Space Invaders
Space Invaders arrived in Japanese arcades in July 1978, and within months the country was running out of places to put the machines. Pachinko parlors and bowling alleys were the first to adopt it when amusement arcade owners passed. Then specialty venues opened, rooms packed wall to wall with nothing but rows of the same cabinet, earning names like "Space Invaders Parlours" and "Space Invaders Houses". By the end of that first year, Taito had installed over 100,000 machines across Japan alone.
The game behind that frenzy was the work of one designer, Tomohiro Nishikado, who spent a year building it largely by himself, handmaking development tools along the way because the technology he needed did not yet exist in a form he could use. By 1982 the game had grossed $3.8 billion worldwide and a net profit of $450 million. It had quadrupled the sales of a home console, inspired the creators of Mario, Pokémon, and Metal Gear to pursue careers in games, and prompted legislators in the United Kingdom and the United States to draft laws restricting children from playing it.
How did a game built around shooting descending octopus-shaped pixel characters become the highest-grossing entertainment product of its era? The answers live in the hardware Nishikado had to invent, the accidental mechanics that made the game feel alive, the audio that made players' hearts beat faster, and the cultural shockwaves that spread from Tokyo to Washington.
Tomohiro Nishikado's starting point was Atari's 1976 arcade game Breakout, which he admired and wanted to surpass. He wanted to preserve the tension of destroying targets one at a time, but he wanted those targets to fight back. Early enemy designs included tanks, combat planes, and battleships. Technical limits made it hard to animate flying vehicles convincingly, and animating human characters struck Nishikado as immoral; he also noted that shooting people was frowned upon. Then he saw the 1974 anime Space Battleship Yamato and a magazine feature about the 1977 film Star Wars, and a space theme took shape. The alien forms came from The War of the Worlds, with initial bitmap images based on the novel's octopus-like creatures, and additional designs modeled after squids and crabs.
The hardware challenge dwarfed the design challenge. Nishikado chose to build around the Intel 8080 CPU after being impressed by Midway's microprocessor adaptation of his earlier discrete-logic game Western Gun, which produced noticeably smoother animation. Microprocessors were manufactured in the United States, so Nishikado had to translate American technical reference materials using what he described as limited English. He spent roughly six months studying American games and learning how to work with microcomputer hardware, drawing on his earlier university studies in integrated circuits and assembly language.
He used Midway's arcade board as a motherboard and built additional boards and circuitry around it to expand its capabilities. The game outputs monaural sound through a combination of analog circuitry and a Texas Instruments SN76477 sound chip. Despite all of that custom engineering, the hardware was still not powerful enough to display the graphics in color or move the enemies as fast as he had intended. Nishikado considered the hardware development the most difficult part of the entire project.
Michiyuki Kamei spent four to five months designing the audio circuitry for Space Invaders while simultaneously working on another Taito game, Blue Shark. Taito management had prioritized Blue Shark, so Kamei's work on Space Invaders was rushed in order to have both games ready for an unveiling event in the summer of 1978. To meet the deadline he reused parts and designs from other Taito games, replacing resistors and capacitors to adjust the pitch and duration of sound effects he had originally created for Blue Shark. The four-beat descending bass loop that became the game's heartbeat was built by reusing a 556 timer integrated circuit taken from Taito's Super Speed Race.
The first version of the invader sound struck Kamei as too comical. After looking at the monster depicted on the cabinet artwork and receiving feedback from Nishikado, he reworked it. Aiming to emulate the Jaws shark theme, he added resistors to lower the pitch. For the mystery ship's distinctive sound, he chose the Texas Instruments SN76477 chip, which Taito had received as a free sample; despite its higher cost, the chip's compact size saved space on the board.
