Conclusion: I’ve admired Jeff Minter’s work for quite a while—I started my writing career covering the Atari 400/800, a universe where Minter spent a fair amount of time. But it’s clear that his is an acquired taste, and he’s certainly not taking the “games for everyone” approach that designers such as Miyamoto have been employing.
Conclusion: Achievements are hard as hell, prob due to the patience of a saint required. Overall I'm writing this as a warning that this game truly is a confusing piece of shit and easily my most regrettable game to have started on my gamer card. I'm prob going to get heaped with neg vots for this rant, but If it stops one person from buying this game I consider it worth it.
Excerpt: “ Space Giraffe is NOT Tempest !” screams the instructions in Jeff “360 music visualizer” Minter’s latest interactive audiovisual orgy. Okay, but Space Giraffe does take nearly all its cues from Atari’s classic coin-op (which Minter has reworked before). As in Tempest , you’re an abstract creature on the edge of an electric grid floating in space, relentlessly blasting the geometric creatures that shimmy up its lanes.
Pros: + Unlike anything you've ever seen (except Tempest)
Cons: - Too visually noisy to figure out what's going on, - Actually made us angry when we played it, ? Is this a failed game or a failed art experiment?
Summary: At 400 Points or five bucks, the game is essentially what you can play in the demo for free but more of it as you advance along. I think for many of us that is really all we can take, because I don’t know about you but my eye sight is bad enough; I don’t want to go completely blind.
Excerpt: Over the course of Space Giraffe's development cycle, the eccentric Jeff Minter has made it clear time and time again that this was not going to be a new version of Tempest. In fact, when you load up the How to Play section, the first sentence is, "Firstly, Space Giraffe is NOT Tempest!
Pros: Unique and compelling audiovisual style, Interesting rule set that, thankfully, becomes totally logical as you start to figure it out, Interesting level design makes you want to keep playing until you've seen all 100
Cons: Occasionally almost totally impossible to figure out what the heck is happening