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Space Invaders — stories left

Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).

People (20)

The developer Nishikado has said that he was "shocked" when he learned of the tactic known as the "Nagoya shot".

Japanese Wikipedia"Space Invaders"from "Tricks, bugs, and more"

Younger staff, mainly in the development division, thought well of it, and Nishikado refused to change it. Nishikado gave this account in Shin Denshi Rikkoku 4 and Mirai Sozodo.

Japanese Wikipedia"Space Invaders"from "Bug fixes, product name changes, and balance adjustments"

Nishikado also said that shooting people was frowned upon.

(English)English Wikipedia"Space Invaders"from "Development"

He relied on feedback from his coworkers to balance the difficulty; in retrospect, Nishikado stated that without their input he would have made the game less challenging because he struggled to play it.

(English)English Wikipedia"Space Invaders"from "Development"

While several noted the nostalgia as a major selling point, they also said that the basic gameplay was dated.

(English)English Wikipedia"Space Invaders"from "Retrospective"

Ryan Geddes and Daemon Hatfield of 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.

(English)English Wikipedia"Space Invaders"from "Retrospective"

Writing for The Times Online, Michael Moran ranked it the "most influential video game ever" in 2007, citing its "immensely addictive" gameplay and explosive effect on the industry's growth.

(English)English Wikipedia"Space Invaders"from "Retrospective"

In describing it as a "seminal arcade classic", IGNs Levi Buchanan listed the game as the number eight "classic shoot 'em up" that same year. 1UP.coms Rowan Kaiser ranked it the third "Most Influential Game of All Time" in 2011, calling Space Invaders "the first video game as a video game, instead of merely a playable electronic representation of something else" like earlier arcade games.

(English)English Wikipedia"Space Invaders"from "Retrospective"

Outside shooting games, Sega/Gremlin's 1979 Head On adopted the concept of "going round after round" in lieu of a timer after a senior developer from its parent company, Sega, had seen Space Invaders.

(English)English Wikipedia"Space Invaders"from "Industry impact"

Tommy Tallarico, a video game composer and sound designer, cited Space Invaders as an example of how video game music is "not a passive linear medium", stating that the interaction elevates the experience to a higher level for the senses.

(English)English Wikipedia"Space Invaders"from "Video game audio"

Writing for IGN, Levi Buchanan attributed the launch of the "arcade phenomenon" in North America in part to the title.

(English)English Wikipedia"Space Invaders"from "Growth of industry"

He described the industry scene at the time as an "incredible universe now open to video game designers", citing the hype of Space Invaders and other popular space games released around 1979.

(English)English Wikipedia"Space Invaders"from "Growth of industry"

Soon after the game's arcade release, the Japanese synthpop group Yellow Magic Orchestra reproduced Space Invaders sounds in its 1978 self-titled album and hit single "Computer Game"; the latter sold over 400,000 copies in the United States.

(English)English Wikipedia"Space Invaders"from "In media"

The next year, the band Funny Stuff released "Disco Space Invaders" in Japan and songwriters Russell Dunlop and Bruce Brown released "Space Invaders" in Australia as the group Player One.

(English)English Wikipedia"Space Invaders"from "In media"

The trend continued in 1980 with two more songs titled "Space Invaders"; one on the Pretenders' self-titled album and another by WGCL disc jockey Victor Blecman.

(English)English Wikipedia"Space Invaders"from "In media"

Decades later, Video Games Live performed audio from Space Invaders as part of a special retro "Classic Arcade Medley" in 2007.

(English)English Wikipedia"Space Invaders"from "In media"

The invader character was adapted into the "alien monster" emoji in version 10 of the Unicode standard in 2017.

(English)English Wikipedia"Space Invaders"from "Cultural impact"

In 1981, "Space Invaders Wrist" was documented as an ailment in The New England Journal of Medicine.

(English)English Wikipedia"Space Invaders"from "Cultural impact"

Highways England launched a safety campaign in 2018 titled "Don't be a Space Invader, Stay Safe, Stay Back"—featuring the game's logo and alien character—to raise awareness on the dangers of tailgating.

(English)English Wikipedia"Space Invaders"from "Cultural impact"

In the United Kingdom, George Foulkes proposed a Private Member's Bill in 1981 titled "Control of Space Invaders and other Electronic Games Bill" to allow local councils to restrict it and similar games via licensing for its "addictive properties" and for causing "deviancy".

