Space Invaders: Difference between revisions

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Media inspirations and references: clean up, copy edits, and citation fixes
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Cultural impact: Mesquite, Texas case
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| platforms = [[Arcade video game|Arcade]], [[Atari 2600]], [[Atari 5200]], [[Atari 8-bit]], [[MSX]], [[Commodore 64]], [[Handheld electronic game|handheld]], [[Dedicated console|tabletop]], [[watch]], [[calculator]],<ref name="Cohen"/> [[Nintendo Entertainment System|Famicom]],<ref name="RG-41"/> {{nowrap|[[SG-1000]]}},<ref>{{Cite web| url=http://sega.jp/archive/segahard/sg1000/soft.html|archiveurl=https://web.archive.org/web/20111121035143/http://sega.jp/archive/segahard/sg1000/soft.html| url-status=dead| title=[セガハード大百科] SC/SG対応ソフトウェア| trans-title = "Sega Hardware Encyclopedia" SC/SG compatible software| archivedate=November 21, 2011| website=Sega}}</ref> [[WonderSwan]],<ref>{{cite web| url=http://www.gamespot.com/wonderswan/action/spaceinvaders/index.html|archive-url=https://web.archive.org/web/20040906133239/http://www.gamespot.com/wonderswan/action/spaceinvaders/index.html| url-status=dead| archive-date=September 6, 2004| title=Space Invaders for WS| website=[[GameSpot]]| access-date=September 3, 2008}}</ref> [[VG Pocket]],<ref>{{cite web| url = https://www.ign.com/articles/2006/08/30/vg-pocket-caplet-review| title = VG Pocket Caplet Review| last = Block| first = Gerry| date = September 26, 2006| publisher = IGN| access-date = September 7, 2008| archive-date = February 15, 2008| archive-url = https://web.archive.org/web/20080215070704/http://gear.ign.com/articles/729/729205p1.html| url-status = live}}</ref> [[Mobile game|mobile]],<ref>{{cite web| url = http://www.taito.co.jp/company/news/release/mobile/news_mc/2007/mc_04_08.html| archive-url = https://archive.today/20110527074800/http://www.taito.co.jp/company/news/release/mobile/news_mc/2007/mc_04_08.html| url-status = dead| archive-date = May 27, 2011| title = NTTドコモ「FOMAR 904i」向けに新コンテンツ提供!!| trans-title = New content available for NTT DoCoMo's "FOMAR 904i"!!| language = ja| publisher = Taito| access-date = June 29, 2009}}</ref> [[iOS]]<ref>{{cite web| url = http://kotaku.com/5328750/space-invaders-infinity-gene-micro+review-evolve-or-die| title = pace Invaders Infinity Gene Micro-Review: Evolve or Die| first = Brian| last = Crecente| publisher = Kotaku| date = August 30, 2012| access-date = June 25, 2015| archive-url = https://web.archive.org/web/20100619230353/http://kotaku.com/5328750/space-invaders-infinity-gene-micro+review-evolve-or-die| archive-date = June 19, 2010| url-status = dead}}</ref>
| platforms = [[Arcade video game|Arcade]], [[Atari 2600]], [[Atari 5200]], [[Atari 8-bit]], [[MSX]], [[Commodore 64]], [[Handheld electronic game|handheld]], [[Dedicated console|tabletop]], [[watch]], [[calculator]],<ref name="Cohen"/> [[Nintendo Entertainment System|Famicom]],<ref name="RG-41"/> {{nowrap|[[SG-1000]]}},<ref>{{Cite web| url=http://sega.jp/archive/segahard/sg1000/soft.html|archiveurl=https://web.archive.org/web/20111121035143/http://sega.jp/archive/segahard/sg1000/soft.html| url-status=dead| title=[セガハード大百科] SC/SG対応ソフトウェア| trans-title = "Sega Hardware Encyclopedia" SC/SG compatible software| archivedate=November 21, 2011| website=Sega}}</ref> [[WonderSwan]],<ref>{{cite web| url=http://www.gamespot.com/wonderswan/action/spaceinvaders/index.html|archive-url=https://web.archive.org/web/20040906133239/http://www.gamespot.com/wonderswan/action/spaceinvaders/index.html| url-status=dead| archive-date=September 6, 2004| title=Space Invaders for WS| website=[[GameSpot]]| access-date=September 3, 2008}}</ref> [[VG Pocket]],<ref>{{cite web| url = https://www.ign.com/articles/2006/08/30/vg-pocket-caplet-review| title = VG Pocket Caplet Review| last = Block| first = Gerry| date = September 26, 2006| publisher = IGN| access-date = September 7, 2008| archive-date = February 15, 2008| archive-url = https://web.archive.org/web/20080215070704/http://gear.ign.com/articles/729/729205p1.html| url-status = live}}</ref> [[Mobile game|mobile]],<ref>{{cite web| url = http://www.taito.co.jp/company/news/release/mobile/news_mc/2007/mc_04_08.html| archive-url = https://archive.today/20110527074800/http://www.taito.co.jp/company/news/release/mobile/news_mc/2007/mc_04_08.html| url-status = dead| archive-date = May 27, 2011| title = NTTドコモ「FOMAR 904i」向けに新コンテンツ提供!!| trans-title = New content available for NTT DoCoMo's "FOMAR 904i"!!| language = ja| publisher = Taito| access-date = June 29, 2009}}</ref> [[iOS]]<ref>{{cite web| url = http://kotaku.com/5328750/space-invaders-infinity-gene-micro+review-evolve-or-die| title = pace Invaders Infinity Gene Micro-Review: Evolve or Die| first = Brian| last = Crecente| publisher = Kotaku| date = August 30, 2012| access-date = June 25, 2015| archive-url = https://web.archive.org/web/20100619230353/http://kotaku.com/5328750/space-invaders-infinity-gene-micro+review-evolve-or-die| archive-date = June 19, 2010| url-status = dead}}</ref>
| released = {{vgrelease
| released = {{vgrelease
  |JP|April 19, 1978{{efn|name=Release|''Space Invaders'' was first published on April 19, 1978,<ref>{{cite web |title=Space Invaders (Registration Number PA0000120007) |url=https://cocatalog.loc.gov/ |website=[[United States Copyright Office]] |access-date=June 1, 2021 |archive-date=May 31, 2021 |archive-url=https://web.archive.org/web/20210531152425/https://cocatalog.loc.gov/ |url-status=live }}</ref> before entering mass-production in July 1978.<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic {{*}} Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=40–41 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n41/mode/2up}}</ref><ref name="FT">{{cite news |last1=Shibata |first1=Yoko |title=Electronic Games: Japan converts its Pachinko parlours |url=https://archive.org/details/FinancialTimes1979UKEnglish/Jun%2028%201979%2C%20Financial%20Times%2C%20%2327901%2C%20UK%20%28en%29/page/n34/mode/1up |work=[[Financial Times]] |date=June 28, 1979 |language=English}}</ref>}}
  |JP|April 19, 1978{{efn|name=Release|''Space Invaders'' was first published on April 19, 1978,<ref>{{cite web |title=Space Invaders (Registration Number PA0000120007) |url=https://cocatalog.loc.gov/ |website=[[United States Copyright Office]] |access-date=June 1, 2021 |archive-date=May 31, 2021 |archive-url=https://web.archive.org/web/20210531152425/https://cocatalog.loc.gov/ |url-status=live }}</ref> before entering mass-production in July 1978.<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic {{*}} Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |pages=40–41 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n41/mode/2up}}</ref><ref name="FT">{{cite news| last =Shibata| first =Yoko| title=Electronic Games: Japan converts its Pachinko parlours| department = International Companies and Finance| url=https://archive.org/details/FinancialTimes1979UKEnglish/Jun%2028%201979%2C%20Financial%20Times%2C%20%2327901%2C%20UK%20%28en%29/page/n34/mode/1up| work=[[Financial Times]]| publisher = The Financial Times Ltd.| location = London, United Kingom| date=June 28, 1979| page =35}}</ref>}}
  |NA|November 1978<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic {{*}} Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |page=124 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n125}}</ref><ref>{{cite magazine |title=Chicago Chatter: Happy Birthday "Space Invaders."| magazine=[[Cash Box]]| publisher = Cash Box Publishing Co| location = New York, New York, United States| volume = 42| number = 24| date=October 25, 1980| page=47| author = Staff| issn = 0008-7289| url=https://archive.org/details/cashbox42unse_22/page/47/mode/1up}}</ref>}}
  |NA|November 1978<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971–2005) |trans-title=Arcade TV Game List: Domestic {{*}} Overseas Edition (1971–2005) |date=October 13, 2006 |publisher=Amusement News Agency |language=ja |location=Japan |isbn=978-4990251215 |page=124 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n125}}</ref><ref>{{cite magazine |title=Chicago Chatter: Happy Birthday "Space Invaders."| magazine=[[Cash Box]]| publisher = Cash Box Publishing Co| location = New York, New York, United States| volume = 42| number = 24| date=October 25, 1980| page=47| author = Staff| issn = 0008-7289| url=https://archive.org/details/cashbox42unse_22/page/47/mode/1up}}</ref>}}
| genre = [[Fixed shooter]]
| genre = [[Fixed shooter]]
| modes = [[Single-player video game|Single-player]]. [[multiplayer]]
| modes = [[Single-player video game|Single-player]], [[multiplayer]]
| series = ''[[List of Space Invaders video games|Space Invaders]]''
| series = ''[[List of Space Invaders video games|Space Invaders]]''
}}
}}
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==Development==
==Development==
[[File:Tomohiro-nishikado.jpg|thumb|Tomohiro Nishikado (shown in 2011) designed ''Space Invader''{{'}}s gameplay as well as the arcade cabinet's custom computing hardware.]]
[[File:Tomohiro-nishikado.jpg|thumb|alt=Portrait photo of a Japanese man with short black hair wearing a black business jacket sitting at an office desk.|Tomohiro Nishikado (shown in 2011) designed ''Space Invaders''{{'}} gameplay as well as the arcade cabinet's custom computing hardware.]]


''Space Invaders'' was developed by Japanese designer [[Tomohiro Nishikado]], who spent a year designing it and developing the necessary [[Computer hardware|hardware]] to produce it.<ref name="GI-177">{{Cite magazine| date=January 2008| title=Classic GI: Space Invaders| magazine=[[Game Informer]]| author=<!--Not stated-->| publisher=GameStop, Inc.| location = Minneapolis, Minnesota, United States| issue=177| pages=108–109| issn = 1067-6392}}</ref> The game was a response to [[Atari, Inc.]]'s 1976 arcade game ''[[Breakout (video game)|Breakout]]''. 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">{{cite magazine| author=<!--Not stated-->| title=Nishikado-San Speaks| magazine=[[Retro Gamer]]| publisher=Live Publishing| location = Macclesfield, Cheshire, United Kingdom| issue=3| date=April 15, 2004| page=35| issn = 1742-3155}}</ref><ref name="Williams">{{cite book| last =Williams| first =Andrew| title=History of Digital Games: Developments in Art, Design and Interaction| date=March 16, 2017| publisher=[[CRC Press]]| isbn=978-1-317-50381-1| pages=73–76}}</ref><ref name="auto">{{cite web | url=https://www.theguardian.com/games/2018/jun/04/space-invaders-at-40-tomohiro-nishikado-interview| title=Space Invaders at 40: 'I tried soldiers, but shooting people was frowned upon'| website=The Guardian | date=June 4, 2018 | last =Freeman | first =Will}}</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>{{cite web| url=https://www.gamedeveloper.com/business/the-history-of-i-pong-i-avoid-missing-game-to-start-industry| title=The History of Pong: Avoid Missing Game to Start Industry| first1=Bill| last1 =Loguidice| first2 =Matt| last2 = Barton| website=[[Gamasutra]]| date=January 9, 2009| access-date=January 10, 2009| archive-date=January 12, 2009| archive-url=https://web.archive.org/web/20090112004852/http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| url-status=live }}</ref>
''Space Invaders'' was developed by Japanese designer [[Tomohiro Nishikado]], who spent a year designing it and developing the necessary [[Computer hardware|hardware]] to produce it.<ref name="GI-177">{{Cite magazine| date=January 2008| title=Classic GI: Space Invaders| magazine=[[Game Informer]]| author= Staff| publisher=GameStop, Inc.| location = Minneapolis, Minnesota, United States| issue=177| pages=108–109| issn = 1067-6392| url = https://archive.org/details/game-informer-issue-177-january-2008/page/108/mode/2up}}</ref> The game was a response to [[Atari, Inc.]]'s 1976 arcade game ''[[Breakout (video game)|Breakout]]''. 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">{{cite magazine| author= Staff| title=Nishikado-San Speaks| magazine=[[Retro Gamer]]| publisher=Live Publishing| location = Macclesfield, Cheshire, United Kingdom| issue=3| date=April 15, 2004| page=35| issn = 1742-3155}}</ref><ref name="Williams">{{cite book| last =Williams| first =Andrew| title=History of Digital Games: Developments in Art, Design and Interaction| date=March 16, 2017| publisher=[[CRC Press]]| isbn=978-1-317-50381-1| pages=73–76}}</ref><ref name="auto">{{cite web | url=https://www.theguardian.com/games/2018/jun/04/space-invaders-at-40-tomohiro-nishikado-interview| title=Space Invaders at 40: 'I tried soldiers, but shooting people was frowned upon'| website=The Guardian | date=June 4, 2018 | last =Freeman | first =Will}}</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>{{cite web| url=https://www.gamedeveloper.com/business/the-history-of-i-pong-i-avoid-missing-game-to-start-industry| title=The History of Pong: Avoid Missing Game to Start Industry| first1=Bill| last1 =Loguidice| first2 =Matt| last2 = Barton| website=[[Gamasutra]]| date=January 9, 2009| access-date=January 10, 2009| archive-date=January 12, 2009| archive-url=https://web.archive.org/web/20090112004852/http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| url-status=live }}</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 character (either by getting shot 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 remained for the player.<ref name="Williams"/>
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 character (either by getting shot 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 remained for the player.<ref name="Williams"/>