The sonic effect Kamei produced turned out to be far more than functional. Music scholar Andrew Schartmann wrote that before Space Invaders, music in games typically played only during introductions or closings, not during gameplay. The looped music playing throughout matched with the sound effects to create what Schartmann described as a "rich sonic landscape". Next Generation editor Neil West cited the melody's increasing tempo and its synchronization with the enemies' movement as a defining example of video game art. Composer Tommy Tallarico stated that the interaction elevated the experience to a "higher level for the senses", and that the simple beats raised players' heart rates as the invaders approached the bottom of the screen. Video game historian Bill Loguidice likened the audio to a heartbeat, and noted the same technique carried forward into Dungeons of Daggorath.
During programming, Nishikado noticed something unexpected: the Intel 8080 rendered each frame of the alien animations faster when fewer aliens remained on screen. Because the aliens' positions updated after each frame, fewer aliens meant faster movement. The effect was not planned. Rather than correct it, Nishikado kept it, reasoning that it made the game more interesting and compensated for the hardware's limits.
The game's original title was Space Monsters, taken from a popular Japanese song called "Monster". Nishikado's superiors changed it to Space Invaders. Taito also did not credit Nishikado as designer at launch because anonymity was a required condition of his contract with the company.
A coin mechanism bug surfaced soon after launch, but only a few hundred units had shipped at that point, so Taito was able to replace the machines' read-only memory to fix it. A second bug, discovered later, allowed invaders' projectiles to pass harmlessly through the laser cannon at very close range. By then the game's widespread popularity made a second ROM replacement prohibitively expensive, and Taito's management decided against it. Players discovered the exploit independently, adopted it as a legitimate tactic, and named it the "Wall of Death".
Nishikado himself has said that without feedback from colleagues he would have made the game less challenging, because he found it difficult to play. He relied on coworkers to calibrate the difficulty. He replaced the countdown timer common to arcade games of the era with the descending aliens themselves, reasoning that their proximity served the same function as a timer while also making the stakes feel immediate and physical.
Taito publicly unveiled Space Invaders to businesses in June 1978. The event was focused on Blue Shark, which management expected to outperform it. Space Invaders was added to the event's program only later in the planning process. Within months, the game had overturned that judgment entirely.
By July 1978 Taito had begun mass-producing the game. To cope with demand it licensed overseas rights to Midway Manufacturing near the end of 1978. By December of that year Taito had to import Midway-built cabinets back into Japan, attaching Japanese instruction cards and calling them Space Invaders M. Success led Taito to expand its global manufacturing footprint and found a United States subsidiary, Taito America, in 1979. By the end of that year an estimated 750,000 machines were installed worldwide, including 400,000 in Japan and 85,000 in the United Kingdom.
The 1980 port to the Atari 2600 became the first official licensing of an arcade game for home consoles and quadrupled the console's sales. It sold over one million units in its first year and more than 4.2 million copies by the end of 1981, becoming the best-selling Atari 2600 game until the Atari version of Pac-Man arrived in 1982. By 1983 the Atari 2600 cartridge had sold nearly 6.1 million copies.
Edge magazine's staff traced the shift of arcade games from bars and amusement arcades into mainstream locations, including restaurants, department stores, hotel lobbies, airports, and convenience stores, directly to Space Invaders. 1UP.com's Benj Edwards wrote that Space Invaders demonstrated that video games could compete against films, music, and television as popular entertainment. The comparison was explicit in the numbers: by 1982 Space Invaders had grossed $2 billion with a net profit of $450 million, while the then highest-grossing film, Star Wars, had grossed $486 million with a net profit of $175 million in the early 1980s.
Shigeru Miyamoto, creator of Donkey Kong, Mario, and The Legend of Zelda, has stated that Space Invaders incited his interest in video games and led him to pursue it as a profession. During junior high school, Pokémon creator Satoshi Tajiri felt inspired after playing it to make his own Space Invaders sequel. Hideo Kojima, creator of Metal Gear, named it as the first game that "pulled him in". Eugene Jarvis, who had been developing pinball games at Williams Electronics, switched to arcade games after seeing Space Invaders gameplay; that decision led to the creation of Defender in 1981. Jarvis described the industry atmosphere at the time as an "incredible universe now open to video game designers". John Romero and John Carmack, later creators of Doom, both identified Space Invaders as their first meaningful encounter with video games.