(English)English Wikipedia"Space Invaders"from "Cultural impact"

Firsts and onlys (18)

The name is said to have been standardised after 1979-6, when Japan's first game strategy guide, Invader Kouryakuho: Kore de Anata mo 10000-ten Player (Herald Publishing), went on sale.

Japanese Wikipedia"Space Invaders"from "Tricks, bugs, and more"

Because production could not keep up, it became the first game in Japan to be licensed to other makers.

Japanese Wikipedia"Space Invaders"from "Success and social impact"

It is said that at the height of the boom the price rose to several million yen and the machines still sold.

Japanese Wikipedia"Space Invaders"from "Success and social impact"

The game has been ported and re-released in various forms, including the 1980 Atari 2600 version, which quadrupled sales of the Atari 2600 console and became the first killer app for video game consoles.

(English)English Wikipedia"Space Invaders"from "Introduction"

Both Taito's and Midway's first Space Invaders releases have black-and-white graphics with strips of transparent orange and green cellophane over certain portions of the screen to add color to the image.

(English)English Wikipedia"Space Invaders"from "Hardware"

Taito first officially published Space Invaders for purposes of copyright in April 1978.

(English)English Wikipedia"Space Invaders"from "Release"

Taito first released an upright arcade cabinet, which it announced in August 1978.

(English)English Wikipedia"Space Invaders"from "Release"

Since only a few hundred units had been released at the time, Taito was able to apply a fix by replacing the machines' read-only memory (ROM).

(English)English Wikipedia"Space Invaders"from "Release"

The 1980 port to the Atari 2600 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.

(English)English Wikipedia"Space Invaders"from "Release"

Space Invaders popularity propelled it to become the first game that recouped a United States arcade machine's owner within a month of purchasing; prices ranged from $2,000 to $3,000 per machine in 1982.

(English)English Wikipedia"Space Invaders"from "Reception"

In 1981, the game earned weekly in arcades in the United States, second only to Pac-Man.

(English)English Wikipedia"Space Invaders"from "Reception"

After selling over units its first year, the Atari 2600 port sold over copies by the end of 1981, becoming the best-selling Atari 2600 game until the 1982 Atari version of Pac-Man released.

(English)English Wikipedia"Space Invaders"from "Reception"

In describing it as a "seminal arcade classic", IGNs Levi Buchanan listed the game as the number eight "classic shoot 'em up" that same year. 1UP.coms Rowan Kaiser ranked it the third "Most Influential Game of All Time" in 2011, calling Space Invaders "the first video game as a video game, instead of merely a playable electronic representation of something else" like earlier arcade games.

(English)English Wikipedia"Space Invaders"from "Retrospective"

The first was Space Invaders Part II in 1979 featuring color graphics, an attract mode, new gameplay elements, and added an intermission between gameplay.

(English)English Wikipedia"Space Invaders"from "Remakes and sequels"

While several publications have credited the game for introducing the concept of saving high scores, the 1976 coin-op video game Sea Wolf implemented the feature first, though also allowed the player to reset it by pushing a button.

(English)English Wikipedia"Space Invaders"from "Industry impact"

The game's influence extended to the development of Williams Electronics's first game, the 1981 Defender; early versions drew heavily from Space Invaders before its developer, Jarvis, took it a different direction.

(English)English Wikipedia"Space Invaders"from "Industry impact"

Writing for GameSetWatch in 2010, Simon Carless noted a similar influence on contemporary first-person shooters like Call of Duty: Modern Warfare 2, commenting that it and Space Invaders share core principles: take cover behind walls and shoot enemies to obtain a high score.

(English)English Wikipedia"Space Invaders"from "Shooting games"

Initially showcased only in its chain of stores (Taito Station) starting in April 2008, the company later released the video on DVD in October 2008.

(English)English Wikipedia"Space Invaders"from "In media"

Numbers (17)

It was the biggest hit in the history of Japanese arcades. An estimated 100,000 genuine units from Taito, 100,000 from licensed makers, and 300,000 unlicensed copies were shipped. In less than 1 and a half years of the boom, 500,000 units in total were in circulation across Japan.

Sales are said to have reached about 300,000 units, and Taito's own production could not keep up.

Japanese Wikipedia"Space Invaders"from "Officially licensed versions"

The name is said to have been standardised after 1979-6, when Japan's first game strategy guide, Invader Kouryakuho: Kore de Anata mo 10000-ten Player (Herald Publishing), went on sale.

