Skip to content
— CH. 1 · INTRODUCTION —

Space Invaders

14 min listen · Ch. 1 of 7
7 sections
  • 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.

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.

All sources

220 references cited across the entry

  1. 7VG Pocket Caplet ReviewGerry Block — September 26, 2006
  2. 10Space InvadersUnited States Copyright Office
  3. 13MagazineHome Video Games – 専用ゲームカートリッジAmusement Press, Inc. — July 15, 1985
  4. 16BookGame On! Video Game History From Pong and Pac-Man to Mario, Minecraft and MoreDusty Hansen — MacMillan Publishing Group, LLC — 2016
  5. 17MagazineThe Definitive Space InvadersStuart Campbell — Imagine Publishing — September 2007
  6. 18MagazineThe Best Games・シューティングゲームGacchan — Shinseisha — January 17, 1998
  7. 20MagazineClassic GI: Space InvadersGameStop, Inc. — January 2008
  8. 21The Space InvaderSimon Parkin — 2013-10-17
  9. 23MagazineNishikado-San SpeaksStaff — Live Publishing — April 15, 2004
  10. 24BookHistory of Digital Games: Developments in Art, Design and InteractionAndrew Williams — CRC Press — March 16, 2017
  11. 27The History of Pong: Avoid Missing Game to Start IndustryBill Loguidice et al. — January 9, 2009
  12. 28MagazineA Making of ... Special: Taito LegendsStaff — Future Publishing — October 2005
  13. 31BookPower-Up: How Japanese Video Games Gave the World an Extra LifeChris Kohler — Courier Dover Publications — 2016
  14. 33BookMidway's Space Invaders Parts CatalogMidway Manufacturing Co. — October 1978
  15. 34BookThe Art of Game WorldsDave Morris et al. — Harper Design International — 2004
  16. 35BookAtari Inc.: Business is FunMarty Goldberg et al. — Syzygy Company Press — November 2012
  17. 37MagazineThe Space Invaders Creator Reveals the Game's Origin StoryCraig Grannell — April 12, 2023
  18. 39MagazineSpace Invaders: the sound of successCarol Truxal — Institute of Electrical and Electronics Engineers — December 1982
  19. 41BookアーケードTVゲームリスト国内•海外編(1971–2005)Amusement News Agency — October 13, 2006
  20. 42NewsElectronic Games: Japan converts its Pachinko parloursYoko Shibata — The Financial Times Ltd. — June 28, 1979
  21. 43Magazine話題のマシンAmusement Press — August 15, 1978
  22. 44Magazine話題のマシンAmusement Press — September 15, 1978
  23. 45Space Invaders TrademarkJapan Patent Office — September 28, 2022
  24. 46BookVideo GamesDaniel Cohen — Pocket Books — 1982
  25. 47MagazineCan Asteroids Conquer Space Invaders?Reese Publishing Company — Winter 1981
  26. 48BookアーケードTVゲームリスト国内•海外編(1971–2005)Masumi Akagi — Amusement News Agency — October 13, 2006
  27. 49MagazineChicago Chatter: Happy Birthday "Space Invaders."Staff — Cash Box Publishing Co — October 25, 1980
  28. 50MagazineAfter PongStaff — Future Publishing Ltd. — February 4, 1988
  29. 51BookOfficial Price Guide to Classic Video GamesDavid Ellis — Random House — 2004
  30. 52Magazine話題のマシンAmusement Press — December 1, 1978
  31. 53MagazineTaito's 'F' Series Jamma HardwareMike Bevan — Imagine Publishing — January 2008
  32. 54Trademark Status & Document Retrieval – 73242202United States Patent and Trademark Office — November 30, 2023
  33. 55BookGenesis II, creation and recreation with computersDale Peterson — Reston Publishing — 1983
  34. 56BookOfficial Price Guide to Classic Video GamesDavid Ellis — Random House — 2004
  35. 57BookPower-Up: How Japanese Video Games Gave the World an Extra LifeChris Kohler — BradyGames — 2004
  36. 59Space Invaders game set for new U.S. invasionStaff — Reuters — December 5, 2003
  37. 60BookUltimate History of Video GamesSteven Kent — Three Rivers Press — 2001
  38. 62BookInternational Computer Law: A Practical Guide to International Information Technology LawErnst J. Louwers et al. — Matthew Bender — 2004
  39. 64Iwata Asks: The Wonderful 101: Hideki KamiyaNintendo — August 11, 2013
  40. 65MagazineCash In On the Video Game CrazeS. Lee Hillard — Earl G. Graves Publishing Co., Inc. — December 1982
  41. 67JournalThe Future of Rights over Digital GamesMasaharu Miyawaki — Ritsumeikan University — July 2022
  42. 69BookVintage Games 2.0: An Insider Look at the Most Influential Games of All TimeMatt Barton — CRC Press — May 8, 2019
  43. 70The Origin of The 'Shmup' Genre: A Historical StudyLuke McMillan — February 6, 2013
  44. 71Magazine1979: The Year in ReviewCamille Compasio — Cash Box Publishing Co. — December 19, 1979
