Project Idea: SPACE INVADERS (In collaboration with Ryan McAliney)
Within the shooter genre, Space Invaders was the first fixed shooter and set the template for the shoot 'em up genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible.
Space Invaders was an immediate commercial success; by 1982, it had grossed $3.8 billion, with a net profit of $450 million, making it the best-selling video game and highest-grossing "entertainment product" at the time. Adjusted for inflation, the many versions of the game are estimated to have grossed over $13 billion in total revenue as of 2016, making it the highest-grossing video game of all time.
Space Invaders is considered one of the most influential video games of all time. It helped expand the video game industry from a novelty to a global industry, and ushered in the golden age of arcade video games. It was the inspiration for numerous video games and game designers across different genres, and has been ported and re-released in various forms. The 1980 Atari VCS version quadrupled sales of the VCS, thereby becoming the first killer app for video game consoles. More broadly, the pix-elated enemy alien has become a pop culture icon, often representing video games as a whole.
Figure 1: Sample Gameplay
Figure 2: Promotional Flyer from 1976
Space Invaders is a fixed shooter in which the player controls a laser cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens; although some versions feature different numbers—that move horizontally back and forth across the screen as they advance toward the bottom of the screen. The player's laser cannon is partially protected by several stationary defense bunkers—the number also varies by version—that are gradually destroyed from the top and bottom by blasts from either the aliens or the player.
The player defeats an alien and earns points by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating all the aliens on-screen brings another wave that is more difficult, a loop which can continue endlessly. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed.
The aliens attempt to destroy the player's cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is declared successful and the game ends tragically; otherwise, it ends generally if the player's last cannon is destroyed by the enemy's projectiles.
Figure 3: Nexys A7-100T Schematic (Buttons, Switches, LED's, & 7-Segment Display)
Figure 4: Keyboard Scan Codes
Figure 5: VGA Circuit Pinout
Figure 6: PS/2 Device-to-Host Timing Diagram
Figure 7: USB HID Controller
Figure 8: Implemented Design on Xilinx Vivado
Figure 9: Main Menu of Game No Switches Activated
Figure 10: Main Menu of Game SW11 & S12 Activated
Wikipidea History on SPACE INVADERS
https://en.wikipedia.org/wiki/Space_Invaders
Implementation of the classic arcade game Space Invaders in a Zedboard FPGA
https://hackaday.io/project/19378-space-invaders-fpga-game
Nexys A7™ FPGA Board Reference Manual
https://reference.digilentinc.com/_media/reference/programmable-logic/nexys-a7/nexys-a7_rm.pdf
Nexys Video AXI PS2 Keyboard
https://github.com/Digilent/Nexys-Video-AXI-PS2-Keyboard/blob/master/README.md