Template:Short description {{#invoke:other uses|otheruses}} Template:Featured article Template:Use mdy dates Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =
| above = Space Invaders
| image = {{#invoke:InfoboxImage|InfoboxImage|image={{#invoke:WikidataIB |getValue|rank=best|P18 |name=image |qid= |suppressfields= |fetchwikidata=ALL |onlysourced=no |noicon=yes|Space Invaders flyer, 1978.jpg}}|size=|sizedefault=frameless|upright=1|alt=A flyer for Space Invaders: An arcade display on the bottom-right corner is shown over a laser cannon surrounded by aliens and saucers; The background contains the screen against a background of a canyon and a block mountain; The Space Invaders and Taito logos are displayed on the top of the poster.|border=|suppressplaceholder=yes}}
| caption = {{#if:Space Invaders flyer, 1978.jpg|Arcade flyer|Arcade flyer}}
| label2 = Developer(s) | data2 = Taito
| label3 = Publisher(s) | data3 = Template:VgreleaseAtari, Inc. (home)
| label4 = Director(s) | data4 = Template:If first display both
| label5 = Producer(s) | data5 = Template:If first display both
| label6 = Designer(s) | data6 = Tomohiro Nishikado
| label7 = Programmer(s) | data7 = Template:If first display both
| label8 = Artist(s) | data8 = Template:If first display both
| label9 = Writer(s) | data9 = Template:If first display both
| label10 = Composer(s) | data10 = Template:If first display both
| label11 = Series | data11 = Space Invaders
| label12 = Engine | data12 = Template:If first display both
| label13 = Platform(s) | data13 = Arcade, Atari 2600, Atari 5200, Atari 8-bit, MSX, handheld, tabletop, watch, calculator,<ref name="Cohen"/> Famicom,<ref name="RG-41"/> Template:Nowrap,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> WonderSwan,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> VG Pocket,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> mobile,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> iOS<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
| label14 = Release | data14 = Template:Vgrelease
| label15 = Genre(s) | data15 = Fixed shooter
| label16 = Mode(s) | data16 = Single-player. multiplayer
| label17 = Arcade system | data17 = Template:If first display both
| data30 =
| below = Template:EditOnWikidata
}}Template:Main other{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|ignoreblank=1|preview=Page using Template:Infobox video game with unknown parameter "_VALUE_"| alt | arcade system | artist | caption | border | child | collapsible | commons | composer | designer | developer | director | embedded | engine | fetchwikidata | genre | image | image_size | image_upright | italic title | modes | noicon | onlysourced | platform | platforms | producer | programmer | publisher | qid | refs | release | released | series | state | subbox | suppressfields | title | writer }}Template:Main other{{#if:Space Invaders flyer, 1978.jpg|}}
Template:Nihongo foot is a 1978 shoot 'em up video game developed and published by Taito for arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. Space Invaders was the first fixed shooter and the first video game with endless gameplay (meaning there was no final level or endscreen) and set the template for the genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser cannon to earn as many points as possible.
Designer Tomohiro Nishikado drew inspiration from video games such as Gun Fight (1975) and Breakout (1976), electro-mechanical target shooting games, and science fiction narratives such as the novel The War of the Worlds (1897), the anime Space Battleship Yamato (1974), and the film Star Wars (1977). To complete development, he had to design custom hardware and development tools. Upon release, Space Invaders was an immediate commercial success; by 1982, it had grossed $3.8 billion ($Template:Inflation billion in Template:Inflation/year-adjusted terms),<ref name="Game On">Template:Cite book</ref> with a net profit of $450 million ($Template:Inflation billion in Template:Inflation/year terms). This made it the best-selling video game and highest-grossing entertainment product at the time, and the highest-grossing video game of all time.
Space Invaders is considered one of the most influential and greatest video games of all time, having ushered in the golden age of arcade video games. It was the inspiration for numerous video games and game designers across different genres, and has been ported and re-released in various forms. The 1980 Atari VCS version quadrupled sales of the Atari VCS, thereby becoming the first killer app for video game consoles. More broadly, the pixelated enemy alien has become a pop culture icon, often representing video games as a whole.
GameplayEdit
Space Invaders is a fixed shooter in which the player moves a laser cannon horizontally across the bottom of the screen and fires at aliens overhead. The aliens begin as five rows of eleven that move left and right as a group, shifting downward (advancing on the shooter) each time they reach a screen edge. The goal is to eliminate all of the aliens by shooting them. Regardless of how many lives remaining the player has, the game ends immediately if the invaders reach the bottom of the screen.<ref name="GS-SI-Hall" /><ref name="GWR08-3" /><ref name="RG-41" /><ref name="NPR-VGMusic" /> The aliens attempt to destroy the player's cannon by firing projectiles. The laser cannon is partially protected by stationary defense bunkers which are gradually destroyed from the top by the aliens and, if the player fires when beneath one, the bottom gets destroyed.