  45. 72MagazineVideo arcades rival Broadway theatre and girlie shows in NYDeborah Wise — April 12, 1982
  46. 73BookScreen Play: The Story of Video GamesGeorge Sullivan — F. Warne — 1983
  47. 74NewsArcade games a bigger draw than the moviesField News Staff — The Gazette Printing Company — July 27, 1981
  48. 75MagazineThe Arcade AwardsReese Publishing Company — Winter 1981
  49. 76Making millions, 25 cents at a timeHana Gartner — Canadian Broadcasting Corporation — November 23, 1982
  50. 77MagazineSpace Invaders vs. Star WarsSoutham Business Publications — 1982
  51. 79The Agony & The EcstasyScott West Productions — August 10, 2003
  52. 80MagazineArcade Alley: A Critical Look at Video Cartridge Games & ProgramsBill Kunkel et al. — Reese Publishing Company — October 1980
  53. 81BookThe Complete Guide to Electronic GamesHoward J. Blumenthal — Plume — June 1981
  54. 82MagazineAtari 2600 (VCS)Reese Publications — 1983
  55. 83BookPersonal Computers & GamesPublications International — 1983
  56. 84Space InvadersBrett Alan Weiss
  57. 85Space InvadersBrett Alan Weiss
  58. 86Space InvadersBrett Alan Weiss
  59. 87Space Invaders reviewSpanner Spencer — October 25, 2007
  60. 88MagazineReviewsDave Perry et al. — Paragon Publishing — November 1994
  61. 89MagazineVideoGames Best of '94L.F.P., Inc. — February 1995
  62. 90The 10 best Atari gamesAaron Morales — 2013-01-25
  63. 91The 30 greatest Game Boy gamesJeremy Parish — April 19, 2019
  64. 92MagazineTop 100 Video GamesDan Amrich et al. — Harris Publications, Inc. — April 1995
  65. 93MagazineTop 100 Games of All TimeStaff — Imagine Media — September 1996
  66. 95The ten most influential video games everMichael Moran — September 20, 2007
  67. 96Top 10 Classic Shoot 'Em UpsLevi Buchanan — April 8, 2008
  68. 97The 60 Most Influential Games of All TimeRowan Kaiser — May 10, 2011
  69. 98GTA III, The Sims among 2016 World Video Game Hall of Fame inducteesJames Brightman — Gamer Network — May 5, 2016
  70. 99MagazineA Whole Different Ball GameStuart Campbell — Imagine Publishing — January 2008
  71. 100MagazineThe Replay Years: Reflections from Eddie AdlumEddie Adlum — November 1985
  72. 103Space Invaders Part IIKiller List of Videogames
  73. 104Space Invaders PocketJonti Davies — May 16, 2005
  74. 107BookJapanese Game Graphics: Behind the Scenes of Your Favorite GamesHarper Design International — 2004
  75. 108Space Invaders Extreme Set for USDaemon Hatfield — April 2, 2008
  76. 109MagazineSpace InvadersFuture plc — May 2008
  77. 110Space Invaders Set for WiiWareStaff — June 17, 2008
  78. 112Japan Amusement Expo 2021 Canceled PhysicallyKite Stenbuck — October 1, 2020
  79. 116Empire signs Space Invaders titlesJustin Calvert — January 22, 2004
  80. 117Boot to the Head for BootleggersNix — May 12, 2005
  81. 119Sega goes old school with TaitoTim Surette — August 13, 2005
  82. 120More Taito Legends headed to USBrendan Sinclair — April 10, 2007
  83. 125NewsSpace Invaders keeps on blastingElyse Betters — May 31, 2013
  84. 127BookHalcyon Days: Interviews with Classic Computer and Video Game ProgrammersDadgum Games — March 1997
  85. 128MagazineThis Game Industry Pioneer Never Gave Up on the Video ArcadeChris Kohler — December 18, 2013
  86. 130BookArcade Mania: The Turbo-charged World of Japan's Game CentersBrian Ashcraft et al. — Kodansha International — 2008
  87. 132MagazinePlayers Guide To Electronic Science Fiction GamesReese Publishing Company, Inc. — March 1982
  88. 133Hall of Fame: Galaxian and GalagaScott Osborne — GameSpy — June 1, 2001
  89. 134MagazineThe Making of DefenderCraig Grannell — Imagine Publishing — October 2008
  90. 135NewsSan Diego's Gremlin: how video games workJeannette DeWyze — July 15, 1982
  91. 136BookGuinness World Records Gamer's Edition 2008Guinness — March 11, 2008
  92. 137IGN's Top 10 Most Influential GamesRyan Geddes et al. — December 10, 2007
  93. 138Magazineシューティングゲームの進化Staff — Shinseisha — January 17, 1998
  94. 140How Cover Shaped Gaming's Last DecadeBrian Ashcraft — Kotaku — January 20, 2010
  95. 142BookAn Introduction to Games Studies: Games in CultureFrans Mäyrä — SAGE — 2008
  96. 143BookMaestro MarioSchartmann Andrew — Thought Catalog — 2013
  97. 144BookFrom Pac-Man to Pop MusicAshgate — 2008