Early enemy designs included tanks, combat planes, and battleships.<ref name="GI-177" /><ref name="auto"/> However, Nishikado was not satisfied with the enemy movements; technical limitations made it difficult to animate flying.<ref name="GI-177" /><ref name="Edge-Taito">{{Cite magazine| date=October 2005| title=The Creation of Space Invaders |magazine=[[Edge (magazine)|Edge]]| publisher = Future Publishing| location = United Kingdom| issue=154| author1=Kiphshidze, N| author2=Zubiashvili, T| author3=Chagunava, K| pages=7–13| issn = 1350-1593}}</ref> The designer believed human characters would have been easier to program, but he considered shooting them immoral.<ref name="Edge-Taito" /><ref name="1UP-10things">{{cite web| url=http://www.1up.com/do/feature?cId=3168373 |archive-url=https://web.archive.org/web/20090226064943/http://www.1up.com/do/feature?cId=3168373 |url-status=dead |archive-date=February 26, 2009 |title=Ten Things Everyone Should Know About Space Invaders |website=[[1UP.com]]| last =Edwards| first = Benj |access-date=July 11, 2008}}</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>{{cite magazine| title=Tomohiro Nishikado – 2000 Developer Interview| magazine=Game Maestro| date=2000| volume=1| url=http://shmuplations.com/nishikado/| access-date=March 4, 2018| archive-date=June 8, 2019| archive-url=https://web.archive.org/web/20190608174731/http://shmuplations.com/nishikado/| url-status=live}}</ref><ref>{{cite book |last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |date=2016 |publisher=[[Courier Dover Publications]] |isbn=9780486801490 |page=19 |url=https://books.google.com/books?id=lD4fDQAAQBAJ&pg=PA19}}</ref> and seeing a magazine feature about the 1977 ''[[Star Wars (film)|Star Wars]]'', 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<!--Need verification (Pink Lady song)| ]]-->", but was changed to ''Space Invaders'' by the designer's superiors.<ref name="GI-177" /><ref name="RG-3" />
Early enemy designs included tanks, combat planes, and battleships.<ref name="GI-177" /><ref name="auto"/> However, Nishikado was not satisfied with the enemy movements; technical limitations made it difficult to animate flying.<ref name="GI-177" /><ref name="Edge-Taito">{{Cite magazine| date=October 2005| title=A Making of ... Special: Taito Legends| magazine=[[Edge (magazine)|Edge]]| publisher = Future Publishing| location = United Kingdom| issue=154| author = Staff| pages=108–109| issn = 1350-1593| url = http://www.edge-online.co.uk/archives/2005/10/taito_men_talk.php| archive-url = https://web.archive.org/web/20080512215315/http://www.edge-online.co.uk/archives/2005/10/taito_men_talk.php| archive-date = 2008-05-12}}</ref> The designer believed animating human characters would have been easier to program, but he considered shooting them immoral.<ref name="Edge-Taito" /><ref name="1UP-10things">{{cite web| url=http://www.1up.com/do/feature?cId=3168373 |archive-url=https://web.archive.org/web/20090226064943/http://www.1up.com/do/feature?cId=3168373 |url-status=dead |archive-date=February 26, 2009 |title=Ten Things Everyone Should Know About Space Invaders |website=[[1UP.com]]| last =Edwards| first = Benj |access-date=July 11, 2008}}</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>{{cite magazine| title=Tomohiro Nishikado – 2000 Developer Interview| magazine=Game Maestro| date=2000| volume=1| url=http://shmuplations.com/nishikado/| access-date=March 4, 2018| archive-date=June 8, 2019| archive-url=https://web.archive.org/web/20190608174731/http://shmuplations.com/nishikado/| url-status=live}}</ref><ref>{{cite book |last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |date=2016 |publisher=[[Courier Dover Publications]] |isbn=9780486801490 |page=19 |url=https://books.google.com/books?id=lD4fDQAAQBAJ&pg=PA19}}</ref> and seeing a magazine feature about the 1977 ''[[Star Wars (film)|Star Wars]]'', 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<!--Need verification (Pink Lady song)| ]]-->", but was changed to ''Space Invaders'' by the designer's superiors.<ref name="GI-177" /><ref name="RG-3" />


===Hardware===
===Hardware===
[[File:Intel 8080 open-closed.jpg|thumb|Nishikado adopted the [[Intel 8080]] microprocessor (pictured) into development in order to display improved graphics and animation.]]
[[File:Intel 8080 open-closed.jpg|thumb|alt=Close up of two small white rectangular microprocessor chips with small gold-colored metallic prongs extending from the side downward. The top left chip has a gold covering on the top middle portion that reads "C8080B, ES 1274, KI984". The bottom right chip has the cover removed exposing the die of semiconducting material.|Nishikado adopted the [[Intel 8080]] microprocessor (pictured) into development in order to display improved graphics and animation.]]


Nishikado designed his own custom hardware and development tools for ''Space Invaders''.<ref name="GI-177" /><ref name="Edge-Taito" /> The game uses an [[Intel 8080]] [[central processing unit]] (CPU), displays [[raster graphics]] on a [[CRT monitor]] using a [[bitmap]]ped [[framebuffer]], and outputs [[monaural sound]] hosted by a combination of [[analog circuitry]] and a [[Texas Instruments SN76477]] [[sound chip]].<ref name="KLOV-SI">{{cite web |url=http://www.klov.com/game_detail.php?game_id=9662 |title=Space Invaders Videogame by Bally Midway (1978) |publisher=[[Killer List of Videogames]] |access-date=May 12, 2008 |archive-date=November 25, 2010 |archive-url=https://web.archive.org/web/20101125042142/http://www.arcade-museum.com/game_detail.php?game_id=9662 |url-status=live }}</ref><ref name="1UP-10things" /><ref>{{cite book |title=The Art of Game Worlds |first=Dave |last=Morris |page=166 |publisher=[[HarperCollins]] |isbn=0-06-072430-7 |year=2004}}</ref> The adoption of a microprocessor was inspired by the 1975 arcade game ''[[Gun Fight]]'', [[Midway Games|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>{{cite book|first = Chris| last = Kohler| year=2005| title=Power-Up: How Japanese Video Games Gave the World an Extra Life| chapter=Chapter 2: An Early History of Cinematic Elements in Video Games| chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ| page=19| publisher=[[BradyGames]]| isbn=0-7440-0424-1|access-date=March 27, 2011}}</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>
Nishikado designed his own custom hardware and development tools for ''Space Invaders''.<ref name="GI-177" /><ref name="Edge-Taito" /> The game uses an [[Intel 8080]] [[central processing unit]] (CPU) and displays [[raster graphics]] on a [[CRT monitor]] using a [[bitmap]]ped [[framebuffer]].<ref name="1UP-10things" /><ref name="KLOV-SI">{{cite web |url=http://www.klov.com/game_detail.php?game_id=9662 |title=Space Invaders Videogame by Bally Midway (1978) |publisher=[[Killer List of Videogames]] |access-date=May 12, 2008 |archive-date=November 25, 2010 |archive-url=https://web.archive.org/web/20101125042142/http://www.arcade-museum.com/game_detail.php?game_id=9662 |url-status=live }}</ref> The game outputs [[monaural sound]] hosted by a combination of [[analog circuitry]] and a [[Texas Instruments SN76477]] [[sound chip]].<ref name="1UP-10things" /><ref name="KLOV-SI"/><ref>{{cite book| title = Midway's Space Invaders Parts Catalog| publisher = Midway Manufacturing Co.| type = Booklet| format = PDF| page = 13| date = October 1978| url = https://www.arcade-museum.com/manuals-videogames/S/Space-Invaders-Upright--Midway.pdf| access-date = June 25, 2025}}</ref><ref>{{cite book |title=The Art of Game Worlds| publisher=[[HarperCollins|Harper Design International]]| location = New York, New York, United States| first1 =Dave| last1 =Morris| first2 = Leo| last2 = Hartas| author-link1 = Dave Morris (game designer)| chapter = Funky Town: 12| page=166| year=2004| isbn=0-06-072430-7| edition = 1st| quote = The audio for early arcade games like Pong and Space Invaders was built from analog circuitry, more of a job for an engineer than a sound designer.}}</ref> The adoption of a microprocessor was inspired by the 1975 arcade game ''[[Gun Fight]]'', [[Midway Games|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>{{cite book|first = Chris| last = Kohler| year=2005| title=Power-Up: How Japanese Video Games Gave the World an Extra Life| chapter=Chapter 2: An Early History of Cinematic Elements in Video Games| chapter-url=https://books.google.com/books?id=auMTAQAAIAAJ| page=19| publisher=[[BradyGames]]| isbn=0-7440-0424-1|access-date=March 27, 2011}}</ref><ref>{{cite book|title=Atari Inc.: Business is Fun| publisher=Syzygy Company Press| location = Carmel, New York, United States| date= November 2012| last1=Goldberg| first1=Marty| last2=Vendel| first2=Curt| page = 511| isbn=978-0-9855974-0-5}}</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 [[Rendering (computer graphics)|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 were destroyed. Rather than design a compensation for the speed increase, he decided to keep this [[undocumented feature]] as a challenging [[gameplay]] mechanism.<ref name="RG-3" />
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 [[Rendering (computer graphics)|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 were destroyed;<ref name="RG-3" /><ref name="ieee-spectrum">{{cite magazine| title = Space Invaders: the sound of success| magazine = [[IEEE Spectrum]]| publisher = [[Institute of Electrical and Electronics Engineers]]| location = New York, New York, United States| volume = 19| number = 12| first = Carol| last = Truxal| date = December 1982| p = 24| issn = 0018-9235| url = https://spectrum.ieee.org/space-invaders| access-date = 2025-06-23}}</ref> the accompanying audio sped up as well.<ref name="ieee-spectrum"/><ref name="pac-man-to-pop"/> Rather than design a compensation for the speed increase, he decided to keep this [[undocumented feature]] as a challenging [[gameplay]] mechanism.<ref name="RG-3" />


The cabinet artwork features large [[humanoid]] [[monster]]s 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 [[Natural satellite|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'' 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. Later Japanese releases feature a rainbow-colored cellophane overlay,  and these were eventually followed by versions with a color monitor and an electronically generated color overlay.<ref name="RG-41" />
The cabinet artwork features large [[humanoid]] [[monster]]s absent from the game, which Nishikado attributed to the artist basing the designs on the original "''Space Monsters''" title rather than referring to the 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 [[Natural satellite|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'' 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. Later Japanese releases feature a rainbow-colored cellophane overlay,  and these were eventually followed by versions with a color monitor and an electronically generated color overlay.<ref name="RG-41" />
 
===Music===
{{Listen| filename = Space Invaders Music.ogg| title = Space Invaders music| description = The game's signature looping four-note bassline, as heard during gameplay}}
 
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 music''{{tsp}}{{mdash}}{{tsp}}the well-known four-note loop, consisting of the first four notes of the descending D [[Natural minor scale|minor natural scale]]{{tsp}}{{mdash}}{{tsp}}throughout, 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. [http://thoughtcatalog.com/book/maestro-mario-how-nintendo-transformed-videogame-music-into-an-art/ Maestro Mario: How Nintendo Transformed Videogame Music into an Art.] {{Webarchive|url=https://web.archive.org/web/20130823064005/http://thoughtcatalog.com/book/maestro-mario-how-nintendo-transformed-videogame-music-into-an-art/ |date=August 23, 2013 }} 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" />
{{Quotation|At the deepest of conceptual levels, one would be hard-pressed to find an arcade game as influential to the early history of video game music as ''Space Invaders''. Its role as a harbinger of the fundamental techniques that would come to shape the industry remains more or less unchallenged. And its blockbuster success ensured the adoption of those innovations by the industry at large.|Andrew Schartmann, ''Thought Catalog'' (2013)}}
 
''[[Next Generation (magazine)|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>{{cite magazine| last=West| first=Neil| date=November 1997| title=The Way Games Ought to Be...: Great Videogame Art (with No Pictures)| url=https://archive.org/details/NEXT_Generation_35/page/n157/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]| publisher = Imagine Media| location = Brisbane, California, United States| issue=35| page=157| issn = 1078-9693}}</ref>


== Release ==
== Release ==
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}}


Taito released ''Space Invaders'' in July 1978.<ref name="FT"/> They released both an [[Arcade cabinet#Upright cabinets|upright arcade cabinet]] and a so-called [[Arcade cabinet#Cocktail cabinets|"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.<ref name="GI-177" />  ''Space Invaders'' cabinets have become [[collector's items]], with the [[Cocktail arcade cabinet|cocktail]] and [[Arcade cabinet#Mini or cabaret cabinets|cabaret]] versions being the rarest.<ref name="PriceGuide2">{{cite book| title=Official Price Guide to Classic Video Games| last=Ellis| first=David| publisher=[[Random House]]| year=2004| isbn=0-375-72038-3| pages=411–412| chapter=Arcade Classics| chapter-url=https://archive.org/details/officialpricegui00davi| url=https://archive.org/details/officialpricegui00davi/page/411}}</ref>
Taito released ''Space Invaders'' in July 1978.<ref name="FT"/> The company released both an [[Arcade cabinet#Upright cabinets|upright arcade cabinet]] and a [[Arcade cabinet#Cocktail cabinets|cocktail-table cabinet]];<ref name="GI-177" /><ref name="KLOV-SI"/> Taito named the cocktail version ''T.T. Space Invaders'' in Japan to indicate it was a "table-top" version.<ref name="KLOV-SI"/> Midway released its upright version a few months later and its cocktail version several months after that. ''Space Invaders'' cabinets have since become [[collector's items]], with the [[Cocktail arcade cabinet|cocktail]] and [[Arcade cabinet#Mini or cabaret cabinets|cabaret]] versions the rarest.<ref name="PriceGuide2">{{cite book| title=Official Price Guide to Classic Video Games| last=Ellis| first=David| publisher=[[Random House]]| year=2004| isbn=0-375-72038-3| pages=411–412| chapter=Arcade Classics| url=https://archive.org/details/officialpricegui00davi| chapter-url=https://archive.org/details/officialpricegui00davi/page/411}}</ref>
 
The [[Space Invaders (Atari 2600 video game)|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 console]]s after quadrupling the system's sales.<ref name="RG-41" /><ref>{{cite book |title=[[Ultimate History of Video Games]] |first=Steven |last=Kent | author-link = Steven L. Kent|page=190 |publisher=[[Three Rivers Press]] |isbn=0-7615-3643-4 |year=2001}}</ref> It sold over one million units in its first year, then over {{nowrap|4.2 million}} copies by the end of 1981, and over {{nowrap|5.6 million}} by 1982. It was the [[List of best-selling Atari 2600 video games|best-selling Atari 2600 game]] up until the [[Pac-Man (Atari 2600 video game)|Atari version of ''Pac-Man'']] (1982).<ref name="Atari">{{cite book |title=Cartridge Sales Since 1980 |publisher=[[Atari Corp.]]}} Via {{cite episode |title=The Agony & The Ecstasy |series=Once Upon Atari |date=August 10, 2003 |number=4 |minutes=23 |publisher=Scott West Productions}}</ref> ''Space Invaders'' for the Atari 2600 had sold {{formatnum:{{#expr:1318655+2964137+1373033+435353}}|}} cartridges by 1983,<ref name="Atari"/> and a further {{formatnum:{{#expr:(11523+6000)+65148+29717+36308+12355}}|}} between 1986 and 1990,<ref name="Vendel">{{Cite web| last=Vendel| first=Curt| date=May 28, 2009| title=Site News|url=http://www.atarimuseum.com/whatsnew/2009-MAY-28.html|url-status=dead|archive-url=https://web.archive.org/web/20101206090952/http://www.atarimuseum.com/whatsnew/2009-MAY-28.html| archive-date=December 6, 2010| access-date=November 27, 2021| website=Atari Museum}}</ref> for a total of over {{nowrap|{{#expr:6.091178+0.161051 round 2}} million}} cartridges sold by 1990.