As aliens are defeated, their movement and the music both speed up. Defeating all the aliens brings another wave which starts lower, a loop which can continue endlessly.<ref name="GS-SI-Hall" /><ref name="GWR08-3">Template:Cite book</ref><ref name="RG-41">Template:Cite magazine</ref><ref name="NPR-VGMusic">Template:Cite news</ref> A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed.
DevelopmentEdit
Space Invaders was developed by Japanese designer Tomohiro Nishikado, who spent a year designing it and developing the necessary hardware to produce it.<ref name="GI-177">Template:Cite magazine</ref> The game was a response to Atari, Inc.'s arcade video game Breakout (1976). Nishikado wanted to adapt the same sense of achievement and tension from destroying targets one at a time, combining it with elements of target shooting games.<ref name="GI-177" /><ref name="RG-3">Template:Cite magazine</ref><ref name="Williams">Template:Cite book</ref><ref name="auto">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game uses a similar layout to that of Breakout but with different game mechanics; rather than bounce a ball to attack static objects, players are given the ability to fire projectiles at moving enemies.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Nishikado added several interactive elements that he found lacking in earlier video games, such as the ability for enemies to react to the player's movement and fire back, and a game over triggered by the enemies killing the player (either by getting hit or enemies reaching the bottom of the screen) rather than simply a timer running out.<ref name="RG-3"/> He replaced the timer, typical of arcade games at the time, with descending aliens who effectively served a similar function, where the closer they came, the less time the player had left.<ref name="Williams"/>
Early enemy designs included tanks, combat planes, and battleships.<ref name="GI-177" /><ref name="auto"/> Nishikado, however, was not satisfied with the enemy movements; technical limitations made it difficult to simulate flying.<ref name="GI-177" /><ref name="Edge-Taito">Template:Cite magazine</ref> Humans would have been easier to simulate, but the designer considered shooting them immoral.<ref name="Edge-Taito" /><ref name="1UP-10things">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Nishikado also said that shooting people was frowned upon.<ref name="auto"/> After seeing the release of the 1974 anime Space Battleship Yamato in Japan,<ref>Template:Cite magazine</ref><ref>Template:Cite book</ref> and seeing a magazine feature about Star Wars (1977), he thought of using a space theme.<ref name="GI-177" /><ref name="RG-3" /> Nishikado drew inspiration for the aliens from a novel by H. G. Wells, The War of the Worlds, and created initial bitmap images after the octopus-like aliens.<ref name="GI-177" /><ref name="RG-3" /><ref name="Edge-Taito" /><ref name="auto"/> Other alien designs were modeled after squids and crabs.<ref name="GI-177" /><ref name="Edge-Taito" /><ref name="auto"/> The game was originally titled Space Monsters after a popular song in Japan at the time, "Monster", but was changed to Space Invaders by the designer's superiors.<ref name="GI-177" /><ref name="RG-3" />
HardwareEdit
Nishikado designed his own custom hardware and development tools for Space Invaders.<ref name="GI-177" /><ref name="Edge-Taito" /> It uses an Intel 8080 central processing unit (CPU), displays raster graphics on a CRT monitor using a bitmapped framebuffer, and uses monaural sound hosted by a combination of analog circuitry and a Texas Instruments SN76477 sound chip.<ref name="KLOV-SI">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="1UP-10things" /><ref>Template:Cite book</ref> The adoption of a microprocessor was inspired by Gun Fight (1975), Midway's microprocessor adaptation of Nishikado's earlier discrete logic game Western Gun, after the designer was impressed by the improved graphics and smoother animation of Midway's version.<ref>Template:Citation</ref> Space Invaders also adopted the multi-chip barrel shifter circuit first developed by Midway for Gun Fight, which had been a key part of that game's smoother animation. This circuit allowed the 8080 CPU to shift pictures in the graphics framebuffer faster than it could using only its own native instructions.<ref>In Gun Fight, the bit-shifts performed by this circuit appear on the screen as horizontal offsets. The circuit in Space Invaders works the same, but the bit shifts it does are now vertical from the player's perspective because the entire screen has been rotated by 90 degrees.</ref>
Despite the specially developed hardware, Nishikado was unable to program the game as he wanted—the Control Program board was not powerful enough to display the graphics in color or move the enemies faster—and considered the development of the hardware the most difficult part of the process.<ref name="GI-177" /><ref name="Edge-Taito" /> While programming, Nishikado discovered that the processor was able to render each frame of the alien's animation graphics faster when there were fewer aliens on the screen. Since the alien's positions updated after each frame, this caused the aliens to move across the screen at an increasing speed as more and more were destroyed. Rather than design a compensation for the speed increase, he decided that it was a feature, not a bug, and kept it as a challenging gameplay mechanism.<ref name="RG-3" />
