An Older Inspiration | GDJ


I find older games fascinating. The original Lunar Jetman (1983), for example, is extremely atmospheric but not in the way the designers probably intended.


The game was developed for the ZX Spectrum home computer which came out the year before. Due to the limitations of the technology at the time Lunar Jetman is made in a way that reflects just that. Although the ZX Spectrum did host some pretty good looking games in it’s life cycle, speculation would suggest that there was also a general unfamiliarity with the system. The game did coming out the following year of the system's release and very close to the release of a similar but different game developed by the same two guys, called Jetpac (1983).
(I'm trying to think of an alternative to the word 'release' ...discharge? No... manumission... Oh no!)



Regardless, Lunar Jetman has a very ‘function first’ approach to it’s colour palette which, looking at it today, I believe gives it a very alien and slightly uncomfortable look.


With the exception of purple and red, all the colours are distinctive from one another and don’t really speak of a cohesive theme.

Nowadays purple is rarely featured as a prominent colour in video games. Purple lies on the opposite side of the colour wheel from the earth's greens and browns. It’s not a hugely common colour in nature so I think it is very effective of conveying foreign planet soil.


For me, sound plays a massive role the game’s possibly unintentional atmosphere. There is very little of it.
You can see this for yourself with a quick YouTube search for the game. There are sounds for most actions in the game, but those follow the ‘function first’ design too. They are sharp, distinctive and make you very alert.
There is no ambience or background music. Back in 1983 this wouldn’t have been uncommon at all but modern game brandish high quality audio, rich in subtle detail and information. If Lunar Jetman came out today, you would notice the absence of sound that is contrasted by the sharp tones of the player actions.

The fact that the game is set in space, makes this more forgiving and in fact beautifully materialises the void of space.


The game play involves collecting a bomb and driving it to an alien base to destroy it. Now here is where it gets interesting for me and my game…
While in the vehicle you are impervious to damage but you will have to get out in order to place bridges and deal with other obstacles so you can continue your journey. While outside of the vehicle you are very vulnerable.
This setup is somewhat similar to my Tether Mechanic, switching between a state of vulnerability and invincibility.


Whether intentional or not, Lunar Jetman has a lot to teach me about the atmosphere of loneliness and vulnerability.


We shall 'shlater',
Richard.

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