Space Panic Review: The Revolutionary Arcade Platform Game That Started It All
Game Overview and Historical Context
Released by Japanese developer Universal in 1980, Space Panic holds a significant place in gaming history as the first true platform game, predating Nintendo’s iconic Donkey Kong by a full year. While many gamers today might not recognize the name, this groundbreaking arcade title laid the foundation for what would become one of the most enduring genres in video game history.

Space Panic was developed by a team that included Kazutoshi Ueda, who would later go on to create other arcade classics like Mr. Do! (1982) at Universal and Bomb Jack (1984) at Tehkan. The game took inspiration from the 1979 top-down maze game Heiankyo Alien (also known as Digger), but transformed the concept into a side-view format with platforms and ladders – creating an entirely new gameplay experience.
Despite its historical importance, Space Panic had mixed commercial success. While it performed well in Japan, it didn’t achieve the same popularity in North America, where it would be the unauthorized clone Apple Panic that brought the gameplay concept to wider attention.
Gameplay & Controls

The core gameplay of Space Panic revolves around a simple but challenging concept. You control an astronaut character navigating a series of platforms connected by ladders. Your goal is to eliminate all the alien monsters prowling the platforms before they can catch you or your oxygen supply runs out.
What makes Space Panic unique is that your character cannot jump – a standard feature in later platform games. Instead, you must rely entirely on the ladders for vertical movement. To defeat the aliens, you need to dig holes in the platforms using your space shovel, lure the aliens into these holes, and then hit them with your shovel to make them fall through the platform.
The control scheme is straightforward but requires precise timing:
- Use the joystick to move the astronaut left and right along platforms
- Climb up and down ladders by moving the joystick up or down
- Press the dig button to create holes in platforms
- Press the fill button to complete a hole when an alien is trapped in it
The strategic element comes from properly positioning your holes. Simply trapping an alien in a hole isn’t enough – you need to hit them to make them fall through. If you’ve placed holes on multiple levels vertically aligned, you can make aliens fall through multiple platforms for higher points. This risk-reward mechanic adds depth to the otherwise simple gameplay.
In later levels, the challenge increases significantly as you encounter different types of aliens:

- Regular red “Monsters” can be eliminated by falling through one floor
- Green “Boss” aliens require a fall of at least two floors
- Blue “Don” aliens need to fall through three floors to be eliminated
Graphics & Visual Style
By modern standards, the graphics of Space Panic are extremely primitive, but for 1980, they represented state-of-the-art arcade visuals. The game uses a clean, color-coded visual design that makes it easy to distinguish between different elements:
The platforms are represented as simple bright yellow horizontal lines against a black background, while ladders appear as white vertical connectors. Your astronaut character is a simple stick figure in white/light blue, while the aliens are brightly colored circular monsters with small eyes and feet.

The color-coding of the aliens (red, green, and blue) serves a gameplay purpose, indicating their different strengths and the number of floors they need to fall through to be eliminated. This simple but effective visual design ensures players can quickly identify threats and prioritize their actions accordingly.
The game’s visual style creates a surprisingly coherent space theme despite the technical limitations. When the player runs out of oxygen, the astronaut collapses in a brief but effective animation – one of the first examples of a character death animation in arcade games.
Sound & Music
Space Panic’s audio is minimal but effective for its era. There is no background music during gameplay – a common limitation of early arcade games. Instead, the game relies on simple sound effects to convey action and create tension:
- A rhythmic “ping” sound creates urgency as it speeds up when oxygen gets low
- Distinctive sounds play when digging holes and hitting aliens
- A satisfying crash indicates when aliens fall through platforms
- A distinctive death sound plays when your character is caught
These basic audio cues might seem primitive today, but they effectively enhance the gameplay by providing immediate feedback for player actions and maintaining the arcade tension that keeps players engaged.
Home Conversions and Clones
Space Panic saw several home conversions and inspired numerous clones across multiple platforms during the early 1980s. Each adaptation brought its own unique interpretation of the original concept to different home computer and console systems.
ColecoVision Port (1982)

The official ColecoVision port, released by CBS Electronics in late 1982, was one of the most faithful home conversions of Space Panic. As the original blogger notes, the ColecoVision version is “hilarious, with your character goose-stepping around the screen, armed only with what appears to be a chicken drumstick.” Despite this comical appearance, the port maintained the core gameplay mechanics of the arcade original.
This ColecoVision port includes a “soft, adorable fanfare that’s easy on the ears,” which was relatively rare in early 1980s console games where simple melodies often consisted of harsh electronic sounds. The game retains the colorful visual design of the arcade version, albeit with the expected graphical simplifications due to hardware limitations.
However, not all critics were impressed. In a retrospective review for Digital Press Online, Kevin Oleniacz concluded that while “Coleco had resurrected several short-lived arcade games and transformed them into home favorites, they should have let Space Panic rest in peace.”
BBC Micro – “Monsters” by Acornsoft

Acornsoft created “a great clone” of Space Panic for the BBC Micro called “Monsters.” This version was particularly popular in the UK educational market where BBC Micro computers were commonplace. The author of the original blog post mentioned having fond memories of this version, noting their favorite strategy was “to dig holes beneath each other on all the platforms and then try and trap a monster at the top, so they would fall all the way down the screen for extra points.”
Apple Panic – The Influential Clone