Taito released Space Invaders in July 1978.<ref name="FT"/> They released both an upright arcade cabinet and a so-called "cocktail-table" cabinet; following its usual practice, Taito named the cocktail version T.T. Space Invaders ("T.T." for "table-top"). Midway released its upright version a few months later and its cocktail version several months after that. The cabinet artwork featured large humanoid monsters not present in the game; Nishikado attributes this to the artist basing the designs on the original title of "Space Monsters", rather than referring to the actual in-game graphics.<ref name="GI-177" /> In the upright cabinets, the graphics are generated on a hidden CRT monitor and reflected toward the player using a semi-transparent mirror, behind which is mounted a plastic cutout of a moon bolted against a painted starry background. The backdrop is visible through the mirror and thus appears "behind" the graphics.<ref name="RG-41" /> Both Taito's and Midway's first Space Invaders versions had black-and-white graphics with a transparent colored overlay using strips of orange and green cellophane over certain portions of the screen to add color to the image. Later Japanese releases used a rainbow-colored cellophane overlay,<ref name="RG-41" /> and these were eventually followed by versions with a color monitor and an electronically generated color overlay.<ref name="RG-41" />
MusicEdit
{{#invoke:Listen|main}} Despite its simplicity, the music to Space Invaders was revolutionary for the gaming industry of the time. Video game scholar Andrew Schartmann identifies three aspects of the music that had a significant impact on the development of game music:
- Whereas video game music prior to Space Invaders was restricted to the extremities (i.e., a short introductory theme with game-over counterpart), the alien-inspired hit featured continuous musicTemplate:TspTemplate:MdashTemplate:Tspthe well-known four-note loop, consisting of the first four notes of the descending D minor natural scaleTemplate:TspTemplate:MdashTemplate:Tspthroughout, uninterrupted by sound effects: "It was thus the first time that sound effects and music were superimposed to form a rich sonic landscape. Not only do players receive feedback related directly to their actions through sound effects; they also receive stimulus in a more subtle, non-interactive fashion through music."<ref name="MaestroMario">Schartmann, Andrew. Maestro Mario: How Nintendo Transformed Videogame Music into an Art. Template:Webarchive New York: Thought Catalog, 2013.</ref>
- The music interacts with on-screen animation to influence the emotions of the player: "That seemingly pedestrian four-note loop might stir us in the most primitive of ways, but that it stirs us at all is worthy of note. By demonstrating that game sound could be more than a simple tune to fill the silence, Space Invaders moved video game music closer to the realm of art."<ref name="MaestroMario" />
- The music for Space Invaders popularized the notion of variability—the idea that music can change in accordance with the ongoing on-screen narrative. The variable in Space Invaders, the tempo, is admittedly simple, but its implications are not to be underestimated. "Over the years, analogous strategies of variation would be applied to pitch, rhythm, dynamics, form, and a host of other parameters, all with the goal of accommodating the nonlinear aspect of video games."<ref name="MaestroMario" />
Next Generation editor Neil West also cited the Space Invaders music as an example of great video game art, commenting on how the simple melody's increasing tempo and synchronization with the enemies' movement chills and excites the player.<ref>Template:Cite magazine</ref>
Reception and versionsEdit
Space Invaders initially received mixed responses from within Taito and amusement arcade owners. Nishikado's colleagues praised it, applauding his achievement while queuing up to play, whereas his bosses predicted low sales as games often ended more quickly than other timer-based arcade games at the time. A number of amusement arcade owners initially rejected it, but some pachinko parlors and bowling alleys adopted it; it quickly caught on, with many parlors and alleys clearing space for more Space Invaders cabinets.<ref name="Barton">Template:Cite book</ref> In the first few months following its release in Japan, Space Invaders became popular,<ref name="1UP-10things" /> and specialty video arcades opened with nothing but Space Invaders cabinets.<ref name="GI-177" /><ref name="1UP-10things" />
By the end of 1978, Taito had installed over 100,000 machines and grossed Template:US$ (Template:US$ adjusted for inflation) in Japan alone.<ref name="Cohen">Template:Cite book</ref><ref name="eg_1_31">Template:Cite magazine</ref> By June 1979, Taito had manufactured about 200,000–300,000 Space Invaders machines in Japan, with each unit earning an average of Template:JPY or Template:US$ in 100 yen coins per day. However, this was not enough to meet the high demand, leading to Taito increasing production to 25,000–30,000 units per month and raising projections to 400,000 manufactured in Japan by the end of 1979.<ref name="FT"/> In order to cope with the demand, Taito licensed the overseas rights to Midway for distribution outside of Japan. By the end of 1979, an estimated 750,000 Space Invaders machines were installed worldwide, including 400,000 in Japan, 85,000 in the United Kingdom,<ref name="ACE">Template:Cite magazine</ref> and 60,000 within a year in the United States<ref name="Peterson-175">Template:Citation</ref><ref>Template:Cite book</ref><ref name="powerup19">Template:Cite book</ref> (where prices ranged from $2,000 to $3,000 for each machine);<ref>Template:Citation</ref> the game eventually sold 72,000 units in the United States by 1982.<ref>Template:Cite magazine</ref> By 1979, it had become the arcade game industry's all-time best-seller.<ref>Template:Cite magazine</ref>
