the player’s score reaches 5000 –Spider maneuvers in a smaller and smaller area of the bottom of the screen as the player’s score gets really high The game has valleys –When the player kills the last segment the centipede is regenerated from the top of the screen –The player’s death