It's super interesting.
When Halo came out in 2001, it was praised for its dynamic soundtrack, which was more reactive to players’ actions than many previous games. Ahead of its time, Pac-Man had a crude version of a dynamic soundtrack in 1980."
Close. The Flash pinball machine from Williams Electronics (released January 1979) had a background sound that changed dynamically as game play progressed and is considered the first. Pac-Man came slightly later (May 1980 in Japan, October 1980 in the USA).
"During the Old Stone Age, between thirty-seven thousand and eleven thousand years ago, some of the most remarkable art ever conceived was etched or painted on the walls of caves in southern France and northern Spain. After a visit to Lascaux, in the Dordogne, which was discovered in 1940, Picasso reportedly said to his guide, “They’ve invented everything.”
What those first artists invented was a language of signs for which there will never be a Rosetta stone; perspective, a technique that was not rediscovered until the Athenian Golden Age; and a bestiary of such vitality and finesse that, by the flicker of torchlight, the animals seem to surge from the walls, and move across them like figures in a magiclantern show (in that sense, the artists invented animation). They also thought up the grease lamp—a lump of fat, with a plant wick, placed in a hollow stone—to light their workplace; scaffolds to reach high places; the principles of stencilling and Pointillism; powdered colors, brushes, and stumping cloths; and, more to the point of Picasso’s insight, the very concept of an image. A true artist reimagines that concept with every blank canvas—but not from a void"
Nothing is new, etc.
The BBC don't seem to have this available on any of their catch-up services. (It's probably around on unofficial places.)
 Might be wrong and it's multple pixels.
So even though it was intended to work the same speed all the time, the hardware was limited in its ability to handle all of the aliens: once there were less to draw, it was able to draw them faster.
From http://en.wikipedia.org/wiki/Space_invaders#Hardware :
While programming the game, Nishikado discovered that the processor was able to render the alien graphics faster the fewer were on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanic.
It seems to be a common idea at the time, IIR Asteroids (Nov 1979) did something similar with its two tone Jaws-alike soundtrack.
It's a little script that you can add to your Lua project and will check for usage of globals in functions without prior assignation in the global scope. Quite nifty.
I actually didn't read the article above once I saw the mention of the book to avoid spoilers. Guess I should have boycotted the comments as well....
In short, it works on mobile devices, uses HTML5 Canvas, has ghost visualizations, and Braid-like rewind.
Read about it and play it here:
The code was a mess  ( i didn't even know about OOP back then )but i keep it for historical purposes ( like it was the first game i ever wrote).
Unfortunately none of the downloadable images seem to be available anymore:
- Synergy Megademo: http://www.pouet.scene.org/prod.php?which=752
- Crapman standalone: http://www.pouet.scene.org/prod.php?which=29339
Fun fact: the musician went on the make music and sound effects for games like Z and Killzone and win an Ivor Novello award: http://www.screenedmusic.com/news/joris-de-man-wins-ivor-nov...
but also happens on default android browser (Android 2.3)
It happens in a lot of sites, I wonder what it is that people do that cause that.
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1" user-scalable="no">
You can see the exact state of the game at day one:
git clone email@example.com:tylerneylon/pacpac.git
git checkout 4abf17ca62dffd2ac3245f6ab06cc28fb9021791
You can return to the latest commit later via:
git checkout master
You can get the game engine (required to play) from http://love2d.org .