Space Invaders had about Template:Nowrap daily players in Japan, with daily revenue peaking at Template:JPY or Template:US$.<ref>Template:Cite magazine</ref> Space Invaders machines had grossed more than four billion US quarters (Template:US$ at the time, or Template:US$ adjusted for inflation) by 1979.<ref>Template:Cite book</ref> It remained the top arcade game for three years through 1980.<ref name="Cohen"/> In 1981, several years after its release, it still had weekly earnings of Template:US$ in the United States, second only to Pac-Man.<ref>Template:Cite news</ref> By 1982, it had crossed $2 billion in quarters<ref name="CBC-1982">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Executive">Template:Citation</ref> (equivalent to $Template:Formatprice adjusted for inflation),<ref name="Inflation">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> with a net profit of $450 million<ref name="Executive" /> (equivalent to $Template:Formatprice adjusted for inflation).<ref name="Inflation" /> This made it the best-selling video game and highest-grossing "entertainment product" of its time,<ref name="CBC-1982" /> with comparisons made to the then highest-grossing film Star Wars,<ref name="CBC-1982" /><ref name="Executive-SW" /> which had grossed $486 million,<ref name="Executive-SW" /> with a net profit of $175 million.<ref name="Executive-SW">Template:Citation</ref> By 1982, it had grossed Template:US$, equivalent to over Template:US$ as of 2016.<ref name="Game On" /> Space Invaders earned Taito profits of over Template:US$.<ref name="GI-177" /><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Home versionsEdit
Template:Further The 1980 Atari VCS (Atari 2600) version was the first official licensing of an arcade game for consoles and became the first killer app for home video game consoles after quadrupling the system's sales.<ref name="RG-41" /><ref>Template:Cite book</ref> It sold over one million units in its first year, then over Template:Nowrap copies by the end of 1981, and over Template:Nowrap by 1982. It was the best-selling Atari 2600 game up until the Atari version of Pac-Man (1982).<ref name="Atari">Template:Cite book Via Template:Cite episode</ref> Space Invaders for the Atari 2600 had sold {{#expr:1,318,655+2,964,137+1,373,033+435,353}} cartridges by 1983,<ref name="Atari"/> and a further {{#expr:(11,523+6,000)+65,148+29,717+36,308+12,355}} between 1986 and 1990,<ref name="Vendel">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> for a total of over Template:Nowrap cartridges sold by 1990.
Other official conversions were released for the Atari 8-bit computers and Atari 5200 console, while Taito later released it for the Nintendo Famicom in 1985, but only in Japan. By 1982, versions of Space Invaders were available for handheld electronic game devices, tabletop dedicated consoles, home computers, watches and pocket calculators.<ref name="Cohen"/> The Atari VCS conversion was programmed by Richard Maurer,<ref>Template:Cite news</ref> while the Atari 5200 conversion was programmed by Eric Manghise and animated by Marilyn Churchill.<ref>Template:Cite news</ref>
More than a hundred Space Invaders video game clones were released for various platforms,<ref name="smithsonianmag history">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> such as Super Invader (1979)<ref>Template:Cite magazine</ref> and TI Invaders (1981); the latter was the top-selling game for the TI-99/4A through at least 1982.<ref>Template:Citation</ref>
LegacyEdit
As one of the earliest shooting games, Space Invaders set precedents and helped pave the way for future games and for the shooting genre.<ref name="IGN-10">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite book</ref> Space Invaders popularized a more interactive style of gameplay, with the enemies responding to the player-controlled cannon's movement,<ref name="RG-3" /> and was the first video game to popularize the concept of achieving a high score,<ref name="GS-SI-Hall">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="GWR08-2" /><ref name="IGN-10" /> being the first to save the player's score.<ref name="IGN-10" /> While earlier shooting games allowed the player to shoot at targets, Space Invaders was the first in which multiple enemies could fire back at the player,<ref name="Nikkei">Template:Cite news
- {{#invoke:citation/CS1|citation
|CitationClass=web }}</ref> and in contrast to earlier arcade games which often had a timer, Space Invaders introduced the "concept of going round after round."<ref name="SDR">Template:Cite news</ref> It was also the first game where players were given multiple lives,<ref>Template:Citation</ref> had to repel hordes of enemies,<ref name="1UP-10things" /> could take cover from enemy fire, and use destructible barriers,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> in addition to being the first game to use a continuous background soundtrack, with four simple diatonic descending bass notes repeating in a loop, which was dynamic and changed pace during stages,<ref>Template:Cite book</ref> like a heartbeat sound that increases pace as enemies approached.<ref name="Barton-232" />
An urban legend states that Space Invaders' popularity led to a shortage of 100-yen coins in Japan.<ref name="GI-177" /><ref name="GWR08-2">Template:Cite book</ref><ref name="guardian">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> However, Nishikado himself was skeptical of the story.<ref name="Barton"/> In reality, 100-yen coin production was lower in 1978 and 1979 than in previous or subsequent years.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="WCN39-2">Template:Cite magazine</ref> Additionally, arcade operators would have regularly emptied their machines and taken the coins to the bank, thus keeping them in circulation.<ref name="WCN39-2" /> Reports from those living in Japan at the time indicate "nothing out of the ordinary ... during the height of the Space Invaders invasion".<ref name="WCN39-2" />
Space Invaders was inducted into the World Video Game Hall of Fame in 2016.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Space Invaders cabinets have become collector's items, with the cocktail and cabaret versions being the rarest.<ref name="PriceGuide2">Template:Cite book</ref>
ImpactEdit