Perhaps the most commercially successful adaptation was Apple Panic, developed by Ben Serki and published by Brøderbund Software in 1981 for the Apple II. Interestingly, while the original arcade game was relatively obscure in North America, Apple Panic became a top-seller for home computers and helped popularize the gameplay concept in that market.
Critical reception for Apple Panic was quite positive. Byte magazine in 1982 called it “one of the most creative and novel games to be invented for a microcomputer.” PC Magazine stated in 1983: “Yes, Apple Panic is a pretty dumb game. It’s also fun to play and pretty to watch… a welcome change from the endless stream of shoot-em-ups in space.”
The game was subsequently ported to other platforms including the Atari 8-bit computers, VIC-20, and IBM PC. The VIC-20 version received a B rating from Computer Games magazine, which noted it was “better than the Apple game.”
Other Notable Versions
- Star Panic – A version published by Games Computing for the BBC Micro in 1985
- Digger Barnes – Published by Cable Software for the Amstrad CPC
- Monster Inn – Published by Tomy for the Tomy Pyuuta
- Digger Dan – Published by Ocean Software for the ZX Spectrum
Legacy & Impact

The significance of Space Panic in video game history cannot be overstated. As the first platform game, it pioneered several concepts that would become industry standards:
- Platform Navigation: While it lacked the jumping mechanic that would become synonymous with the genre, Space Panic established the core concept of navigating between platforms at different heights.
- Ladder Climbing: The use of ladders to move between platforms became a staple element in early platform games, seen in later titles like Donkey Kong and many others.
- Environmental Interaction: The ability to modify the environment by digging holes was innovative and influenced later games like Lode Runner (1983).
- Trap Mechanics: The core “trap and eliminate” gameplay would be refined in Universal’s later hit Mr. Do!’s Castle (1983) and influenced numerous other titles.
Space Panic also represented Universal’s first successful arcade game, establishing the company before they went on to create the more widely-known Mr. Do! series. While Space Panic wasn’t as commercially successful as some of its contemporaries, especially in North America, its gameplay concepts were influential and long-lasting.
How To Play Space Panic Today

As with many arcade games of its era, playing the original Space Panic hardware today is challenging unless you have access to a preserved arcade cabinet. Fortunately, there are several ways to experience this pioneering title:
- MAME Emulation: The most accessible way to play Space Panic is through the MAME (Multiple Arcade Machine Emulator) software, which accurately recreates the arcade experience on modern computers.
- Internet Archive: The Internet Archive hosts a browser-playable version of Space Panic. To play, you can use arrow keys to move the character, CTRL repeatedly to dig a hole, and ALT repeatedly to cover a hole with a creature in it.
- ClassicReload: This website offers the ColecoVision version playable in a browser, although you may need to adjust keyboard controls to match the original controller.
- Original Hardware: For collectors, original ColecoVision cartridges of Space Panic can still be found on auction sites, though they have become somewhat collectible items.
Retro Review Score: 7/10
By modern standards, Space Panic is undeniably primitive and challenging to approach, but when viewed in its historical context, it’s an impressive achievement that deserves recognition.
Original Reception (1980): The game received mixed reactions, with stronger performance in Japan than North America. Its novel gameplay concepts were ahead of their time but may have been too unfamiliar for Western arcade-goers accustomed to simpler shoot-’em-ups.
Holds Up Today: ★★★☆☆ (3/5)
While the gameplay remains surprisingly strategic, the inability to jump and the precision required to defeat enemies can feel frustrating by modern standards. The simplistic visuals and audio also show their age significantly.
Historical Importance: ★★★★★ (5/5)
As the progenitor of the platform genre, Space Panic’s historical significance cannot be overstated. Any serious student of video game history should experience this pioneering title.
Who Would Enjoy This Today: Space Panic will appeal primarily to retro gaming enthusiasts, arcade game collectors, and players interested in gaming history. The strategic elements of hole placement and alien management still offer satisfaction when mastered.
FAQ
Is Space Panic really the first platform game?
Yes, Space Panic is widely recognized as the first true platform game, predating Donkey Kong by approximately one year. It established the core concept of navigating platforms at different heights using ladders, though it lacked the jumping mechanic that would later become standard for the genre.
How difficult is Space Panic compared to modern games?
Space Panic is significantly more difficult than most modern games. The inability to jump, the precision required for hole placement, and the need to manually hit trapped aliens all contribute to a high difficulty curve that modern players might find frustrating.
Does Space Panic have an ending?
Like most arcade games of its era, Space Panic doesn’t have a traditional ending or final boss. Instead, it follows the arcade model of progressively more difficult levels until the player eventually loses all their lives.
How long does it take to beat a game of Space Panic?
A skilled player can progress through multiple levels in about 10-15 minutes, but there’s no way to “complete” the game as it follows the endless arcade format of the era.
What makes Space Panic different from later platform games?
The most significant difference is the lack of a jump button. Instead of jumping over enemies or obstacles, players must use holes to trap and eliminate enemies. This creates a more strategic experience focused on planning and timing rather than reflex-based platforming.
Conclusion
Space Panic may not have the name recognition of later platform classics like Donkey Kong or Super Mario Bros., but its historical importance as the title that pioneered an entire genre is undeniable. The strategic elements of trap placement and enemy management offer a surprisingly deep gameplay experience that differs significantly from the jump-focused platformers that would follow.
While the technical limitations of 1980 are apparent in every aspect of the game, Space Panic remains a fascinating window into the origins of one of gaming’s most beloved genres. For retro gaming enthusiasts or students of video game history, experiencing this pioneering title provides valuable context for understanding how platform games evolved into the forms we recognize today.
The best strategy, as many early players discovered, is to dig a series of holes beneath each other and then lure aliens to the top, creating a satisfying chain reaction as they fall through multiple platforms for maximum points. This careful planning and execution represents a uniquely strategic approach to platforming that still feels distinctive even by today’s standards.

Have you played Space Panic or any of its home conversions? Did you experience it in the arcades during the early 1980s, or have you discovered it more recently through emulation? Share your memories and experiences in the comments below!