Other official [[Video game conversion|conversions]] were released for the [[Atari 8-bit computers]] and [[Atari 5200]] console, while Taito later released it for the [[Nintendo Entertainment System|Nintendo Famicom]] in 1985, but only in Japan. By 1982, versions of ''Space Invaders'' were available for [[handheld electronic game]] devices, tabletop [[dedicated console]]s, [[home computer]]s, [[watch]]es and [[pocket calculator]]s.<ref name="Cohen"/> The Atari 2600 conversion was programmed by Richard Maurer,<ref>{{cite news| last=Haque| first =James| title=Reminiscing from Richard Maurer| url=https://dadgum.com/giantlist/archive/maurer.html| access-date=May 19, 2021 |work=Giant List of Classic Game Programmers| publisher=Dadgum Games| date=January 5, 1999| archive-date=June 22, 2021| archive-url=https://web.archive.org/web/20210622135928/https://dadgum.com/giantlist/archive/maurer.html |url-status=live }}</ref> while the Atari 5200 conversion was programmed by Eric Manghise and animated by Marilyn Churchill.<ref>{{cite news| last =Stilphen| first =Scott | title=DP Interviews... Marilyn Churchill| url=https://www.digitpress.com/library/interviews/interview_marilyn_churchill.html| access-date=May 19, 2021| work=Digital Press| url-status=live| archive-url=https://web.archive.org/web/20090226230857/http://www.digitpress.com/library/interviews/interview_marilyn_churchill.html| archive-date=February 26, 2009}}</ref>
The [[Space Invaders (Atari 2600 video game)|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 console]]s after quadrupling the system's sales.<ref name="RG-41" /><ref>{{cite book |title=[[Ultimate History of Video Games]] |first=Steven |last=Kent | author-link = Steven L. Kent|page=190 |publisher=[[Three Rivers Press]] |isbn=0-7615-3643-4 |year=2001}}</ref> After selling over {{nowrap|1.0 million}} units in its first year, the ''Space Invaders'' port sold over {{nowrap|4.2 million}} copies by the end of 1981, becoming the [[List of best-selling Atari 2600 video games|best-selling Atari 2600 game]] until the 1982 [[Pac-Man (Atari 2600 video game)|Atari version of ''Pac-Man'']] released. By 1983, the Atari 2600 version had sold almost {{nowrap|6.1 million}} <!-- 6.1 million calculation 1318655+2964137+1373033+435353 -->cartridges.<ref name="Atari">{{cite episode |title=The Agony & The Ecstasy |series=Once Upon Atari |date=August 10, 2003 |number=4 |minutes=23 |publisher=Scott West Productions| credits = Warshaw, Howard Scott, director}}</ref> Other official [[Video game conversion|conversions]] were released for the [[Atari 8-bit computers]] and [[Atari 5200]] console, while Taito later released it for the [[Nintendo Entertainment System|Nintendo Famicom]] in 1985 exclusively in Japan. By 1982, versions of ''Space Invaders'' were available for [[handheld electronic game]] devices, tabletop [[dedicated console]]s, [[home computer]]s, [[watch]]es and [[pocket calculator]]s.<ref name="Cohen"/>


[[File:Epoch-TV-Vader.jpg|thumb|In Japan, [[Epoch Co.]] released the Epoch TV Vader in 1980 as a ''Space Invaders'' [[Clone (video game)|clone]] that could be played at home.]]
[[File:Epoch-TV-Vader.jpg|thumb|In Japan, [[Epoch Co.]] released the [[Epoch TV Vader]] in 1980 as a ''Space Invaders'' [[Clone (video game)|clone]] that could be played at home.]]


More than a hundred ''Space Invaders'' [[video game clone]]s were released for various platforms,<ref name="smithsonianmag history">{{cite web | url = https://www.smithsonianmag.com/science-nature/original-space-invaders-icon-1970s-America-180969393/ | title = The Original 'Space Invaders' Is a Meditation on 1970s America's Deepest Fears | first = Lindsay | last = Grace | date = June 19, 2018 | access-date = April 22, 2021 | work = [[Smithsonian Magazine]] | archive-date = April 22, 2021 | archive-url = https://web.archive.org/web/20210422215437/https://www.smithsonianmag.com/science-nature/original-space-invaders-icon-1970s-America-180969393/ | url-status = live }}</ref> such as ''[[Super Invader]]'' (1979)<ref>{{cite magazine |title=Super Invader Is Reader's Choice |magazine=[[Softalk]] |date=April 1981 |issue=13 |url=http://apple2history.org/appendix/aha/aha78/ |access-date=February 10, 2012 |archive-date=February 7, 2012 |archive-url=https://web.archive.org/web/20120207130344/http://apple2history.org/appendix/aha/aha78/ |url-status=live }}</ref> and ''[[TI Invaders]]'' (1981); the latter was the [[List of best-selling PC games|top-selling game]] for the [[TI-99/4A]] through at least 1982.<ref>{{citation |title=Cash In On the Video Game Craze |work=[[Black Enterprise]] |date=December 1982 |volume=12 |issue=5 |issn=0006-4165 |pages=41–2 |url=https://books.google.com/books?id=N6pacvfrf0wC&pg=PA41 |access-date=May 1, 2011|last1=Earl g. Graves |first1=Ltd }}</ref>
More than a hundred ''Space Invaders'' [[video game clone]]s were released for various platforms,<ref name="smithsonianmag history">{{cite web | url = https://www.smithsonianmag.com/science-nature/original-space-invaders-icon-1970s-America-180969393/ | title = The Original 'Space Invaders' Is a Meditation on 1970s America's Deepest Fears | first = Lindsay | last = Grace | date = June 19, 2018 | access-date = April 22, 2021 | work = [[Smithsonian Magazine]] | archive-date = April 22, 2021 | archive-url = https://web.archive.org/web/20210422215437/https://www.smithsonianmag.com/science-nature/original-space-invaders-icon-1970s-America-180969393/ | url-status = live }}</ref> such as ''[[Super Invader]]'' (1979)<ref>{{cite magazine |title=Super Invader Is Reader's Choice |magazine=[[Softalk]] |date=April 1981 |issue=13 |url=http://apple2history.org/appendix/aha/aha78/ |access-date=February 10, 2012 |archive-date=February 7, 2012 |archive-url=https://web.archive.org/web/20120207130344/http://apple2history.org/appendix/aha/aha78/ |url-status=live }}</ref> and ''[[TI Invaders]]'' (1981); the latter was the [[List of best-selling PC games|top-selling game]] for the [[TI-99/4A]] through at least 1982.<ref>{{cite magazine| title=Cash In On the Video Game Craze| magazine=[[Black Enterprise]]| publisher = Earl G. Graves Publishing Co., Inc.| location = New York, New York, United States| last =Hillard| first = S. Lee| date=December 1982| volume=12| issue=5| issn= 0006-4165| pages=41–42| url=https://books.google.com/books?id=N6pacvfrf0wC&pg=PA41 |access-date=May 1, 2011}}</ref> Prior to its industry dominance, Nintendo's foray into arcade games consisted of clones of existing popular games, including the ''Space Invader'' clone ''[[Space Fever]]''. The influx of clones led to the term "Invader game" to identify the generic classification of games.<ref name="game-studies_picard">{{cite journal| title = The Foundation of Geemu: A Brief History of Early Japanese video games| first = Martin| last = Picard| journal = Game Studies| volume = 13| issue = 2| date = December 2013| issn = 1604-7982| url = https://gamestudies.org/1302/articles/picard| access-date = 2025-06-20}}</ref> Unofficial copies dominated the video game market in South Korea. The market demand for hardware to create the machines helped spur the early growth of [[Semiconductor industry in South Korea|Korea's semiconductor industry]].<ref name="game-studies_jo">{{cite journal| title = "Bursting Circuit Boards": Infrastructures and Technical Practices of Copying in Early Korean Video Game Industry| first = Dongwon| last = Jo| journal = Game Studies| volume = 20| issue = 2| date = June 2020| issn = 1604-7982| url = https://gamestudies.org/2002/articles/jo| access-date = 2025-06-20}}</ref>


==Reception==
==Reception==


''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 alley]]s adopted it; it quickly caught on, with many parlors and alleys clearing space for more ''Space Invaders'' cabinets.<ref name="Barton">{{cite book |last1=Barton |first1=Matt |chapter=''Space Invaders'': The Japanese Invasion |title=Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time |date=May 8, 2019 |publisher=[[CRC Press]] |isbn=978-1-000-00092-4 |pages=21–7 |chapter-url=https://books.google.com/books?id=fU-fDwAAQBAJ&pg=PA21}}</ref> In the first few months following its release in Japan, ''Space Invaders'' became popular,<ref name="1UP-10things" /> and specialty [[video arcade]]s opened with nothing but ''Space Invaders'' cabinets.<ref name="GI-177" /><ref name="1UP-10things" />
''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 alley]]s adopted it; it quickly caught on, with many parlors and alleys clearing space for more ''Space Invaders'' cabinets.<ref name="Barton">{{cite book |last1=Barton |first1=Matt |chapter=''Space Invaders'': The Japanese Invasion |title=Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time |date=May 8, 2019 |publisher=[[CRC Press]] |isbn=978-1-000-00092-4 |pages=21–7 |chapter-url=https://books.google.com/books?id=fU-fDwAAQBAJ&pg=PA21}}</ref> In the first few months following its release in Japan, ''Space Invaders'' became popular to the point that specialty [[video arcade]]s, referred to as "''Space Invaders'' Parlours" and "''Space Invaders'' Houses", opened with nothing but ''Space Invaders'' cabinets.<ref name="GI-177" /><ref name="1UP-10things" /><ref name="game-developer_shump">{{cite web| title = The Origin of The 'Shmup' Genre: A Historical Study| website = [[Game Developer (website)|Game Developer]]| first = Luke| last = McMillan| url = https://www.gamedeveloper.com/design/the-origin-of-the-shmup-genre-a-historical-study| date = February 6, 2013| access-date = June 25, 2025}}</ref>