Game developers including Shigeru Miyamoto (creator of the franchises Donkey Kong, Mario, and The Legend of Zelda),<ref name="Shigeru">Template:Cite magazine</ref> Hideo Kojima (Metal Gear),<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Satoshi Tajiri (Pokémon),<ref>Template:Cite news</ref> and John Romero and John Carmack (both Doom) have cited Space Invaders as their introduction to video games.<ref>JOHN ROMERO Template:Webarchive, Retro Gamer, issue 75</ref><ref>All the RAGE: John Carmack Template:Webarchive, Bethesda Softworks</ref> Miyamoto said Space Invaders had revolutionized the video game industry.<ref name="Shigeru" /> According to Alexander Smith, by "allowing targets to attack the player and eliminating the timer, Nishikado created a new paradigm in video games."<ref>Template:Cite book</ref> It also inspired Eugene Jarvis (Defender, Robotron: 2084) to become a video game designer, stating it "laid the groundwork for a whole generation" of video games with the "animated characters, the story, this amazing crescendo of action and climax"<ref name="wired1">Template:Cite magazine</ref> and that many games "still rely on the multiple life, progressively difficult level paradigm" of Space Invaders.<ref>Template:Cite book</ref> Deus Ex creator Warren Spector said: "Space Invaders and games like it represent the roots of everything we see today in gaming. It represents the birth of a new art form, one that literally changed the world. Space Invaders is important as an historical artefact, no less than the silent films of the early twentieth century or early printed books."<ref>Template:Cite news</ref>
Edge attributed the shift of games from bars and amusement arcades to more mainstream locations, such as restaurants and department stores, to Space Invaders.<ref>Template:Cite magazine</ref> Its popularity was such that it was the first game where an arcade machine's owner could earn back the cost of the machine in under one month, or in some places within one week.<ref name="powerup19" />
Space Invaders helped action games become the dominant genre in arcades and on consoles.<ref>Template:Cite book</ref> Guinness World Records considered Space Invaders one of the most successful arcade shooting games by 2008.<ref name="GWR08-2" /> In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".<ref name="10ShootEmUp">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Space Invaders set the template for the shoot 'em up genre.<ref name="1UP-50">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Its worldwide success created a demand for a wide variety of science fiction games, inspiring the development of arcade games, such as Atari's Asteroids,<ref name="eg_2_36">Template:Cite magazine</ref> Williams Electronics' Defender, and Namco's Galaxian and Galaga, which were modeled after Space InvadersTemplate:' gameplay and design.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> This influence could be said to extend to most shooting games released to the present day,<ref name="1UP-10things" /> including first-person shooters (FPS) such as Wolfenstein,<ref>Template:Cite book</ref><ref>Template:Cite book</ref> Doom,<ref>Template:Cite book</ref> Halo<ref>Template:Cite book</ref> and Call of Duty.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Space Invaders also influenced other genres, including maze games such as Sega/Gremlin's Head On (1979) which adopted the concept of "going round after round" instead of a timer,<ref name="SDR"/> and early computer dungeon crawl games such as Dungeons of Daggorath, which used similar heartbeat sounds to indicate player health.<ref name="Barton-232">Template:Citation</ref>
The technology journalist Jason Whittaker credited Space Invaders with ending the video game crash of 1977, caused by Pong clones flooding the market, and beginning the golden age of video arcade games (1978–1980s).<ref>Template:Cite book</ref> According to The Observer, home console versions of Space Invaders were popular and encouraged users to learn to program; many became industry leaders.<ref name="guardian" /> 1UP.com stated that Space Invaders showed that video games could compete against the major entertainment media at the time: films, music, and television.<ref name="1UP-10things" /> IGN attributed the launch of the "arcade phenomenon" in North America in part to Space Invaders.<ref name="10ShootEmUp" /> Electronic Games said it was the impetus behind video gaming becoming a rapidly growing hobby, and as "the single most popular coin-operated attraction of all time."<ref>Template:Cite magazine</ref> Game Informer considered it, along with Pac-Man, one of the most popular arcade games; it tapped into popular culture and generated excitement during the golden age of arcades.<ref>Template:Cite magazine</ref>
RankingsEdit
In 1995, Flux magazine ranked Space Invaders #1 on their "Top 100 Video Games".<ref>Template:Cite magazine</ref> In 1996, Next Generation magazine put Space Invaders at number 97 on their list of the "Top 100 Games of All Time", saying that it "provides an elegance and simplicity not found in later games like Phoenix [1980]."<ref>Template:Cite magazine</ref> IGN listed it as one of the "Top 10 Most Influential Games" in 2007, citing it as a source of inspiration to video game designers and the impact it had on the shooting genre.<ref name="IGN-10" /> The Times ranked it No. 1 on its list of "The ten most influential video games ever" in 2007.<ref name="the-times">The ten most influential video games ever, The Times, September 20, 2007</ref> 1UP ranked it at No. 3 on its list of "The 60 Most Influential Games of All Time", stating that, in contrast to earlier arcade games which "were attempts to simulate already-existing things," Space Invaders was "the first video game as a video game, instead of merely a playable electronic representation of something else."<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In 2008, Guinness World Records listed it as the top-rated arcade game in technical, creative, and cultural impact.<ref name="GWR08-3" /> Entertainment Weekly named Space Invaders one of the top ten games for the Atari 2600 home console in 2013.<ref>Template:Cite magazine</ref> In 2018, it was ranked 87th in Video Game Canon's statistical meta-analysis of 48 "top games" lists published between 1995 and 2017.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The list aggregator site Playthatgame currently ranks Space Invaders as the 57th top game of all time, game of the year, and game of the 1970s.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In 2021, The Guardian listed it as the third-greatest video game of the 1970s, just below Galaxian and Asteroids.<ref>Template:Cite news</ref>