  98. 145MagazineThe Way Games Ought to Be...: Great Videogame Art (with No Pictures)Neil West — Imagine Media — November 1997
  99. 146NewsReplay: the Evolution of Video Game MusicAndrea Seabrook — National Public Radio — April 12, 2008
  100. 148A History of Video Game MusicGlenn McDonald — CNET — March 28, 2005
  101. 150The 30 Defining Moments in GamingStaff — Edge — August 13, 2007
  102. 152MagazineClassic GI: King of the HillGameStop, Inc. — February 2008
  103. 15310 Questions for Shigeru MiyamotoCarolyn Sayre — Time Warner — 2007-07-19
  104. 155BookGame On: The History and Culture of VideogamesUniverse Pub. — 2002
  105. 156NewsHow Hideo Kojima Became a Legendary Video-Game DesignerDaniel D. Snyder — March 21, 2012
  106. 157MagazineIn The Chair Special With... John RomeroImagine Publishing, Ltd. — 2010
  107. 159BookLet's Go DizzyChris Wilkins et al. — Fusion Retro Books — 2016
  108. 160MagazineCross Platform: A new exhibition of videogames scores high on the music contentKen Hollings — The Wire Magazine Ltd. — July 2002
  109. 161MagazineVideo ArcadiaKen Hollings — The Wire Magazine Ltd. — October 2002
  110. 162NewsComputer rock music gaining fansAugust 18, 1980
  111. 163NewsA drummer for all timesPat Sheil — Fairfax Media — June 19, 2009
  112. 165NewsTake a waka-waka-waka on the wild sideCraven Lovelace — August 27, 2010
  113. 166Press releaseMicrosoft Brings Video Games Live to LondonMicrosoft — August 28, 2007
  114. 169Custard
  115. 170Donna's Story
  116. 171My Bad Too
  117. 172Spy to you
  118. 173Suck It
  119. 174Graduation Day: Class of 2105
  120. 175The Phone
  121. 176Anthology of Interest II
  122. 177MagazineVideogames & Futurama, Part 1: Raiders of the Lost ArcadeChris Baker — December 17, 2007
  123. 178Pixels Feature PlannedChris Tilly — May 13, 2010
  124. 180Space Invaders: The MovieOrlando Parfitt — March 3, 2010
  125. 182News'Space Invaders' Lands Dan Kunka To ScriptMike Jr. Fleming — February 13, 2015
  126. 184Trademark Status & Document Retrieval – 90814728United States Patent and Trademark Office — February 28, 2023
  127. 186BookSpace InvadersMark Mendick et al. — Murray — 1981
  128. 187NewsVidkidsTom Shippey — December 30, 1982
  129. 188BookTomb Raiders and Space Invaders: Videogame Forms and ContextsGeoff King et al. — I. B. Tauris — January 2006
  130. 190Someone got Space Invaders playable in AstroneerChris J. Capel — September 5, 2021
  131. 191Fortnite: how to access the Konami code minigameLauren Aitken — October 14, 2019
  132. 193NewsTechnology: Mortal Apathy?Jeremy Horwitz — July 8, 2002
  133. 194JournalA new genus and eight new species of Amazonian cosmetines (Opiliones, Laniatores, Cosmetidae)Adriano B. Kury et al. — May 28, 2014
  134. 196NewsThe Video Game Invasion: What Is It Doing To Children?Staff — Public Welfare Foundation — December 18, 1981
  135. 197JournalSpace-Invaders WristT. C. McCowan — Massachusetts Medical Society — May 28, 1981
  136. 199A life through video gamesGiles Richards — July 24, 2005
  137. 200JAPAN 100 Yen Y# 82 Yr.42(1967)-Yr.63(1988)Numismatic Guaranty Corporation
  138. 201MagazineSpace Invaders targets coinsMark Fox — Krause Publications — 2012
  139. 202Stay Safe, Stay BackHighways England — August 6, 2020
  140. 203NewsSpace Invaders used in anti-tailgating campaign by road chiefsStaff — JPI Media — September 16, 2018
  141. 204MagazineThe First National Space Invaders CompetitionMatt Mihovich — Creative Computing — March 1981
  142. 205News100,000 points Qualifies in Space Invaders SuperbowlUPI Staff — Central Newspapers, Inc. — November 10, 1980
  143. 206JournalElectronic and Computer Games: The History of an Interactive MediumL. Haddon — 1988
  144. 20830 Great Gaming World RecordsTom Ivan — February 14, 2009
  145. 209NewsVillage Zeros in on Space InvadersFranklin Whitehouse — The New York Times Company — 1981-06-15
  146. 211Japan honors NES, PS2, MarioWalt Wyman — October 4, 2006
  147. 212Japan Media Arts PlazaStaff — Agency for Cultural Affairs
  148. 213London museum showcases gamesEmma Boyes — October 9, 2006
  149. 214Exhibition hire (Barbican Immersive): Game OnStaff — City of London Corporation
  150. 219BookAgua, Cultura y Sociedad, Vigo 20–21 de mayo de 2013Pedro Plasencia Lozano et al. — 2013
  151. 220Space InvaderShepard Fairey
  152. 222Space InvadersStaff — March 11, 2015