Japanese Wikipedia"Space Invaders"from "Tricks, bugs, and more"

Takings reached 20,000 to 30,000 yen in 1 days, so the 460,000 yen cost of a cabinet could be recovered at once, and orders flooded in to Taito.

Japanese Wikipedia"Space Invaders"from "Success and social impact"

There is an urban legend that a new Taito employee's bonus at the time was 1,000,000 yen, but rewards for game developers had not been established then, and the developer Nishikado says he received only about 100,000 yen as a president's award on the podium.

Japanese Wikipedia"Space Invaders"from "Success and social impact"

The company later released the "TV JACK Supervision 8000" with the dedicated game "Missile Vader" bundled, but this time the price was set high at 59800 yen and sales were poor.

Japanese Wikipedia"Space Invaders"from "After the boom ended"

The special edition also includes 2 arcade games that Tomohiro Nishikado worked on but that are not directly related to this title: Space Cyclone and Lunar Rescue.

Japanese Wikipedia"Space Invaders"from "Notes on each platform version"

As the 1st title in Arcade Archives, Space Invaders was released on 2025-12-25, and Space Invaders Part 2 on 2026-1-1, on each platform.

Japanese Wikipedia"Space Invaders"from "Notes on each platform version"

In the Gamest Mook The Best Game (1991) the arcade version placed 40th in a Gamest reader poll covering every arcade game.

The enemies are in 14 columns, the UFO moves back and forth across the top of the screen at all times and is destroyed in 5 shots (the score rises 10 → 20 → 30 → 40 for every 1 hits, with 50 points when it is destroyed, or 200 points if destroyed on the 5th shot). This differs most of all from the Taito version.

Japanese Wikipedia"Space Invaders"from "Space Invaders imitations"

In an interview in 2019, Nishikado said that Taito alone made 10 titles on reused Invaders boards.

Japanese Wikipedia"Space Invaders"from "Titles built on Space Invaders hardware"

As of 1979-5 it had sold 120,000 copies.

The company produced 200,000–300,000 units for the Japanese market by June 1979 and increased production to 25,000–30,000 units per month with Taito projecting to manufacture 400,000 machines in Japan before the year end.

(English)English Wikipedia"Space Invaders"from "Release"

Within a year of releasing in the United States, 60,000 units were in the country; the number of units in the United States eventually reached 72,000 by 1982.

(English)English Wikipedia"Space Invaders"from "Release"

By 1982, it had grossed $2 billion (equivalent to $ in ), with a net profit of $450 million (equivalent to $ in ).

(English)English Wikipedia"Space Invaders"from "Reception"

Space Invaders earned Taito profits of over $500 million by 2008 (equivalent to $ million in ).

(English)English Wikipedia"Space Invaders"from "Reception"

Soon after the game's arcade release, the Japanese synthpop group Yellow Magic Orchestra reproduced Space Invaders sounds in its 1978 self-titled album and hit single "Computer Game"; the latter sold over 400,000 copies in the United States.

(English)English Wikipedia"Space Invaders"from "In media"

Reception (6)

It was the biggest hit in the history of Japanese arcades. An estimated 100,000 genuine units from Taito, 100,000 from licensed makers, and 300,000 unlicensed copies were shipped. In less than 1 and a half years of the boom, 500,000 units in total were in circulation across Japan.

At the time of development, Block Kuzushi, which brought Atari's Breakout to Japan, was popular in arcades and coffee shops.

Japanese Wikipedia"Space Invaders"from "Game concept and inspiration"

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 timer-based arcade games.

(English)English Wikipedia"Space Invaders"from "Reception"

After selling over units its first year, the Atari 2600 port sold over copies by the end of 1981, becoming the best-selling Atari 2600 game until the 1982 Atari version of Pac-Man released.

(English)English Wikipedia"Space Invaders"from "Reception"

Reviewing the Super Nintendo Entertainment System release, Weiss praised the quality of the graphic's reproduction as well as how enjoyable the different modes are to play.

(English)English Wikipedia"Space Invaders"from "Retrospective"

Games World magazine's four reviewers—Dave Perry, Nick Walkland, Nick Roberts, and Adrian Price—praised the release for the Game Boy handheld console.

(English)English Wikipedia"Space Invaders"from "Retrospective"

Changed from the original (6)

Cheap single-cone speakers were used at first, but the sound pressure of the movement effect destroyed them, so every maintenance worker was put to work replacing them with wide-groove double-cone speakers in units already shipped.