Remakes and sequelsEdit
{{#invoke:Labelled list hatnote|labelledList|Main article|Main articles|Main page|Main pages}} Template:Video game timeline
Space Invaders has been remade on numerous platforms and spawned many sequels. Re-releases include ported and updated versions of the original arcade game. Ported versions generally feature different graphics and additional gameplay options—for example, moving defense bunkers, zigzag shots, invisible aliens, and two-player cooperative gameplay.<ref name="RG-41" /> Ports on earlier systems like the Atari home consoles featured simplified graphics,Template:Clarify while later systems such as the Super Nintendo Entertainment System and PlayStation featured updated graphics. Later games include several modes of gameplay and integrate new elements into the original design. For example, Space Invaders Extreme, released on the Nintendo DS and PlayStation Portable, integrated musical elements into the standard gameplay.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> A 2008 spin-off for WiiWare, Space Invaders Get Even, allows players to control the aliens instead of the laser cannon in a reversal of roles.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In 1980, Bally released a pinball version. However, few elements from the original game are included, and the aliens instead resemble the xenomorphs from the film Alien; Bally was later sued over the resemblance to the designs by H. R. Giger.<ref>Template:Cite magazine</ref> It became the third highest-grossing pinball machine of 1980 in the United States.<ref>Template:Cite magazine</ref>
Ports have received mixed reviews; the Atari 2600 version was successful, while the Famicom version was poorly received.<ref name="RG-41" />
Taito has released several arcade sequels. The first was Space Invaders Part II in 1979;<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> it featured color graphics, an attract mode, new gameplay elements, and added an intermission between gameplay.<ref name="klov_deluxe" /> According to the Killer List of Videogames, this was the first video game to include an intermission.<ref name="GWR08-2" /><ref name="klov_deluxe">Space Invaders Deluxe Template:Webarchive, klov.com. Accessed on line March 28, 2011.</ref> The game also allowed the player with the top score to sign their name, which would appear at the top of the screen for as long as the game was powered on.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> This version was released in the United States as Deluxe Space Invaders (also known as Space Invaders Deluxe), but it featured a different graphical color scheme and a lunar-city background. Another arcade sequel, Space Invaders II, was released exclusively in the United States. It was in a cocktail-table format with very fast alien firing and a competitive two-player mode. During the summer of 1985, Return of the Invaders was released with updated color graphics and more complex movements and attack patterns for the aliens.<ref name="RG-41" /> Subsequent arcade sequels included Super Space Invaders '91, Space Invaders DX, and [[Space Invaders '95|Space Invaders Template:'95]]. Each game introduced minor gameplay additions to the original design. Like the original game, several of the arcade sequels have become collector's items, though some are considered rarer.<ref name="PriceGuide2" /> In 2002, Taito released Space Raiders, a third-person shooter reminiscent of Space Invaders.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite book</ref>
Space Invaders and its related games have been included in video game compilations. Space Invaders Anniversary was released in 2003 for the PlayStation 2 and included nine Space Invader variants.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> A similar game for the PlayStation Portable, Space Invaders Pocket, was released in 2005.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Space Invaders, Space Invaders Part II and Return of the Invaders are included in Taito Legends, a compilation of Taito's classic arcade games released in 2005 on the PlayStation 2, Xbox, and PC.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Super Space Invaders '91, Space Invaders DX, and Space Invaders Template:'95 were included in Taito Legends 2, a sequel compilation released in 2006.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
A stand-alone version was released by Super Impulse as part of its Tiny Arcade series, along with the Namco games Pac-Man, Ms. Pac-Man, and Galaxian.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
A Space Invaders game for the Atari Jaguar was worked on by Virtuality Entertainment, which would have featured support for the unreleased Jaguar VR peripheral; however, the project never entered full development beyond reaching pre-production stages, with the only remaining proof of its existence being a game design document.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In popular cultureEdit
Many publications and websites use the pixelated alien graphic as an icon for video games in general, including the video game magazine Electronic Gaming Monthly, technology website Ars Technica, and concert event Video Games Live.<ref name="1UP-10things" /> There has also been Space Invaders-themed merchandising, including necklaces and puzzles.<ref>Template:Cite magazine</ref> The trend continues to this day, with handmade sites like Etsy and Pinterest showcasing thousands of handmade items featuring Space Invaders characters.