By the end of 1978, [[Taito]] had installed over 100,000 machines and grossed {{US$|670 million|long=no}} ({{US$|{{inflation|US|0.67|1978|r=1}} billion|long=no}} adjusted for inflation) in Japan alone.<ref name="Cohen">{{cite book |last1=Cohen |first1=Daniel |title=Video Games |date=1982 |publisher=[[Pocket Books]] |location=New York |isbn=0-671-45872-8 |pages=15–7 |url=https://archive.org/details/book_video_games/page/n21/mode/2up}}</ref><ref name="eg_1_31">{{cite magazine| title=Can Asteroids Conquer Space Invaders?| magazine=Electronic Games| date=Winter 1981| volume=1| issue=1| page =31 |url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf#page=31 |access-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |archive-date=March 19, 2012 |url-status=live }}</ref> By June 1979, Taito had manufactured about 200,000–300,000 ''Space Invaders'' machines in Japan, with each unit earning an average of {{JPY|10,000}} or {{US$|{{To USD|10000|JPN|year=1979|round=yes}}|long=no|1979|round=0}} in [[100 yen coin]]s 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">{{cite magazine |title=After ''Pong'' |magazine=[[ACE (magazine)|ACE]] |date=February 4, 1988 |issue=6 (March 1988) |page = 29| url=https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up}}</ref> and 60,000 within a year in the United States<ref name="Peterson-175">{{cite book| title=Genesis II, creation and recreation with computers| first =Dale| last = Peterson| publisher=[[Reston Publishing]]| year=1983 |isbn=0-8359-2434-3 |url=https://books.google.com/books?id=DL1YAAAAMAAJ |access-date=May 1, 2011 |page=175 |quote=By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.|author-link=Dale Peterson}}</ref><ref>{{cite book |title=Official Price Guide to Classic Video Games |first=David |last=Ellis |chapter=Arcade Classics |page=[https://archive.org/details/officialpricegui00davi/page/345 345] |publisher=[[Random House]] |isbn=0-375-72038-3 |year=2004 |chapter-url=https://archive.org/details/officialpricegui00davi |url=https://archive.org/details/officialpricegui00davi/page/345 }}</ref><ref name="powerup19">{{cite book| last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life| year=2004| publisher=BradyGames |location=Indianapolis, Indiana, United States |isbn=0-7440-0424-1| page=19| url =https://books.google.com/books?id=auMTAQAAIAAJ&q=%22represented+a+significant+portion+of+the+cost%22| quote=Within one year of its US release, an additional 60,000 machines had been sold.<br />One arcade owner said of Space Invaders that it was the first arcade game whose intake "represented a significant portion of the cost of [buying] the game in any one week." That is, it was the first video game that paid for itself within about a month.}}</ref> (where prices ranged from $2,000 to $3,000 for each machine);<ref>{{cite magazine| title=Video arcades rival Broadway theatre and girlie shows in NY| magazine=[[InfoWorld]]| date=April 12, 1982| volume=4| issue=14|issn=0199-6649| page=15| url=https://books.google.com/books?id=YjAEAAAAMBAJ&pg=PA15 |access-date=May 1, 2011}}</ref> the game eventually sold 72,000 units in the United States by 1982.<ref>{{cite magazine|last1=Stone |first1=Andrea |title=The House That Pac Built: Midway Manufacturing is king of the coin-op hill and loving it! |magazine=Video Games |date=December 1982 |volume=1 |issue=3 |publisher=Pumpkin Press |pages=53–55 (54) |url=https://archive.org/details/Video_Games_Volume_1_Number_03_1982-12_Pumpkin_Press_US/page/n53}}</ref> By 1979, it had become the [[arcade game]] industry's all-time best-seller.<ref>{{cite magazine |title=1979: The Year in Review |magazine=[[Cash Box]] |date=December 19, 1979 |page=114 |url=https://archive.org/details/cashbox41unse_31/page/n131 }}</ref>
A year after its release, ''Space Invaders'' had become the [[arcade game]] industry's all-time best-seller.<ref>{{cite magazine |title=1979: The Year in Review |magazine=[[Cash Box]] |date=December 19, 1979 |page=114 |url=https://archive.org/details/cashbox41unse_31/page/n131 }}</ref> By the end of 1978, [[Taito]] had installed over 100,000 machines and grossed {{US$|670 million|long=no}} ({{US$|{{inflation|US|0.67|1978|r=1}} billion|long=no}} adjusted for inflation) in Japan alone.<ref name="Cohen">{{cite book |last1=Cohen |first1=Daniel |title=Video Games |date=1982 |publisher=[[Pocket Books]] |location=New York |isbn=0-671-45872-8 |pages=15–7 |url=https://archive.org/details/book_video_games/page/n21/mode/2up}}</ref><ref name="eg_1_31">{{cite magazine| title=Can Asteroids Conquer Space Invaders?| magazine=Electronic Games| date=Winter 1981| volume=1| issue=1| page =31 |url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf#page=31 |access-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |archive-date=March 19, 2012 |url-status=live }}</ref> By June 1979, Taito had manufactured about 200,000–300,000 ''Space Invaders'' machines in Japan, with each unit earning an average of {{JPY|10,000}} or {{US$|{{To USD|10000|JPN|year=1979|round=yes}}|long=no|1979|round=0}} in [[100 yen coin]]s 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">{{cite magazine| title=After ''Pong''| magazine=[[ACE (magazine)|ACE]]| publisher = [[Future plc|Future Publishing Ltd.]]| location = Bath, Somerset, United Kingdom| date=February 4, 1988 |issue=6 (March 1988)| author = Staff| page = 29| issn = 0954-8076| url=https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up}}</ref> and 60,000 within a year in the United States<ref name="Peterson-175">{{cite book| title=Genesis II, creation and recreation with computers| first =Dale| last = Peterson| publisher=[[Reston Publishing]]| year=1983 |isbn=0-8359-2434-3 |url=https://books.google.com/books?id=DL1YAAAAMAAJ |access-date=May 1, 2011 |page=175 |quote=By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.|author-link=Dale Peterson}}</ref><ref>{{cite book |title=Official Price Guide to Classic Video Games |first=David |last=Ellis |chapter=Arcade Classics |page=[https://archive.org/details/officialpricegui00davi/page/345 345] |publisher=[[Random House]] |isbn=0-375-72038-3 |year=2004 |chapter-url=https://archive.org/details/officialpricegui00davi |url=https://archive.org/details/officialpricegui00davi/page/345 }}</ref><ref name="powerup19">{{cite book| last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life| year=2004| publisher=BradyGames |location=Indianapolis, Indiana, United States |isbn=0-7440-0424-1| page=19| url =https://books.google.com/books?id=auMTAQAAIAAJ&q=%22represented+a+significant+portion+of+the+cost%22| quote=Within one year of its US release, an additional 60,000 machines had been sold.<br />One arcade owner said of Space Invaders that it was the first arcade game whose intake "represented a significant portion of the cost of [buying] the game in any one week." That is, it was the first video game that paid for itself within about a month.}}</ref> ''Space Invaders''{{'}} popularity propelled it to become the first game that recouped an arcade machine's owner in less than a month, with some places seeing profits within one week;<ref name="powerup19" /> prices ranged from $2,000 to $3,000 per machine.<ref>{{cite magazine| title=Video arcades rival Broadway theatre and girlie shows in NY| magazine=[[InfoWorld]]| date=April 12, 1982| volume=4| issue=14|issn=0199-6649| page=15| url=https://books.google.com/books?id=YjAEAAAAMBAJ&pg=PA15 |access-date=May 1, 2011}}</ref> The game eventually sold 72,000 units in the United States by 1982.<ref>{{cite magazine|last1=Stone |first1=Andrea |title=The House That Pac Built: Midway Manufacturing is king of the coin-op hill and loving it! |magazine=Video Games |date=December 1982 |volume=1 |issue=3 |publisher=Pumpkin Press |pages=53–55 (54) |url=https://archive.org/details/Video_Games_Volume_1_Number_03_1982-12_Pumpkin_Press_US/page/n53}}</ref>


''Space Invaders'' had about {{nowrap|8 million}} [[Active users|daily players]] in Japan, with daily revenue peaking at {{JPY|2.6 billion}} or {{US$|{{To USD|2600|JPN|year=1978|round=yes}},000,000|long=no|1978|round=-6}}.<ref>{{cite magazine |title=The Games Boom Rolls On |magazine=[[Asiaweek]] |date=May 1981 |volume=7 |page=32 |url=https://books.google.com/books?id=QHQMAQAAMAAJ |publisher=Asiaweek Limited |quote=Roughly {{nowrap|8 million}} people played the game daily, spending {{nowrap|2.6 billion}} yen (US$114m.) a day and forcing the Bank of Japan to make three special mintings of 100-yen coins.}}</ref> ''Space Invaders'' machines had grossed more than four billion [[US quarters]] ({{US$|1 billion|long=no}} at the time, or {{US$|{{inflation|US|1|1978|r=1}} billion|long=no}} adjusted for inflation) by 1979.<ref>{{cite book |last1=Sullivan |first1=George |chapter=The First Big Hits |title=Screen Play: The Story of Video Games |date=1983 |publisher=[[F. Warne]] |isbn=978-0-7232-6251-0 |pages=38–47 (40) |chapter-url=https://archive.org/details/ScreenPlaytheStoryofVideoGames/page/n49}}</ref> It remained the top arcade game for three years through 1980.<ref name="Cohen"/> In 1981, several years after its release, it still had weekly earnings of {{US$|7.7 million|long=no}} in the United States, second only to ''[[Pac-Man]]''.<ref>{{cite news |title=Arcade games a bigger draw than the movies |url=https://news.google.com/newspapers?id=5P0hAAAAIBAJ&sjid=0KQFAAAAIBAJ&dq=arcade%20game&pg=922%2C2509334 |access-date=March 6, 2022 |work=[[The Montreal Gazette]] |date=July 27, 1981 |archive-date=March 6, 2022 |archive-url=https://web.archive.org/web/20220306000720/https://news.google.com/newspapers?id=5P0hAAAAIBAJ&sjid=0KQFAAAAIBAJ&dq=arcade%20game&pg=922%2C2509334 |url-status=live }}</ref> By 1982, it had crossed $2&nbsp;billion in quarters<ref name="CBC-1982">{{cite web|date=November 23, 1982|title=Making millions, 25 cents at a time|url=https://www.cbc.ca/archives/entry/video-games-making-millions-25-cents-at-a-time|url-status=live|archive-url=https://web.archive.org/web/20081222152117/http://archives.cbc.ca/arts_entertainment/media/clips/15869/|archive-date=December 22, 2008|access-date=April 30, 2011|work=[[The Fifth Estate (TV)|The Fifth Estate]]|publisher=Canadian Broadcasting Corporation}}</ref><ref name="Executive">{{citation |title=Space Invaders vs. Star Wars |work=Executive |volume=24 |publisher=Southam Business Publications |year=1982 |url=https://books.google.com/books?id=-KwTAQAAMAAJ |access-date=April 30, 2011 |page=9 |quote=According to TEC, Atari's arcade game Space Invaders has taken in $2&nbsp;billion, with net receipts of $450 million.}}</ref> (equivalent to ${{formatprice|{{inflation|US|2000000000|1978}}}} adjusted for inflation),<ref name="Inflation">{{cite web |title=CPI Inflation Calculator |publisher=[[Bureau of Labor Statistics]] |url=http://www.bls.gov/data/inflation_calculator.htm |access-date=March 22, 2011 |archive-date=September 17, 2019 |archive-url=https://web.archive.org/web/20190917111520/https://www.bls.gov/data/inflation_calculator.htm |url-status=live }}</ref> with a [[net profit]] of $450&nbsp;million<ref name="Executive" /> (equivalent to ${{formatprice|{{inflation|US|450000000|1978}}}} adjusted for inflation).<ref name="Inflation" /> This made it the [[best-selling video game]] and [[List of highest-grossing arcade games|highest-grossing]] "entertainment product" of its time,<ref name="CBC-1982" /> with comparisons made to the then [[highest-grossing film]] ''[[Star Wars (film)|Star Wars]]'',<ref name="CBC-1982" /><ref name="Executive-SW" /> which had grossed $486&nbsp;million,<ref name="Executive-SW" /> with a net profit of $175&nbsp;million.<ref name="Executive-SW">{{citation |title=Space Invaders vs. Star Wars |work=Executive |volume=24 |publisher=Southam Business Publications |year=1982 |url=https://books.google.com/books?id=-KwTAQAAMAAJ |access-date=April 30, 2011 |page=9 |quote=They compare this to the box office movie top blockbuster Star Wars, which has taken in only $486 million, for a net of $175 million.}}</ref> By 1982, it had [[Gross revenue|grossed]] {{US$|3.8 billion|long=no}}, equivalent to over {{US$|13 billion|long=no}} as of 2016.<ref name="Game On" /> ''Space Invaders'' earned Taito profits of over {{US$|500,000,000|long=no|1978|round=-8}}.<ref name="GI-177" /><ref>{{cite web| title=The Gamespy Hall of Fame: Space Invaders| website=[[GameSpy]]| first =Kevin| last = Bowen|url=http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| access-date=April 30, 2011| url-status=dead| archive-url=https://web.archive.org/web/20080408152913/http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| archive-date=April 8, 2008}}</ref>  
''Space Invaders'' had about {{nowrap|8 million}} [[Active users|daily players]] in Japan, with daily revenue peaking at {{JPY|2.6 billion}} or {{US$|{{To USD|2600|JPN|year=1978|round=yes}},000,000|long=no|1978|round=-6}}.<ref>{{cite magazine |title=The Games Boom Rolls On |magazine=[[Asiaweek]] |date=May 1981 |volume=7 |page=32 |url=https://books.google.com/books?id=QHQMAQAAMAAJ |publisher=Asiaweek Limited |quote=Roughly {{nowrap|8 million}} people played the game daily, spending {{nowrap|2.6 billion}} yen (US$114m.) a day and forcing the Bank of Japan to make three special mintings of 100-yen coins.}}</ref> ''Space Invaders'' machines had grossed more than four billion [[US quarters]] ({{US$|1 billion|long=no}} at the time, or {{US$|{{inflation|US|1|1978|r=1}} billion|long=no}} adjusted for inflation) by 1979.<ref>{{cite book |last1=Sullivan |first1=George |chapter=The First Big Hits |title=Screen Play: The Story of Video Games |date=1983 |publisher=[[F. Warne]] |isbn=978-0-7232-6251-0 |pages=38–47 (40) |chapter-url=https://archive.org/details/ScreenPlaytheStoryofVideoGames/page/n49}}</ref> It remained the top arcade game for three years through 1980.<ref name="Cohen"/> In 1981, several years after its release, it still had weekly earnings of {{US$|7.7 million|long=no}} in the United States, second only to ''[[Pac-Man]]''.<ref>{{cite news |title=Arcade games a bigger draw than the movies |url=https://news.google.com/newspapers?id=5P0hAAAAIBAJ&sjid=0KQFAAAAIBAJ&dq=arcade%20game&pg=922%2C2509334 |access-date=March 6, 2022 |work=[[The Montreal Gazette]] |date=July 27, 1981 |archive-date=March 6, 2022 |archive-url=https://web.archive.org/web/20220306000720/https://news.google.com/newspapers?id=5P0hAAAAIBAJ&sjid=0KQFAAAAIBAJ&dq=arcade%20game&pg=922%2C2509334 |url-status=live }}</ref> By 1982, it had crossed $2&nbsp;billion in quarters<ref name="CBC-1982">{{cite web|date=November 23, 1982|title=Making millions, 25 cents at a time|url=https://www.cbc.ca/archives/entry/video-games-making-millions-25-cents-at-a-time|url-status=live|archive-url=https://web.archive.org/web/20081222152117/http://archives.cbc.ca/arts_entertainment/media/clips/15869/|archive-date=December 22, 2008|access-date=April 30, 2011|website=[[The Fifth Estate (TV)|The Fifth Estate]]|publisher=Canadian Broadcasting Corporation}}</ref><ref name="Executive">{{cite magazine| title=Space Invaders vs. Star Wars| magazine=Executive| volume=24|publisher=Southam Business Publications| year=1982| page=9| url=https://books.google.com/books?id=-KwTAQAAMAAJ |access-date=April 30, 2011| quote=According to TEC, Atari's arcade game Space Invaders has taken in $2&nbsp;billion, with net receipts of $450 million.}}</ref> (equivalent to ${{formatprice|{{inflation|US|2000000000|1978}}}} adjusted for inflation),<ref name="Inflation">{{cite web |title=CPI Inflation Calculator |publisher=[[Bureau of Labor Statistics]] |url=http://www.bls.gov/data/inflation_calculator.htm |access-date=March 22, 2011 |archive-date=September 17, 2019 |archive-url=https://web.archive.org/web/20190917111520/https://www.bls.gov/data/inflation_calculator.htm |url-status=live }}</ref> with a [[net profit]] of $450&nbsp;million<ref name="Executive" /> (equivalent to ${{formatprice|{{inflation|US|450000000|1978}}}} adjusted for inflation).<ref name="Inflation" /> This made it the [[best-selling video game]] and [[List of highest-grossing arcade games|highest-grossing]] "entertainment product" of its time,<ref name="CBC-1982" /> with comparisons made to the then [[highest-grossing film]] ''[[Star Wars (film)|Star Wars]]'',<ref name="CBC-1982" /><ref name="Executive-SW" /> which had grossed $486&nbsp;million,<ref name="Executive-SW" /> with a net profit of $175&nbsp;million.<ref name="Executive-SW">{{cite magazine| title=Space Invaders vs. Star Wars| magazine=Executive| volume=24| publisher=Southam Business Publications| year=1982| page=9| url=https://books.google.com/books?id=-KwTAQAAMAAJ |access-date=April 30, 2011| quote=They compare this to the box office movie top blockbuster Star Wars, which has taken in only $486 million, for a net of $175 million.}}</ref> By 1982, it had [[Gross revenue|grossed]] {{US$|3.8 billion|long=no}}, equivalent to over {{US$|13 billion|long=no}} as of 2016.<ref name="Game On" /> ''Space Invaders'' earned Taito profits of over {{US$|500,000,000|long=no|1978|round=-8}}.<ref name="GI-177" /><ref>{{cite web| title=The Gamespy Hall of Fame: Space Invaders| website=[[GameSpy]]| first =Kevin| last = Bowen|url=http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| access-date=April 30, 2011| url-status=dead| archive-url=https://web.archive.org/web/20080408152913/http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| archive-date=April 8, 2008}}</ref> The [[Electronic_Games#Arcade_Awards|Arcade Awards]] ceremony was created that same year to honor the best video games, with ''Space Invaders'' winning the first Best Coin-Op Electronic Game award.<ref name="award">{{cite magazine |title=The Arcade Awards |magazine=Electronic Games |date=Winter 1981 |volume=1 |issue=1 |pages=38–39 |url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |access-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |archive-date=March 19, 2012 |url-status=live }}</ref>  