Japanese Wikipedia"Space Invaders"from "Sound development"

Within the company, Blue Shark was pushed hard in sales, while Space Invaders was at first placed only in Taito's own arcades, and was expected to do no more than earn back what had been spent on it.

Japanese Wikipedia"Space Invaders"from "Bug fixes, product name changes, and balance adjustments"

Taito had already developed a board to match Galaxian, but a large number of Invaders boards remained and could not reasonably be scrapped, so senior management in the sales division ordered that only the ROM on the Invaders board be swapped to make a different game.

Japanese Wikipedia"Space Invaders"from "Titles built on Space Invaders hardware"

Taito originally did not credit a designer as anonymity was a required part of Nishikado's contract with the company.

(English)English Wikipedia"Space Invaders"from "Development"

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.

(English)English Wikipedia"Space Invaders"from "Development"

Released by Avex Trax in December 2008, the album includes six songs that were originally in the PSP version of Space Invaders Extreme.

(English)English Wikipedia"Space Invaders"from "In media"

Cancellations and recalls (4)

Within the company, Blue Shark was pushed hard in sales, while Space Invaders was at first placed only in Taito's own arcades, and was expected to do no more than earn back what had been spent on it.

Japanese Wikipedia"Space Invaders"from "Bug fixes, product name changes, and balance adjustments"

Takings reached 20,000 to 30,000 yen in 1 days, so the 460,000 yen cost of a cabinet could be recovered at once, and orders flooded in to Taito.

Japanese Wikipedia"Space Invaders"from "Success and social impact"

Of these, Bandai announced an Invaders game for the "TV JACK Add-on 5000" at the toy trade fair in 1979-6, but it was shelved for various reasons.

Japanese Wikipedia"Space Invaders"from "After the boom ended"

The overseas version, released in 94, 4 years after the Japanese one, supports the Super Game Boy. On startup the player can choose between a "SUPER GAME BOY" mode, given its own colours and picture frame, and an "ARCADE" mode, which is the Super Famicom version with the versus element removed; that version had not been released overseas at the time.

Japanese Wikipedia"Space Invaders"from "Notes on each platform version"

Disputes (4)

As an effect of the boom, a proposal that television games should also be regulated, as pachinko was under the amusement facilities tax, was submitted to the National Amusement Business Cooperative on 1979-2-16 by a director for the 3 Hokuriku prefectures.

Japanese Wikipedia"Space Invaders"from "Public controversy and the end of the boom"

Because Cosmic Monsters, described elsewhere, led to a lawsuit with Taito, a licence was granted to Taito as part of the settlement.

Japanese Wikipedia"Space Invaders"from "Games influenced by Space Invaders"

After the company won a case involving a sequel (Space Invaders Part II) in the Tokyo District Court in December 1982, Taito could pursue legal action against unauthorized reproductions.

(English)English Wikipedia"Space Invaders"from "Release"

Bally released a pinball version in 1980 with no elements of the arcade game present and the aliens resembling the xenomorphs from the film Alien; Bally was successfully sued over the resemblance to H.

(English)English Wikipedia"Space Invaders"from "Remakes and sequels"

Difficulty (2)

He relied on feedback from his coworkers to balance the difficulty; in retrospect, Nishikado stated that without their input he would have made the game less challenging because he struggled to play it.

(English)English Wikipedia"Space Invaders"from "Development"

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.

(English)English Wikipedia"Space Invaders"from "Hardware"

Bugs and tricks (1)

The early version was not well received within the company, and bugs remained, including one that made it impossible to clear a stage partway through, so about 2 months were spent on fixes before the planned release date. The balance adjustments made then greatly improved the game.

Japanese Wikipedia"Space Invaders"from "Bug fixes, product name changes, and balance adjustments"

Differences overseas (1)

The overseas version, released in 94, 4 years after the Japanese one, supports the Super Game Boy. On startup the player can choose between a "SUPER GAME BOY" mode, given its own colours and picture frame, and an "ARCADE" mode, which is the Super Famicom version with the versus element removed; that version had not been released overseas at the time.

Japanese Wikipedia"Space Invaders"from "Notes on each platform version"

The passages quoted on this page are taken verbatim from the Japanese and English Wikipedia articles.Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) — reusable under those terms. They are the work of the people who wrote them.

Source: created by adapting the "Media Arts Database" (https://mediaarts-db.artmuseums.go.jp/) of the National Center for Art Research, National Museum of Art
Sources: Japanese and English Wikipedia, Wikidata
Sources: TASVideos (https://tasvideos.org/), speedrun.com (https://www.speedrun.com/)