Video game historian Alexander Smith described Nishikado's choice to let targets attack the player without relying on a timer as "a new paradigm in video games". Jarvis has noted that many games still rely on the multiple-life, progressively difficult level structure that Space Invaders established, and that its characters, story, and action "laid the groundwork for a whole generation" of video games. Rowan Kaiser of 1UP.com called it "the first video game as a video game, instead of merely a playable electronic representation of something else".
Namco's Galaxian in 1979 and Galaga in 1981 drew heavily from its template while adding innovations of their own. Williams Electronics' Defender began in the same design space before Jarvis took it in a new direction. Sega/Gremlin's 1979 Head On adopted the concept of continuous rounds without a timer after a senior Sega developer witnessed Space Invaders; the game's designer, Lane Hauck, credited that change with the title's success. Writer Simon Carless, writing in 2010, traced a line from Space Invaders' cover mechanics directly to Call of Duty: Modern Warfare 2, noting that both games share the core principle of taking cover behind walls and shooting waves of enemies for a high score. Space Invaders was inducted into the World Video Game Hall of Fame in 2016.
Yellow Magic Orchestra reproduced Space Invaders sounds on their 1978 self-titled album and hit single "Computer Game"; the latter sold over 400,000 copies in the United States. The following year, the band Funny Stuff released "Disco Space Invaders" in Japan, while songwriters Russell Dunlop and Bruce Brown released "Space Invaders" in Australia under the name Player One. The trend continued in 1980 with two more songs carrying the same title, one on the Pretenders' self-titled album and another by WGCL disc jockey Victor Blecman.
The game drew legislative attention in both the United Kingdom and the United States. In 1981, British politician George Foulkes introduced the "Control of Space Invaders and other Electronic Games Bill" in Parliament, seeking local-council licensing powers over arcade games because of their "addictive properties" and alleged tendency to cause "deviancy". A motion to bring the bill before Parliament was defeated 114 votes to 94. That same year, the board of trustees of Irvington, New York proposed age restrictions and quantity limits on arcade machines in businesses. A similar ordinance in Mesquite, Texas was challenged in court and appealed all the way to the Supreme Court of the United States, which ruled it unconstitutional in 1982.
Medical journals joined the cultural record too. "Space Invaders Wrist" was documented as an ailment in The New England Journal of Medicine in 1981, and North American doctors later identified a related condition called "Space Invaders elbow". The claim that the game's popularity created a shortage of 100-yen coins in Japan has been widely repeated, but numismatist Mark Fox attributed the myth to lower coin production levels in 1978 and 1979 rather than arcade demand.
Brazilian zoologists Adriano Kury and Carla Barros named a newly identified species of arachnid Taito spaceinvaders in 2014 because the pattern on its dorsal scutum resembled a Space Invaders alien. The invader character was adapted into the "alien monster" emoji in version 10 of the Unicode standard in 2017. French street artist Invader has installed mosaic versions of the alien design at locations around the world, including on the International Space Station and at European Space Agency installations. Nishikado himself spent about twenty years with little attachment to the game, previously naming his 1974 title Speed Race as his favorite project. After learning in the 2010s how widely the game was still played and appreciated, he changed his view and recognized Space Invaders as his best work.
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Common questions
Who created Space Invaders and when was it released?
Space Invaders was designed by Tomohiro Nishikado and developed and published by Taito. It was released in Japan in July 1978 and distributed overseas through a partnership with Midway Manufacturing later that year.
How much money did Space Invaders make?
By 1982, Space Invaders had grossed $3.8 billion worldwide with a net profit of $450 million, making it the highest-grossing entertainment product of its time. For comparison, the then highest-grossing film, Star Wars, had earned $486 million with a net profit of $175 million in the early 1980s.