Ports have received mixed reviews; the [[Atari 2600]] version was successful, while the [[Nintendo Entertainment System|Famicom]] version was poorly received.<ref name="RG-41" />
Ports have received mixed reviews; the [[Atari 2600]] version was successful, while the [[Nintendo Entertainment System|Famicom]] version was poorly received.<ref name="RG-41" />
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=== Retrospective ===
=== Retrospective ===
{{Video game reviews
{{Video game reviews
| Allgame = Arcade: 5/5<ref>{{cite web |last=Weiss |first=Brett Alan |title=Space Invaders |url=http://www.allgame.com/game.php?id=4717&tab=review |publisher=AllGame |url-status=dead |archive-url=https://web.archive.org/web/20141114110545/http://www.allgame.com/game.php?id=4717&tab=review |archive-date=November 14, 2014 |access-date=March 2, 2021}}</ref><br />{{nowrap|Atari 5200:}} 4/5<ref>{{cite web |last=Weiss |first=Brett Alan |title=Space Invaders |url=http://www.allgame.com/game.php?id=15766&tab=review |publisher=AllGame |url-status=dead |archive-url=https://web.archive.org/web/20141114125957/http://www.allgame.com/game.php?id=15766&tab=review |archive-date=November 14, 2014 |access-date=March 2, 2021}}</ref><br />SNES: 4/5<ref>{{cite web |last=Weiss |first=Brett Alan |title=Space Invaders |url=http://www.allgame.com/game.php?id=7469&tab=review |publisher=AllGame |url-status=dead |archive-url=https://web.archive.org/web/20141114195553/http://www.allgame.com/game.php?id=7469&tab=review |archive-date=November 14, 2014 |access-date=March 2, 2021}}</ref>
| Allgame = Arcade: 5/5<ref>{{cite web| last=Weiss| first=Brett Alan| title=Space Invaders|url=http://www.allgame.com/game.php?id=4717&tab=review| website=AllGame| url-status=dead| archive-url=https://web.archive.org/web/20141114110545/http://www.allgame.com/game.php?id=4717&tab=review| archive-date=November 14, 2014| access-date=March 2, 2021}}</ref><br />{{nowrap|Atari 5200:}} 4/5<ref>{{cite web| last=Weiss| first=Brett Alan| title=Space Invaders| url=http://www.allgame.com/game.php?id=15766&tab=review| website=AllGame| url-status=dead| archive-url=https://web.archive.org/web/20141114125957/http://www.allgame.com/game.php?id=15766&tab=review| archive-date=November 14, 2014| access-date=March 2, 2021}}</ref><br />SNES: 4/5<ref>{{cite web| last=Weiss |first=Brett Alan | title=Space Invaders| url=http://www.allgame.com/game.php?id=7469&tab=review| website=AllGame| url-status=dead| archive-url=https://web.archive.org/web/20141114195553/http://www.allgame.com/game.php?id=7469&tab=review| archive-date=November 14, 2014| access-date=March 2, 2021}}</ref>
| rev1 = ''[[Games World]]''
| rev1 = ''[[Games World]]''
| rev1Score = 80% (Game Boy)<ref>{{cite magazine |last1=Perry |first1=Dave |author1-link=Dave Perry |last2=Walkland |first2=Nick |last3=Roberts |first3=Nick |last4=Price |first4=Adrian |title=Reviews |magazine=[[Games World]] |date=November 1994 |issue=7 (January 1995) |publisher=[[Paragon Publishing]] |page=23 |url=https://archive.org/details/games-world-07/page/n22}}</ref>
| rev1Score = Game Boy: 80%<ref>{{cite magazine| last1=Perry| first1=Dave| author1-link=Dave Perry| last2=Walkland| first2=Nick| last3=Roberts| first3=Nick| last4=Price|first4=Adrian| title=Reviews| magazine=[[Games World]]| date=November 1994| issue=7 (January 1995)| publisher=[[Paragon Publishing]]| location = Bournemouth, Dorset, United Kingdom| page=23| url=https://archive.org/details/games-world-07/page/n22}}</ref>
| award1Pub = [[Arcade Awards]]
| award1Pub = [[Arcade Awards]]
| award1 = [[List of Game of the Year awards|Game of the Year]]<ref name="award" />
| award1 = Best Coin-Op Electronic Game (1980)<ref name="award" />
| award2Pub = ''[[VideoGames]]''
| award2Pub = ''[[VideoGames]]''
| award2 = Best Game Boy Game ({{nowrap|runner-up}})<ref name="VG74">{{cite magazine |title=VideoGames Best of '94 |magazine=[[VideoGames - The Ultimate Gaming Magazine]] |date=February 1995 |issue=74 (March 1995) |pages=44–7 |url=https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_74_March_1995/page/n45/mode/2up}}</ref>
| award2 = {{nowrap|Runner-up}} for Best Game Boy Game (1994)<ref name="VG74">{{cite magazine| title=VideoGames Best of '94| magazine=[[VideoGames - The Ultimate Gaming Magazine]] | publisher = [[Larry Flynt Publications|L.F.P., Inc.]]| location = Beverly Hills, California, United States| date=February 1995| issue=74 (March 1995)| author = Staff| pages=44–47| issn = 1059-2938| url=https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_74_March_1995/page/n45/mode/2up}}</ref>
| award3Pub = ''[[Guinness World Records]]''
| award3Pub = ''[[Guinness World Records]]''
| award3 = Top Arcade Game of All Time<ref name="GWR08-3" />
| award3 = Top Arcade Game of All Time (2008)<ref name="GWR08-3" />
| award4Pub = ''[[The Times]]''
| award4Pub = ''[[The Times]]''
| award4 = Most Influential Video Game Ever<ref name="the-times" />
| award4 = Most Influential Video Game Ever (2007)<ref name="the-times" />
}}
}}


In 1995, [[Flux (magazine)|''Flux'']] magazine ranked Space Invaders #1 on their "Top 100 Video Games".<ref>{{Cite magazine |date=April 1995 |title=Top 100 Video Games |url=https://archive.org/details/flux-issue-4/page/n23/mode/2up |magazine=Flux |publisher=Harris Publications |issue=4 |pages=25}}</ref> In 1996, [[Next Generation (magazine)|''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 video game)|Phoenix]]'' [1980]."<ref>{{cite magazine| date=September 1996| title=Top 100 Games of All Time|magazine=[[Next Generation (magazine)|Next Generation]]| publisher = Imagine Media| location = Brisbane, California, United States| issue=21| page=38| author = Staff| issn = 1078-9693}}</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 [[Shooter game|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">[https://web.archive.org/web/20110902230443/http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article2455080.ece 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 [[Simulation video game|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>{{cite web|url=http://www.1up.com/features/most-influential-games?pager.offset=12|title=The 60 Most Influential Games of All Time|last=Kaiser|first=Rowan|date=May 10, 2011|website=[[1UP.com]]|page=13|archive-url=https://web.archive.org/web/20121109194732/http://www.1up.com/features/most-influential-games?pager.offset=12|archive-date=November 9, 2012|url-status=dead|access-date=December 25, 2011}}</ref>
In 1995, [[Flux (magazine)|''Flux'']] magazine staff ranked ''Space Invaders'' first on their "Top 100 Video Games".<ref>{{Cite magazine| date=April 1995| title=Top 100 Video Games| url=https://archive.org/details/flux-issue-4/page/n23/mode/2up| magazine=Flux| publisher=Harris Publications, Inc.| location = New York, New York, United States| first1 = Dan| last1 = Amrich| first2 = Ralph| last2 = Barbagallo| first3 = Mark| last3 = East| first4 = Chris| last4 = Hudak| first5 = Jeff| last5 = Kitts| first6 = Zach| last6 = Meston| first7 = Jeff| last7 = Yang| issue=4| pages=25| issn = 1074-5602}}</ref> In 1996, [[Next Generation (magazine)|''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 video game)|Phoenix]]'' [1980]."<ref>{{cite magazine| date=September 1996| title=Top 100 Games of All Time|magazine=[[Next Generation (magazine)|Next Generation]]| publisher = Imagine Media| location = Brisbane, California, United States| issue=21| page=38| author = Staff| issn = 1078-9693}}</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 [[Shooter game|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">[https://web.archive.org/web/20110902230443/http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article2455080.ece 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 [[Simulation video game|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>{{cite web| url=http://www.1up.com/features/most-influential-games?pager.offset=12| title=The 60 Most Influential Games of All Time| last=Kaiser| first=Rowan| date=May 10, 2011| website=[[1UP.com]]| page=13| archive-url=https://web.archive.org/web/20121109194732/http://www.1up.com/features/most-influential-games?pager.offset=12| archive-date=November 9, 2012| url-status=dead| access-date=December 25, 2011}}</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">{{cite web|url=http://retro.ign.com/articles/865/865346p1.html|title=Top 10 Classic Shoot 'Em Ups|author=Buchanan, Levi|date=April 8, 2008|website=[[IGN]]|access-date=September 7, 2008|archive-date=September 24, 2008|archive-url=https://web.archive.org/web/20080924201901/http://retro.ign.com/articles/865/865346p1.html|url-status=live}}</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>{{cite magazine|last=Morales|first=Aaron|date=January 25, 2013|title=The 10 best Atari games|url=https://www.ew.com/article/2013/01/25/the-10-best-atari-games|access-date=April 17, 2016|magazine=[[Entertainment Weekly]]}}</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>{{Cite web|url=https://www.videogamecanon.com/essays/space-invaders/|title=Space Invaders|date=February 17, 2017|website=Video Game Canon|language=en-US|access-date=December 5, 2018|archive-date=December 5, 2018|archive-url=https://web.archive.org/web/20181205103435/https://www.videogamecanon.com/essays/space-invaders/|url-status=dead}}</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>{{cite web |last1=Jeroen te Strake |first1=Peter Searle |title=Thebiglist |url=http://playthatgame.co.uk/?action=mainlist |website=Playthatgame |access-date=June 16, 2020 |archive-date=June 17, 2020 |archive-url=https://web.archive.org/web/20200617145602/http://playthatgame.co.uk/?action=mainlist |url-status=live }}</ref> In 2021, ''[[The Guardian]]'' listed it as the third-greatest [[1970s in video games|video game of the 1970s]], just below ''Galaxian'' and ''Asteroids''.<ref>{{cite news |title=The 15 greatest video games of the 70s – ranked! |url=https://www.theguardian.com/games/2021/may/13/15-greatest-video-games-of-the-70s-ranked |access-date=May 23, 2021 |work=[[The Guardian]] |date=May 13, 2021 |archive-date=August 1, 2021 |archive-url=https://web.archive.org/web/20210801003901/https://www.theguardian.com/games/2021/may/13/15-greatest-video-games-of-the-70s-ranked |url-status=live }}</ref> ''Space Invaders'' was inducted into the [[World Video Game Hall of Fame]] in 2016.<ref>{{Cite web|url=http://www.warpzoned.com/2016/05/world-video-game-hall-of-fame-class-of-2016-announced-legend-of-zelda-gta3-sonic-space-invaders-oregon-trail-the-sims/|title=World Video Game Hall of Fame Class of 2016 announced: Legend of Zelda, GTA3, Sonic, Space Invaders, Oregon Trail, The Sims|last=Scalzo|first=John|date=May 5, 2016|website=Warp Zoned|language=en-US|access-date=December 5, 2018}}</ref>
In 2008, ''[[Guinness World Records]]'' listed it as the top-rated arcade game in terms of 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>{{cite magazine|last=Morales|first=Aaron|date=January 25, 2013|title=The 10 best Atari games|url=https://www.ew.com/article/2013/01/25/the-10-best-atari-games|access-date=April 17, 2016|magazine=[[Entertainment Weekly]]}}</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>{{Cite web|url=https://www.videogamecanon.com/essays/space-invaders/|title=Space Invaders|date=February 17, 2017|website=Video Game Canon|language=en-US|access-date=December 5, 2018|archive-date=December 5, 2018|archive-url=https://web.archive.org/web/20181205103435/https://www.videogamecanon.com/essays/space-invaders/|url-status=dead}}</ref> In 2021, ''[[The Guardian]]'' listed it as the third-greatest [[1970s in video games|video game of the 1970s]], just below ''Galaxian'' and ''Asteroids''.<ref>{{cite news| title=The 15 greatest video games of the 70s – ranked!| url=https://www.theguardian.com/games/2021/may/13/15-greatest-video-games-of-the-70s-ranked| access-date=May 23, 2021| work=[[The Guardian]]| date=May 13, 2021|archive-date=August 1, 2021| archive-url=https://web.archive.org/web/20210801003901/https://www.theguardian.com/games/2021/may/13/15-greatest-video-games-of-the-70s-ranked| url-status=live}}</ref> ''Space Invaders'' was inducted into the [[World Video Game Hall of Fame]] in 2016.<ref name="2016Inductees">{{cite web| url=https://www.gamesindustry.biz/gta-iii-the-sims-among-2016-world-video-game-hall-of-fame-inductees| title=GTA III, The Sims among 2016 World Video Game Hall of Fame inductees| last=Brightman| first=James| date=May 5, 2016| website=GamesIndustry.biz| publisher=[[Gamer Network]]| access-date=June 22, 2025| archive-date=December 26, 2022| archive-url=https://web.archive.org/web/20221226063035/https://www.gamesindustry.biz/gta-iii-the-sims-among-2016-world-video-game-hall-of-fame-inductees| url-status=live}}</ref>