Space Invaders has appeared in numerous facets of popular culture. Soon after its release, hundreds of favorable articles and stories about the emerging video game medium as popularized by Space Invaders aired on television and were printed in newspapers and magazines. The Space Invaders Tournament, held by Atari in 1980 and won by Rebecca Heineman,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> was the first electronic sports (eSports) event, and attracted more than 10,000 participants, establishing video gaming as a mainstream hobby.<ref name="eg_2_36" /> The Arcade Awards ceremony was created that same year to honor the best video games, with Space Invaders winning the first Game of the Year (GoTY) award.<ref name="award">Template:Cite magazine</ref> The impact of Space Invaders on the video game industry has been compared to that of The Beatles in the pop music industry.<ref>Template:Cite news</ref> Considered "the first 'blockbuster' video game", Space Invaders became synonymous with video games worldwide for some time.<ref>Template:Citation</ref>
Within a year of its release, the Japanese PTA unsuccessfully attempted to ban Space Invaders for allegedly inspiring truancy.<ref name="eg_1_31" /> In North America, doctors identified a condition called "Space Invaders elbow" as a complaint,<ref>Template:Cite book</ref> while a physician in The New England Journal of Medicine named a similar ailment the "Space Invaders Wrist".<ref>Template:Cite news</ref> Space Invaders was also the first game to attract political controversy when a 1981 Private Member's Bill known as the "Control of Space Invaders (and other Electronic Games) Bill", drafted by British Labour Member of Parliament (MP) George Foulkes, attempted to allow local councils to restrict the game and those like it by licensing for its "addictive properties" and for causing "deviancy". Conservative MP Michael Brown defended it as "innocent and harmless pleasure", which he himself had enjoyed that day, and criticized the bill as an example of "Socialist beliefs in restriction and control". A motion to bring the bill before Parliament was defeated by 114 votes to 94 votes; the bill itself was never considered by Parliament.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite journal</ref><ref>Template:Cite hansard Template:Webarchive</ref> Similarly in the United States, in Westchester County, New York, there was a controversial political debate in 1981 over a resolution to place age restrictions on Space Invaders and other arcade games, following complaints that schoolchildren wasted time and lunch money, and went to school late; the resolution drew national attention.<ref>Template:Cite news</ref>
MusicEdit
Musicians have drawn inspiration for their music from Space Invaders. The pioneering Japanese synthpop group Yellow Magic Orchestra reproduced Space Invaders sounds in its 1978 self-titled album and hit single "Computer Game",<ref name="wire_2002">Template:Citation</ref> the latter selling over 400,000 copies in the United States.<ref>Template:Cite news</ref> Other pop songs based on Space Invaders soon followed, including disco records such as "Disco Space Invaders" (1979) by Funny Stuff,<ref name="wire_2002" /> and the hit songs "Space Invader" (1980) by The Pretenders,<ref name="wire_2002" /> "Space Invaders" (1980) by Uncle Vic,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and the Australian hit "Space Invaders" (1979) by Player One (known in the US as "Playback"),<ref>Template:Discogs release</ref> which in turn provided the bassline for Jesse Saunders' "On and On" (1984),<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> the first Chicago house music track.<ref>Template:Cite news</ref> The Clash sampled Space Invaders sound effects on the song "Ivan Meets G.I. Joe" from its 4th studio album, Sandinista!