What inspired Tomohiro Nishikado to use alien enemies in Space Invaders?
Nishikado originally designed enemies as tanks, combat planes, and battleships, but found them technically difficult to animate. After seeing the 1974 anime Space Battleship Yamato and a magazine feature on the 1977 film Star Wars, he settled on a space theme. He drew the alien designs from H.G. Wells' novel The War of the Worlds, creating initial bitmaps based on octopus-like creatures, with additional designs modeled on squids and crabs.
Why do the Space Invaders aliens speed up as you shoot them?
The speed increase was an unintended consequence of the Intel 8080 CPU's processing limits. The processor rendered alien animation frames faster when fewer aliens were on screen, and because alien positions updated after each frame, fewer enemies moved faster. Nishikado discovered this while programming and chose to keep it as a gameplay feature rather than correct it.
How did Space Invaders affect the Atari 2600?
The 1980 port of Space Invaders to the Atari 2600 was the first official licensing of an arcade game for a home console, and it quadrupled the console's sales. It sold over one million units in its first year, more than 4.2 million copies by the end of 1981, and nearly 6.1 million cartridges by 1983, making it the best-selling Atari 2600 game until Pac-Man arrived in 1982.
What game designers were influenced by Space Invaders?
Shigeru Miyamoto, creator of Donkey Kong and Mario, said Space Invaders led him to pursue game design as a career. Pokémon creator Satoshi Tajiri wanted to make a Space Invaders sequel after playing it in junior high school. Hideo Kojima of Metal Gear, Eugene Jarvis who created Defender, and Doom creators John Romero and John Carmack all named Space Invaders as their formative introduction to video games.
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- 200JAPAN 100 Yen Y# 82 Yr.42(1967)-Yr.63(1988)Numismatic Guaranty Corporation
- 201MagazineSpace Invaders targets coinsMark Fox — Krause Publications — 2012
- 202Stay Safe, Stay BackHighways England — August 6, 2020
- 203NewsSpace Invaders used in anti-tailgating campaign by road chiefsStaff — JPI Media — September 16, 2018
- 204MagazineThe First National Space Invaders CompetitionMatt Mihovich — Creative Computing — March 1981
- 205News100,000 points Qualifies in Space Invaders SuperbowlUPI Staff — Central Newspapers, Inc. — November 10, 1980
- 206JournalElectronic and Computer Games: The History of an Interactive MediumL. Haddon — 1988
- 207Control of Space Invaders and Other Electronic GamesMay 20, 1981
- 20830 Great Gaming World RecordsTom Ivan — February 14, 2009
- 209NewsVillage Zeros in on Space InvadersFranklin Whitehouse — The New York Times Company — 1981-06-15
- 210NewsIssue and Debate; Should Video Games be Restricted by Law?Pete Kerr — June 3, 1982
- 211Japan honors NES, PS2, MarioWalt Wyman — October 4, 2006
- 212Japan Media Arts PlazaStaff — Agency for Cultural Affairs
- 213London museum showcases gamesEmma Boyes — October 9, 2006
- 214Exhibition hire (Barbican Immersive): Game OnStaff — City of London Corporation
- 216Human-Scale Game of Tetris Unfolds in Stop-Motion VideoJenna Wortham — 2008-01-03
- 217Artist Explains WTC Space Invaders Exhibit at Games ConventionBrian Crecente — August 20, 2008
- 218Creator of Space Invaders-Based 9/11 Art Piece Pulls ExhibitChris Remo — August 25, 2008
- 219BookAgua, Cultura y Sociedad, Vigo 20–21 de mayo de 2013Pedro Plasencia Lozano et al. — 2013
- 220Space InvaderShepard Fairey
- 221Photos: 'Space Invaders' on the International Space StationStaff — March 23, 2015
- 222Space InvadersStaff — March 11, 2015