== Legacy ==
== Legacy ==
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In 1980, [[Bally Manufacturing|Bally]] released a [[pinball]] version. However, few elements from the original game are included, and the aliens instead resemble the [[xenomorph]]s from the film ''[[Alien (film)|Alien]]''; Bally was later sued over the resemblance to the designs by [[H. R. Giger]].<ref>{{Cite magazine |date=January 2008 |title=A Whole Different Ball Game |magazine=[[Retro Gamer]] |issue=45 |page=47}}</ref> It became the third highest-grossing pinball machine of 1980 in the United States.<ref>{{cite magazine |last=Adlum |first=Eddie |title=The Replay Years: Reflections from Eddie Adlum |magazine=RePlay |date=November 1985 |volume=11 |issue=2 |pages=134-175 (160-3) |url=https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/162/mode/2up}}</ref> A stand-alone version was released by Super Impulse as part of its ''Tiny Arcade'' series, along with the [[Bandai Namco Entertainment|Namco]] games ''[[Pac-Man]]'', ''[[Ms. Pac-Man]]'', and ''[[Galaxian]]''.<ref>{{cite web |url=http://www.superimpulse.com/our-brands/tiny-arcade-2/ |title=Miniature iconic arcade games are now available from Super Impulse.| website = Super Impulse| date=October 14, 2017| access-date=October 15, 2017| archive-date=October 15, 2017| archive-url=https://web.archive.org/web/20171015044455/http://superimpulse.com/our-brands/tiny-arcade-2/| url-status=live}}</ref>
In 1980, [[Bally Manufacturing|Bally]] released a [[pinball]] version. However, few elements from the original game are included, and the aliens instead resemble the [[xenomorph]]s from the film ''[[Alien (film)|Alien]]''; Bally was later sued over the resemblance to the designs by [[H. R. Giger]].<ref>{{Cite magazine |date=January 2008 |title=A Whole Different Ball Game |magazine=[[Retro Gamer]] |issue=45 |page=47}}</ref> It became the third highest-grossing pinball machine of 1980 in the United States.<ref>{{cite magazine |last=Adlum |first=Eddie |title=The Replay Years: Reflections from Eddie Adlum |magazine=RePlay |date=November 1985 |volume=11 |issue=2 |pages=134-175 (160-3) |url=https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/162/mode/2up}}</ref> A stand-alone version was released by Super Impulse as part of its ''Tiny Arcade'' series, along with the [[Bandai Namco Entertainment|Namco]] games ''[[Pac-Man]]'', ''[[Ms. Pac-Man]]'', and ''[[Galaxian]]''.<ref>{{cite web |url=http://www.superimpulse.com/our-brands/tiny-arcade-2/ |title=Miniature iconic arcade games are now available from Super Impulse.| website = Super Impulse| date=October 14, 2017| access-date=October 15, 2017| archive-date=October 15, 2017| archive-url=https://web.archive.org/web/20171015044455/http://superimpulse.com/our-brands/tiny-arcade-2/| url-status=live}}</ref>
[[Taito]] has released several arcade [[Video game sequel|sequels]]. The first was ''[[Space Invaders Part II]]'' in 1979;<ref>{{cite web |title=Space Invaders Part II |url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1036 |work=The Arcade Flyer Archive |publisher=[[Killer List of Videogames]] |access-date=September 27, 2011 |archive-date=July 8, 2014 |archive-url=https://web.archive.org/web/20140708165320/http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1036 |url-status=live }}</ref><ref>{{cite web| last=Davies| first=Jonti| title=Space Invaders Pocket| url=http://uk.psp.gamespy.com/playstation-portable/space-invaders-pocket/614422p1.html|website=[[GameSpy]]| access-date=September 27, 2011| date=May 16, 2005| url-status=dead| archive-url=https://web.archive.org/web/20120331231442/http://uk.psp.gamespy.com/playstation-portable/space-invaders-pocket/614422p1.html| archive-date=March 31, 2012}}</ref> it featured color graphics, an [[attract mode]], new gameplay elements, and added an [[Cut scene|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">[http://www.arcade-museum.com/game_detail.php?game_id=12743 Space Invaders Deluxe] {{Webarchive|url=https://web.archive.org/web/20101225045946/http://arcade-museum.com/game_detail.php?game_id=12743 |date=December 25, 2010 }}, 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>{{cite web| title=The Definitive Space Invaders| url=http://www.nowgamer.com/features/894697/the_definitive_space_invaders_part_1.html| website =NowGamer| access-date=September 30, 2011| date=January 19, 2009| archive-date=July 14, 2014| archive-url=https://web.archive.org/web/20140714114148/http://www.nowgamer.com/features/894697/the_definitive_space_invaders_part_1.html| url-status=live}}</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 arcade cabinet|cocktail-table format]] with very fast alien firing and a competitive [[Two-player game|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 {{'}}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 (video game)|Space Raiders]]'', a [[third-person shooter]] reminiscent of ''Space Invaders''.<ref>{{cite web| url=https://www.gamespot.com/games/space-raiders-2002/| title=Space Raiders: Release Summary |website=[[GameSpot]] |access-date=April 30, 2008| url-status=live| archive-url=https://web.archive.org/web/20090317105157/http://www.gamespot.com/gamecube/action/spaceraiders/similar.html?mode=versions |archive-date=March 17, 2009 }}</ref><ref>{{cite book |editor-first = Rico| editor-last = Komanoya| title=Japanese Game Graphics: Behind the Scenes of Your Favorite Games| year=2004| publisher=Harper Design International| location=New York, New York, United States| isbn=0-06-056772-4|pages=116–121| chapter=[[Space Raiders (video game)|Space Raiders]]}}</ref>


[[File:SPACE INVADERS FRENZY.jpg|thumb|''Space Invaders Frenzy'' sit-down arcade machine]]
[[File:SPACE INVADERS FRENZY.jpg|thumb|''Space Invaders Frenzy'' sit-down arcade machine]]


A ''Space Invaders'' game for the [[Atari Jaguar]] was worked on by [[Virtuality Entertainment]], which would have featured support for the unreleased [[Jaguar VR]] [[Video game accessory#Add-ons/peripherals|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>{{cite web| author=JAYSMITH2000|url=http://members.cox.net:80/jmsmith8/photo.htm|title=Jaguar Photo Collection – My Photo Gallery|website=members.cox.net|date=January 2, 2004|access-date=March 23, 2019|archive-url=https://web.archive.org/web/20040823140032/http://members.cox.net/jmsmith8/photo.htm|archive-date=August 23, 2004|url-status=dead}}</ref><ref>{{cite web| last=Buchanan| first=Adam| title=Incredibly Rare Working Prototype 'Atari Jaguar Virtual Reality Headset' Hardware Surfaces on eBay|url=http://www.retrocollect.com/News/incredibly-rare-working-prototype-atari-jaguar-virtual-reality-headset-hardware-surfaces-on-ebay.html|website=retrocollect.com|date=January 23, 2015|access-date=March 23, 2019|archive-date=March 23, 2019|archive-url=https://web.archive.org/web/20190323200514/http://www.retrocollect.com/News/incredibly-rare-working-prototype-atari-jaguar-virtual-reality-headset-hardware-surfaces-on-ebay.html|url-status=live}}</ref>
[[Taito]] has released several arcade [[Video game sequel|sequels]]. The first was ''[[Space Invaders Part II]]'' in 1979;<ref>{{cite web |title=Space Invaders Part II |url=http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1036| website=The Arcade Flyer Archive |publisher=[[Killer List of Videogames]] |access-date=September 27, 2011 |archive-date=July 8, 2014 |archive-url=https://web.archive.org/web/20140708165320/http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1036 |url-status=live }}</ref><ref>{{cite web| last=Davies| first=Jonti| title=Space Invaders Pocket| url=http://uk.psp.gamespy.com/playstation-portable/space-invaders-pocket/614422p1.html|website=[[GameSpy]]| access-date=September 27, 2011| date=May 16, 2005| url-status=dead| archive-url=https://web.archive.org/web/20120331231442/http://uk.psp.gamespy.com/playstation-portable/space-invaders-pocket/614422p1.html| archive-date=March 31, 2012}}</ref> it featured color graphics, an [[attract mode]], new gameplay elements, and added an [[Cut scene|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">[http://www.arcade-museum.com/game_detail.php?game_id=12743 Space Invaders Deluxe] {{Webarchive|url=https://web.archive.org/web/20101225045946/http://arcade-museum.com/game_detail.php?game_id=12743 |date=December 25, 2010 }}, 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>{{cite web| title=The Definitive Space Invaders| url=http://www.nowgamer.com/features/894697/the_definitive_space_invaders_part_1.html| website =NowGamer| access-date=September 30, 2011| date=January 19, 2009| archive-date=July 14, 2014| archive-url=https://web.archive.org/web/20140714114148/http://www.nowgamer.com/features/894697/the_definitive_space_invaders_part_1.html| url-status=live}}</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 arcade cabinet|cocktail-table format]] with very fast alien firing and a competitive [[Two-player game|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 {{'}}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 (video game)|Space Raiders]]'', a [[third-person shooter]] reminiscent of ''Space Invaders''.<ref>{{cite web| url=https://www.gamespot.com/games/space-raiders-2002/| title=Space Raiders: Release Summary |website=[[GameSpot]] |access-date=April 30, 2008| url-status=live| archive-url=https://web.archive.org/web/20090317105157/http://www.gamespot.com/gamecube/action/spaceraiders/similar.html?mode=versions |archive-date=March 17, 2009 }}</ref><ref>{{cite book |editor-first = Rico| editor-last = Komanoya| title=Japanese Game Graphics: Behind the Scenes of Your Favorite Games| year=2004| publisher=Harper Design International| location=New York, New York, United States| isbn=0-06-056772-4|pages=116–121| chapter=[[Space Raiders (video game)|Space Raiders]]}}</ref>


''Space Invaders'' and its related games have been included in [[video game compilation]]s. ''[[Space Invaders Anniversary]]'' was released in 2003 for the [[PlayStation 2]] and included nine ''Space Invader'' variants.<ref>{{cite web| url=http://www.gamespot.com/ps2/action/spaceinvadersanniversary/news.html?sid=6086826| title=Empire signs Space Invaders titles| last=Calvert| first = Justin| website=[[GameSpot]]| date=January 22, 2004| access-date=May 10, 2008| archive-date=March 17, 2009| archive-url=https://web.archive.org/web/20090317105202/http://www.gamespot.com/ps2/action/spaceinvadersanniversary/news.html?sid=6086826| url-status=live}}</ref> A similar game for the PlayStation Portable, ''[[Space Invaders Pocket]]'', was released in 2005.<ref>{{cite web| url=https://www.ign.com/articles/2005/05/13/boot-to-the-head-for-bootleggers| title=Boot to the Head for Bootleggers| website=[[IGN]]| author=Nix| date=May 12, 2005| access-date=June 7, 2008| archive-date=May 12, 2009| archive-url=https://web.archive.org/web/20090512222832/http://psp.ign.com/articles/613/613267p1.html| url-status=live}}</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>{{cite web| url=http://www.2sega.com/corporate/corporate.php?item=pr_20051025c |title=Sega and Empire Interactive Launch Taito Legends for PlayStation 2, Xbox, PC |website=[[Sega]] |date=October 25, 2005 |access-date=May 5, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090512103357/http://www.2sega.com/corporate/corporate.php?item=pr_20051025c |archive-date=May 12, 2009}}</ref><ref>{{cite web| url=http://www.gamespot.com/ps2/action/taitolegends/news.html?sid=6133138 |title=Sega goes old school with Taito| last =Surette| first = Tim| website=[[GameSpot]]| date=August 13, 2005| access-date=May 10, 2008| archive-date=March 17, 2009|archive-url=https://web.archive.org/web/20090317105145/http://www.gamespot.com/ps2/action/taitolegends/news.html?sid=6133138| url-status=live}}</ref> ''Super Space Invaders '91'', ''Space Invaders DX'', and ''Space Invaders {{'}}95'' were included in ''[[Taito Legends 2]]'', a sequel compilation released in 2006.<ref>{{cite web| url=https://www.gamespot.com/articles/more-taito-legends-headed-to-us/1100-6168839/| title=More Taito Legends headed to US| last = Sinclair| first = Brendan| website=[[GameSpot]]| date=April 10, 2007| access-date=May 10, 2008| archive-date=May 13, 2008| archive-url=https://web.archive.org/web/20080513034652/http://www.gamespot.com/news/6168839.html| url-status=live}}</ref>
''Space Invaders'' and its related games have been included in [[video game compilation]]s. ''[[Space Invaders Anniversary]]'' was released in 2003 for the [[PlayStation 2]] and included nine ''Space Invader'' variants.<ref>{{cite web| url=http://www.gamespot.com/ps2/action/spaceinvadersanniversary/news.html?sid=6086826| title=Empire signs Space Invaders titles| last=Calvert| first = Justin| website=[[GameSpot]]| date=January 22, 2004| access-date=May 10, 2008| archive-date=March 17, 2009| archive-url=https://web.archive.org/web/20090317105202/http://www.gamespot.com/ps2/action/spaceinvadersanniversary/news.html?sid=6086826| url-status=live}}</ref> A similar game for the PlayStation Portable, ''[[Space Invaders Pocket]]'', was released in 2005.<ref>{{cite web| url=https://www.ign.com/articles/2005/05/13/boot-to-the-head-for-bootleggers| title=Boot to the Head for Bootleggers| website=[[IGN]]| author=Nix| date=May 12, 2005| access-date=June 7, 2008| archive-date=May 12, 2009| archive-url=https://web.archive.org/web/20090512222832/http://psp.ign.com/articles/613/613267p1.html| url-status=live}}</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>{{cite web| url=http://www.2sega.com/corporate/corporate.php?item=pr_20051025c |title=Sega and Empire Interactive Launch Taito Legends for PlayStation 2, Xbox, PC |website=[[Sega]] |date=October 25, 2005 |access-date=May 5, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090512103357/http://www.2sega.com/corporate/corporate.php?item=pr_20051025c |archive-date=May 12, 2009}}</ref><ref>{{cite web| url=http://www.gamespot.com/ps2/action/taitolegends/news.html?sid=6133138 |title=Sega goes old school with Taito| last =Surette| first = Tim| website=[[GameSpot]]| date=August 13, 2005| access-date=May 10, 2008| archive-date=March 17, 2009|archive-url=https://web.archive.org/web/20090317105145/http://www.gamespot.com/ps2/action/taitolegends/news.html?sid=6133138| url-status=live}}</ref> ''Super Space Invaders '91'', ''Space Invaders DX'', and ''Space Invaders {{'}}95'' were included in ''[[Taito Legends 2]]'', a sequel compilation released in 2006.<ref>{{cite web| url=https://www.gamespot.com/articles/more-taito-legends-headed-to-us/1100-6168839/| title=More Taito Legends headed to US| last = Sinclair| first = Brendan| website=[[GameSpot]]| date=April 10, 2007| access-date=May 10, 2008| archive-date=May 13, 2008| archive-url=https://web.archive.org/web/20080513034652/http://www.gamespot.com/news/6168839.html| url-status=live}}</ref>