Video Games Live performed audio from Space Invaders as part of a special retro "Classic Arcade Medley" in 2007.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In honor of the game's 30th anniversary, Taito produced an album, Space Invaders 2008. It was released by Avex Trax and features music inspired by the game. Six songs were originally used in the PSP version of Space Invaders Extreme.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Taito's store, Taito Station, also unveiled a Space Invaders-themed music video.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Television and filmEdit
In the 1982 pilot of the series The Powers of Matthew Star, David Star uses his powers to cheat the game. Space Invaders is shown with a colored backdrop of the moon. Multiple television series have aired episodes that either reference or parody Space Invaders; for example, Danger Mouse,<ref>Template:Cite episode</ref> That '70s Show,<ref>Template:Cite episode</ref> Scrubs,<ref>Template:Cite episode</ref> Chuck,<ref>Template:Cite episode</ref> Robot Chicken,<ref>Template:Cite episode</ref> Teenage Mutant Ninja Turtles<ref>Template:Cite episode</ref> and The Amazing World of Gumball.<ref>Template:Cite episode</ref> Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "Anthology of Interest II", an episode of Futurama.<ref>Template:Cite episode</ref><ref>Template:Cite magazine</ref>
Space Invaders also appears in the films Cherry 2000 (1987), Terminator 2: Judgment Day (1991) and Pixels (2015), while its Deluxe game made an appearance in Fast Times At Ridgemont High (1982). It also appears in Disney's Wreck-It Ralph (2012). A film adaptation is in the works by Warner Bros. Pictures with Akiva Goldsman producing.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> On February 13, 2015, Daniel Kunka was set to write the script for the film.<ref>Template:Cite news</ref> On July 12, 2019, Greg Russo was set to write the script for the film, with Goldsman still producing alongside Safehouse Pictures partners Joby Harold and Tory Tunnell.<ref>Template:Cite news</ref>
BooksEdit
Various books have been published about Space Invaders, including Invasion of the Space Invaders: An Addict's Guide to Battle Tactics, Big Scores and the Best Machines (1982) by Martin Amis,<ref>Template:Cite news</ref> Tomb Raiders and Space Invaders: Videogame forms and Contexts (2006) by Geoff King and Tanya Krzywinska,<ref>Template:ISBN</ref> and Space Invaders (1980) by Mark Roeder and Julian Wolanski.<ref>Space Invaders by Mark Roeder (Mendick) and Julian Wolanski. 1980 National Library of Australia. Template:ISBN</ref>
MiscellaneousEdit
In the mid-1990s, the athletics company Puma released a T-shirt with a stamp having references to Space Invaders, i.e. a spaceship aiming at the company's logo (see picture on the right).
In 2006, Space Invaders was one of several video game-related media selected to represent Japan as part of a project compiled by Japan's Agency for Cultural Affairs.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> That same year, Space Invaders was included in the London Science Museum's Game On exhibition, meant to showcase the various aspects of video game history, development, and culture.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Space Invaders is a part of the Barbican Centre's traveling Game On exhibition.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
At the Belluard Bollwerk International 2006 festival in Fribourg, Switzerland, Guillaume Reymond created a three-minute video recreation of a game of Space Invaders as part of the "Gameover" project using humans as pixels.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The GH ART exhibit at the 2008 Games Convention in Leipzig, Germany, included an art game, Invaders!, based on Space InvadersTemplate:'s gameplay. The creator later asked for it to be removed from the exhibit following criticism of elements based on the September 11 attacks in the United States.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
A bridge in Cáceres, Spain, projected by engineers Pedro Plasencia and Hadrián Arias, features a pavement design based on Space Invaders. The laser cannon, some shots, and several figures can be seen on the deck.<ref>Template:Cite book The ISBN printed in the document (978-84-380-0464-4) is invalid, causing a checksum error.</ref> A French street artist, Invader, made a name for himself by creating mosaic artwork of Space Invader aliens around the world.<ref name="1UP-10things" /><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In 2014, two Brazilian zoologists (Kury & Barros) described a new species of arachnid as Taito spaceinvaders. They were inspired by the resemblance of a fleck in the dorsal scutum of the animal to a typical alien in Space Invaders. The genus Taito is named for the company that produces Space Invaders.<ref>Template:Cite journal</ref>
In 2018, Highways England launched a campaign titled "Don't be a Space Invader, Stay Safe, Stay Back" to raise awareness on the dangers of tailgating. People were also able to order free car bumper stickers to raise awareness of the campaign.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Although it is not explicitly defined as such, the "Alien Monster" emoji (Unicode character U+1F47E) is commonly represented as a pixelated sprite inspired by the aliens from Space Invaders, and it is frequently used in reference to video games and gaming culture. The association is so strong that some platforms, such as GitHub and Discord, use the short code :space_invader:
to allow users to easily enter the character.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web
}}</ref>
NotesEdit
ReferencesEdit
Further readingEdit
External linksEdit
- Template:Official website
- Template:KLOV game
- Template:IAg
- Game manual, for arcade game, stored at the Internet Archive
- Game manual for Atari 2600 game, stored at the Internet Archive
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