Battle Bugs came out at a strange time. Well, now that this game would ever have been considered regular. Bearing a number of similarities with the rising so-called Real Time Strategy genre, it didn't quite fit in even at first glance. And the more you played it, the more apparent it became how this game went its own ways and followed fundamentally different paradigms. Exploring paths which even since then have rarely been explored again. While on the other hand, the footprint it did leave on the later genre shows in many small details nevertheless.
Life simulation games have a special charm: On the one hand you go through your motions from day to day, on the other hand you want to escape it by having a go at the motions of someone else. So, you kind of ask yourself what it would be like to replace your daily routine with a more exciting one from somebody else. And that is the crucial point of the genre: Is the virtual life different enough to entertain you? Has it got enough distractions to offer, at least for a short while? For Space Jobs the answer is clearly no. Because although shows signs of some promising attempts, they get lost in a maze of advertisements, half-done ideas and programming bugs.
Successful games like Zelda, Ultima, Baldur's Gate and others dazzle us with an atmospheric fantasy world, challenge by fighting against hostile forces and offer a lot of experience for further survival. The top-down perspective – i.e. moving on a kind of world map – is a striking common feature of the aforementioned classics. The player has a top-down view of the environment and his avatar, but without taking over the avatar's field of vision and thus his role – as is usual in 3D shooters. In this kind of flight over the actual scene, the player is a bit further away from the action and gets a more abstract picture of the game's progress. The mentioned game titles nevertheless manage to captivate the player without much effort and integrate him into the story. This is achieved by the perfection of the well-known technical elements like graphics, music, game mechanics and also the psychological incentives, which reward a fight with progress in the story and increase the experience points.