===Industry impact===
===Industry impact===
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">{{cite web |url=http://games.ign.com/articles/840/840621p1.html |archive-url=https://web.archive.org/web/20071211223739/http://games.ign.com/articles/840/840621p1.html |url-status=dead |archive-date=December 11, 2007 |title=IGN's Top 10 Most Influential Games |website=[[IGN]] |author=Geddes, Ryan |author2=Hatfield, Daemon |date=December 10, 2007 |access-date=July 11, 2008}}</ref><ref>{{cite book| editor-first=Craig| editor-last= Glenday| title=Guinness World Records Gamer's Edition 2008| series=[[Guinness World Records]]| date=March 11, 2008| publisher=Guinness| isbn=978-1-904994-21-3| page=88| chapter=Record Breaking Games: Shooting Games| chapter-url=https://archive.org/details/guinnessworldrec00guin_0 |url=https://archive.org/details/guinnessworldrec00guin_0/page/88}}</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">{{cite web |url=http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm |title=The Gamespy Hall of Fame: Space Invaders |publisher=[[GameSpy]] |author=Kevin Bowen |access-date=January 27, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20080408152913/http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm |archive-date=April 8, 2008 }}</ref><ref name="GWR08-2" /><ref name="IGN-10" /> being the first to [[Saved game|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">{{cite news |title=スペースインベーダー・今明かす開発秘話――開発者・西角友宏氏、タイトー・和田洋一社長対談 |trans-title=Space Invader, Development Secret Story Revealed Now―Interview With Developer Tomohiro Nishikado, Taito President Yoichi Wada |url=http://trendy.nikkeibp.co.jp/article/special/20080318/1008218/ |access-date=May 3, 2021 |work=[[The Nikkei]] |date=March 21, 2008 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20080323064622/http://trendy.nikkeibp.co.jp/article/special/20080318/1008218/ |archive-date=March 23, 2008}}
Video game journalist David McCarthy considered ''Space Invaders'' an early game that helped shape the wider shooter genre.<ref>{{cite book| editor-first=Craig| editor-last= Glenday| title=Guinness World Records Gamer's Edition 2008| series=[[Guinness World Records]]| date=March 11, 2008| publisher=Guinness| isbn=978-1-904994-21-3| page=88| chapter=Record Breaking Games: Shooting Games |url=https://archive.org/details/guinnessworldrec00guin_0/page/88}}</ref> In listing the game as one of the ten most influential games, ''IGN''{{'}}s Ryan Geddes and Daemon Hatfield credited ''Space Invaders'' for introducing design elements that have since become common place in the industry. The two attributed the popularity of shooting-endless-waves-of-enemies gameplay to the creation of the shoot 'em up subgenre, citing titles like ''[[Galaga]]'', ''[[Centipede (video game)|Centipede]]'', and ''[[Ikaruga]]'' as part of its lineage.<ref name="IGN-10">{{cite web| url=https://www.ign.com/articles/2007/12/11/igns-top-10-most-influential-games|archive-url=https://web.archive.org/web/20071211223739/http://games.ign.com/articles/840/840621p1.html| url-status=live| archive-date=December 11, 2007| title=IGN's Top 10 Most Influential Games| website=[[IGN]]| last1 =Geddes| first1 = Ryan|last2 =Hatfield| first2 = Daemon| date=December 10, 2007| access-date=July 11, 2008}}</ref> Kevin Bowen of ''GameSpy'' wrote similar observations, note that numerous titles, like ''Galaga'' and ''[[Gradius]]'', have been influenced by the gameplay established by ''Space Invaders''.<ref name="GS-SI-Hall">{{cite web| url=http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| title=The Gamespy Hall of Fame: Space Invaders| website=[[GameSpy]]| first =Kevin| last = Bowen| access-date=January 27, 2010| url-status=dead|archive-url=https://web.archive.org/web/20080408152913/http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| archive-date=April 8, 2008}}</ref> Writing for ''1UP.com'', Benj Edwards also credited it for spawning the shoot 'em up subgenre, which was very prominent in Japan during the 1980s and early 1990s. He noted that though there were several notable shooting games before it, ''Space Invaders'' "put it all together" in way unseen before.<ref name="1UP-10things" /> While several publications have credited the game for introducing the concept of saving high scores, [[Guinness World Records]] recognizes the 1976 arcade game ''[[Sea Wolf (video game)|Sea Wolf]]'' as the first to implement the feature.<ref name="IGN-10"/><ref name="GS-SI-Hall"/><ref name="GWR08-2" /> McCarthy noted that players competed to achieve the highest score for ''Space Invaders'', even decades after its release, and its sequels.<ref name="GWR08-2" />
*{{cite web |title=Space Invaders – 30th Anniversary Developer Interview |url=http://shmuplations.com/spaceinvaders/ |website=Shmuplations}}</ref> and in contrast to earlier arcade games which often had a timer, ''Space Invaders'' introduced the "concept of going [[Level (video games)|round]] after round."<ref name="SDR">{{cite news|url=https://www.sandiegoreader.com/news/1982/jul/15/cover-exactly-zaxxon/|title=San Diego's Gremlin: how video games work|work=[[San Diego Reader]]|date=July 15, 1982|access-date=October 25, 2020|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222922/https://www.sandiegoreader.com/news/1982/jul/15/cover-exactly-zaxxon/|url-status=live}}</ref> It was also the first game where players were given multiple [[Life (video games)|lives]],<ref>{{cite book| title=Arcade Mania: The Turbo-charged World of Japan's Game Centers| first1=Brian| last1 = Ashcraft| first2=Jean| last2 = Snow| name-list-style=amp| publisher=[[Kodansha International]]| year=2008| isbn=978-4-7700-3078-8| url=https://books.google.com/books?id=wX8kAQAAIAAJ| access-date=May 1, 2011| quote=''Space Invaders'' offered a novelty: players had three lives. Those who got good at the game could play for as long as they could keep from being blown to bits.}}</ref> had to repel hordes of enemies,<ref name="1UP-10things" /> could [[Cover system|take cover]] from enemy fire, and use [[Destructible environment|destructible]] barriers,<ref>{{cite web |author=Brian Ashcraft |url=http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade |title=How Cover Shaped Gaming's Last Decade |publisher=[[Kotaku]] |date=January 20, 2010 |access-date=March 26, 2011 |archive-date=June 30, 2017 |archive-url=https://web.archive.org/web/20170630080500/http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade |url-status=live }}</ref> in addition to being the first game to use a continuous [[Video game music|background soundtrack]], with four simple [[diatonic]] descending [[bass note]]s repeating in a [[Loop (music)|loop]], which was [[Dynamic music|dynamic]] and [[Tempo|changed pace]] during stages,<ref>{{Cite book |title=From Pac-Man to pop music: interactive audio in games and new media |author=Karen Collins |publisher=[[Ashgate Publishing|Ashgate]] |year=2008 |isbn=978-0-7546-6200-6 |url=https://books.google.com/books?id=lFEYAQAAIAAJ |access-date=April 8, 2011 |page=2}}</ref> like a [[Heart sounds|heartbeat sound]] that increases pace as enemies approached.<ref name="Barton-232" />
 
''Space Invaders'' popularized a more interactive style of [[gameplay]], with the enemies responding to the player-controlled cannon's movement.<ref name="RG-3" />  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">{{cite news |title=スペースインベーダー・今明かす開発秘話――開発者・西角友宏氏、タイトー・和田洋一社長対談 |trans-title=Space Invader, Development Secret Story Revealed Now―Interview With Developer Tomohiro Nishikado, Taito President Yoichi Wada |url=http://trendy.nikkeibp.co.jp/article/special/20080318/1008218/ |access-date=May 3, 2021 |work=[[The Nikkei]] |date=March 21, 2008 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20080323064622/http://trendy.nikkeibp.co.jp/article/special/20080318/1008218/ |archive-date=March 23, 2008}}
*{{cite web |title=Space Invaders – 30th Anniversary Developer Interview |url=http://shmuplations.com/spaceinvaders/ |website=Shmuplations}}</ref> and in contrast to earlier arcade games which often had a timer, ''Space Invaders'' introduced the "concept of going [[Level (video games)|round]] after round."<ref name="SDR">{{cite news|url=https://www.sandiegoreader.com/news/1982/jul/15/cover-exactly-zaxxon/|title=San Diego's Gremlin: how video games work|work=[[San Diego Reader]]|date=July 15, 1982|access-date=October 25, 2020|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222922/https://www.sandiegoreader.com/news/1982/jul/15/cover-exactly-zaxxon/|url-status=live}}</ref> It was also the first game where players were given multiple [[Life (video games)|lives]],<ref>{{cite book| title=Arcade Mania: The Turbo-charged World of Japan's Game Centers| first1=Brian| last1 = Ashcraft| first2=Jean| last2 = Snow| name-list-style=amp| publisher=[[Kodansha International]]| year=2008| isbn=978-4-7700-3078-8| url=https://books.google.com/books?id=wX8kAQAAIAAJ| access-date=May 1, 2011| quote=''Space Invaders'' offered a novelty: players had three lives. Those who got good at the game could play for as long as they could keep from being blown to bits.}}</ref> could [[Cover system|take cover]] from enemy fire, and use [[Destructible environment|destructible]] barriers.<ref>{{cite web |author=Brian Ashcraft |url=http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade |title=How Cover Shaped Gaming's Last Decade |publisher=[[Kotaku]] |date=January 20, 2010 |access-date=March 26, 2011 |archive-date=June 30, 2017 |archive-url=https://web.archive.org/web/20170630080500/http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade |url-status=live }}</ref>
 
''Space Invaders'' helped action games become the dominant [[Video game genre|genre]] in arcades and on consoles.<ref>{{cite book |title=The cyberspace handbook |first=Jason |last=Whittaker |publisher=[[Routledge]] |year=2004 |isbn=0-415-16835-X |page=129}}</ref> ''Space Invaders'' set the template for the shoot 'em up genre.<ref name="1UP-50">{{cite web |title=Essential 50: Space Invaders |website=[[1UP.com]] |url=http://www.1up.com/features/essential-50-space-invaders |access-date=March 26, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20160108123019/http://www.1up.com/features/essential-50-space-invaders |archive-date=January 8, 2016}}</ref> Its worldwide success created a demand for a wide variety of [[science fiction]] games, inspiring the development of arcade games, such as [[Atari|Atari's]] ''[[Asteroids (video game)|Asteroids]]'',<ref name="eg_2_36">{{cite magazine| title=Players Guide To Electronic Science Fiction Games| magazine=[[Electronic Games]]| publisher = Reese Publishing Company, Inc.| location = New York, New York, United States| date=March 1982| volume=1| issue=2| author = Staff| pages=35–45|url=https://archive.org/details/ElectronicGames/Electronic%20Games%20Issue%202%20%28March%201982%29/page/n41/mode/1up |access-date=February 1, 2012}}</ref> [[Williams Electronics]]' ''[[Defender (video game)|Defender]]'', and [[Namco]]'s ''[[Galaxian]]'' and ''[[Galaga]]'', which were modeled after ''Space Invaders''{{'}} gameplay and design.<ref>{{cite web |url=http://www.gamespy.com/articles/493/493431p1.html |title=Hall of Fame: Galaxian and Galaga |author=Osborne, Scott |publisher=[[GameSpy]] |date=June 1, 2001 |access-date=April 30, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20071225124740/http://www.gamespy.com/articles/493/493431p1.html |archive-date=December 25, 2007}}</ref><ref>{{cite magazine| magazine=[[Retro Gamer]]| publisher = Imagine Publishing| location = Bournemouth, Dorset, United Kingdom| title=The Making of Defender| issue=55| pages=34–39| date=October 2008| issn = 1742-3155}}</ref> This influence could be said to extend to most shooting games released to the present day,<ref name="1UP-10things" /> including [[first-person shooter]]s (FPS) such as ''[[Wolfenstein]]'',<ref>{{cite book |title=Growing Up Postmodern: Neoliberalism and the War on the Young |first=Ronald |last=Strickland |publisher=[[Rowman & Littlefield]] |year=2002 |isbn=0-7425-1651-2 |pages=112–113 |url=https://books.google.com/books?id=oxsj7-aTN9IC&pg=PA112 |access-date=April 10, 2011}}</ref><ref>{{cite book |title=What Video Games Have to Teach Us About Learning and Literacy |first=James Paul |last=Gee |publisher=[[Palgrave Macmillan]] |year=2004 |isbn=1-4039-6538-2 |page=47 |url=https://books.google.com/books?id=BZIY7TGKySsC&pg=PA47 |access-date=April 10, 2011}}</ref> ''[[Doom (series)|Doom]]'',<ref>{{cite book |title=An Introduction to Games Studies: Games in Culture |first=Frans |last=Mäyrä |publisher=[[SAGE Publishing|SAGE]] |year=2008 |isbn=978-1-4129-3445-9 |url=https://books.google.com/books?id=iI0kAQAAIAAJ |access-date=April 10, 2011 |page=104 |quote=The gameplay of ''Doom'' is at its core familiar from the early classics like ''Space Invaders'' ... it presents the player with the clear and simple challenge of surviving while shooting everything that moves.}}</ref> ''[[Halo (series)|Halo]]''<ref>{{cite book |title=The Meaning of Video Games: Gaming and Textual Studies |first=Steven Edward |last=Jones |publisher=[[Taylor & Francis]] |year=2008 |isbn=978-0-415-96055-7 |pages=84–85 |url=https://books.google.com/books?id=N7ACHel_UxcC&pg=PA84 |access-date=April 10, 2011 |quote=The developers of ''Halo'' are aware of their own place in gaming history, and one of them once joked that their game could be seen as "''Space Invaders'' in a tube." The joke contains a double-edged insight: on the one hand, Halo is first and finally about shooting aliens; on the other hand, even the 1978 2-D arcade shooter, Space Invaders, designed by Tomohiro Nishikado for the company Taito, is more interesting than that would suggest.}}</ref> and ''[[Call of Duty]]''.<ref>{{cite web| website=GameSetWatch |date=November 16, 2010 |title=No More Russian – Infinity Ward's ''Modern Warfare 2'', One Year On| first=Simon| last = Carles| url=http://www.gamesetwatch.com/2010/11/no_more_russian_infinity_wards.php |access-date=April 9, 2011 |archive-date=November 22, 2010 |archive-url=https://web.archive.org/web/20101122170415/http://www.gamesetwatch.com/2010/11/no_more_russian_infinity_wards.php |url-status=dead }}</ref> ''Space Invaders'' also influenced other genres, including [[maze games]] such as [[Sega]]/[[Gremlin Industries|Gremlin]]'s ''[[Head On (video game)|Head On]]'' (1979) which adopted the concept of "going round after round" instead of a timer.<ref name="SDR"/> According to Alexander Smith, by "allowing targets to attack the player and eliminating the timer, Nishikado created a new paradigm in video games."<ref>{{cite book| last =Smith| first =Alexander| title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982| date=November 19, 2019| publisher=[[CRC Press]]| isbn=978-0-429-75261-2|page=391| url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT391}}</ref> Miyamoto said ''Space Invaders'' had revolutionized the [[video game industry]].<ref name="Shigeru" /> [[Eugene Jarvis]] stated 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">{{cite magazine| author=Obsessions|url=https://www.wired.com/2013/12/eugene-jarvis-pioneer/ |title=This Game Industry Pioneer Never Gave Up on the Video Arcade |magazine=WIRED |date=December 18, 2013| access-date=September 15, 2016 |archive-date=January 30, 2018 |archive-url=https://web.archive.org/web/20180130200802/https://www.wired.com/2013/12/eugene-jarvis-pioneer/| url-status=live}}</ref> and that many games "still rely on the multiple [[Life (video games)|life]], progressively difficult [[Level (video games)|level]] paradigm" of ''Space Invaders''.<ref>{{cite book| editor-first = James| editor-last = Hague |chapter=Eugene Jarvis |title-link=Halcyon Days (book) |title=Halcyon Days: Interviews with Classic Computer and Video Game Programmers |date=1997 |publisher=Dadgum Games |chapter-url=https://dadgum.com/halcyon/BOOK/JARVIS.HTM |url-status=live |archive-url=https://web.archive.org/web/20020622145031/http://dadgum.com/halcyon/BOOK/JARVIS.HTM |archive-date=June 22, 2002 |access-date=May 18, 2021}}</ref>  


[[Video game developer|Game developers]] including [[Shigeru Miyamoto]] (creator of the franchises ''[[Donkey Kong]]'', ''[[Mario (franchise)|Mario]]'', and ''[[The Legend of Zelda]]''),<ref name="Shigeru">{{cite magazine|url=http://www.time.com/time/magazine/article/0,9171,1645158,00.html|title=10 Questions for Shigeru Miyamoto|author=Sayre, Carolyn|date=July 19, 2007|magazine=Time|archive-url=https://web.archive.org/web/20070826025748/http://www.time.com/time/magazine/article/0%2C9171%2C1645158%2C00.html|archive-date=August 26, 2007|url-status=dead|access-date=September 4, 2007}}</ref> [[Hideo Kojima]] (''[[Metal Gear]]''),<ref>{{cite web|url=https://www.theatlantic.com/entertainment/archive/2012/03/the-things-that-made-the-man-who-made-metal-gear/254831/|title=How Hideo Kojima Became a Legendary Video-Game Designer|last=Snyder|first=Daniel D.|date=March 21, 2012|work=[[The Atlantic]]|access-date=March 22, 2012}}</ref> [[Satoshi Tajiri]] (''[[Pokémon]]''),<ref>{{cite news |last1=Petit |first1=Carolyn |title=This 2004 Interview With The Creator Of Pokémon Is Full Of Details I Love |url=https://kotaku.com/this-2004-interview-with-the-creator-of-pokemon-is-full-1847495348 |access-date=November 16, 2021 |work=[[Kotaku]] |date=August 16, 2021 |language=en-us |archive-date=November 16, 2021 |archive-url=https://web.archive.org/web/20211116010111/https://kotaku.com/this-2004-interview-with-the-creator-of-pokemon-is-full-1847495348 |url-status=live }}</ref> and [[John Romero]] and [[John Carmack]] (both ''[[Doom (franchise)|Doom]])'' have cited ''Space Invaders'' as their introduction to video games.<ref>[http://www.retrogamer.net/profiles/developer/john-romero/ JOHN ROMERO] {{Webarchive|url=https://web.archive.org/web/20211022063046/http://www.retrogamer.net/profiles/developer/john-romero/ |date=October 22, 2021 }}, ''[[Retro Gamer]]'', issue 75</ref><ref>[http://www.bethblog.com/2011/01/26/all-the-rage-john-carmack/ All the RAGE: John Carmack] {{Webarchive|url=https://web.archive.org/web/20170320052321/http://www.bethblog.com/2011/01/26/all-the-rage-john-carmack/ |date=March 20, 2017 }}, [[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>{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=November 19, 2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2 |page=391 |url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT391}}</ref> It also inspired [[Eugene Jarvis]] (''[[Defender (video game)|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">{{cite magazine |author=Obsessions |url=https://www.wired.com/2013/12/eugene-jarvis-pioneer/ |title=This Game Industry Pioneer Never Gave Up on the Video Arcade |magazine=WIRED |date=December 18, 2013 |access-date=September 15, 2016 |archive-date=January 30, 2018 |archive-url=https://web.archive.org/web/20180130200802/https://www.wired.com/2013/12/eugene-jarvis-pioneer/ |url-status=live }}</ref> and that many games "still rely on the multiple [[Life (video games)|life]], progressively difficult [[Level (video games)|level]] paradigm" of ''Space Invaders''.<ref>{{cite book| editor-first = James| editor-last = Hague |chapter=Eugene Jarvis |title-link=Halcyon Days (book) |title=Halcyon Days: Interviews with Classic Computer and Video Game Programmers |date=1997 |publisher=Dadgum Games |chapter-url=https://dadgum.com/halcyon/BOOK/JARVIS.HTM |url-status=live |archive-url=https://web.archive.org/web/20020622145031/http://dadgum.com/halcyon/BOOK/JARVIS.HTM |archive-date=June 22, 2002 |access-date=May 18, 2021}}</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 artifact, no less than the silent films of the early twentieth century or early printed books."<ref>{{Cite news|url=https://www.bbc.co.uk/news/technology-22714047|title=Space Invaders keeps on blasting|last=Betters|first=Elyse|date=May 31, 2013|work=BBC News|access-date=June 8, 2018|language=en-GB|archive-date=January 10, 2014|archive-url=https://web.archive.org/web/20140110085711/http://www.bbc.co.uk/news/technology-22714047|url-status=live}}</ref>
{{Listen| filename = Space Invaders Music.ogg| header = Recording of ''Space Invaders''{{'}} music, as heard during gameplay| title = ''Space Invaders'' music| description = The game's signature looping four-note bassline has been recognized as an early innovation in video game music}}


[[Edge (magazine)|''Edge'']] attributed the shift of games from [[Bar (establishment)|bar]]s and [[amusement arcade]]s to more mainstream locations, such as restaurants and [[department store]]s, to ''Space Invaders''.<ref>{{cite magazine|url=http://www.next-gen.biz/features/30-defining-moments-gaming|title=The 30 Defining Moments in Gaming|author=Edge Staff|date=August 13, 2007|magazine=[[Edge (magazine)|Edge]]|archive-url=https://web.archive.org/web/20111029232528/http://www.next-gen.biz/features/30-defining-moments-gaming|archive-date=October 29, 2011|url-status=dead|access-date=September 18, 2008}}</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" />
Noting its impact, music scholar Andrew Schartmann wrote that the fundamental techniques ''Space Invaders'' introduced shaped the industry and that the game's immense popularity facilitated a widespread adoption of those techniques. Prior to ''Space Invaders'', music typically played during introductions or closings. Its continuously [[Loop (music)|looped music]] plays during gameplay while the game's interactions generate sound effects, which together Schartmann described as a "rich sonic landscape". He further noted that while the four-note loop seemed "pedestrian", its ability to stir a reaction from players moved video games closer to an art form. Schartmann acknowledged how the title's changing tempo popularized variability in game music; developers later applied the strategy to pitch, rhythm, form, and other parameters to accommodate nonlinear aspect of games.<ref name="MaestroMario">{{cite book| title = Maestro Mario| publisher = [[Thought Catalog]]| location = Brooklyn, New York, United States| year = 2013| first = Schartmann| last = Andrew| url = http://thoughtcatalog.com/book/maestro-mario-how-nintendo-transformed-videogame-music-into-an-art/| archive-url=https://web.archive.org/web/20130823064005/http://thoughtcatalog.com/book/maestro-mario-how-nintendo-transformed-videogame-music-into-an-art/| archive-date=August 23, 2013| url-status=dead}}</ref> Karen Collins, a professor of interactive media, echoed similar statements, noting that the combination of introducing continuous [[Video game music|background music]] and [[Adaptive music|dynamically changing]] its pace during gameplay was a worthy milestone.<ref name="pac-man-to-pop">{{Cite book| title=From Pac-Man to Pop Music| first=Karen| last = Collins| publisher=[[Ashgate Publishing|Ashgate]]| year=2008| page=2| isbn=978-0-7546-6200-6| doi = 10.4324/9781351217743| url=https://books.google.com/books?id=lFEYAQAAIAAJ |access-date=April 8, 2011}}</ref> ''[[Next Generation (magazine)|Next Generation]]'' editor Neil West also cited ''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>{{cite magazine| last=West| first=Neil| date=November 1997| title=The Way Games Ought to Be...: Great Videogame Art (with No Pictures)| url=https://archive.org/details/NEXT_Generation_35/page/n157/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]| publisher = Imagine Media| location = Brisbane, California, United States| issue=35| page=157| issn = 1078-9693}}</ref> [[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. He echoed West's assessment, commenting that the simple beats increased the player's heart rate—instilling a sense of panic—as the invaders approached the bottom of the screen.<ref name="NPR-VGMusic" /> In describing the audio's increasing pace, video game journalist and historian Bill Loguidice likened the background music to the [[Heart sounds|sound of a heartbeat]]. He noted that the effect carried forward into other games; for example, ''[[Dungeons of Daggorath]]'' features a similar [[Heart sounds|heartbeat sound]] to indicate [[Health (gaming)|player health]].<ref name="Barton-232">{{cite book|title=Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time| first1 =Bill| last1 = Loguidice| first2=Matt| last2 = Barton |name-list-style=amp| publisher=[[Focal Press]]| year=2009| isbn=978-0-240-81146-8| page=232| url=https://books.google.com/books?id=M_bFdsP9L7oC&pg=PA232| access-date=May 1, 2011}}</ref>
 
{{Quote box| quote = "''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 artifact, no less than the silent films of the early twentieth century or early printed books."| width=35%| source = Video game developer [[Warren Spector]] on ''Space Invaders''{{'}} industry impact<ref>{{Cite news|url=https://www.bbc.co.uk/news/technology-22714047|title=Space Invaders keeps on blasting|last=Betters|first=Elyse|date=May 31, 2013|work=BBC News|access-date=June 8, 2018|language=en-GB|archive-date=January 10, 2014|archive-url=https://web.archive.org/web/20140110085711/http://www.bbc.co.uk/news/technology-22714047|url-status=live}}</ref>
}}


The Space Invaders Tournament, held by Atari in 1980 and won by [[Rebecca Heineman]],<ref>{{cite web |title=It is 1980 and the National Space Invader's Tournament Finals is Approaching… |url=http://www.retroist.com/2013/05/20/it-is-1980-and-the-national-space-invaders-tournament-finals-is-approaching |website=Retroist.com |date=May 20, 2013 |access-date=July 31, 2014 |archive-url=https://web.archive.org/web/20140808154915/http://www.retroist.com/2013/05/20/it-is-1980-and-the-national-space-invaders-tournament-finals-is-approaching/ |archive-date=August 8, 2014 |url-status=dead }}</ref> was the first [[electronic sports]] event, and attracted more than 10,000 participants, establishing [[Video game culture|video gaming]] as a mainstream hobby.<ref name="eg_2_36" /> The [[Electronic Games|Arcade Awards]] ceremony was created that same year to honor the best video games, with ''Space Invaders'' winning the first [[List of Game of the Year awards|Game of the Year]] award.<ref name="award">{{cite magazine |title=The Arcade Awards |magazine=Electronic Games |date=Winter 1981 |volume=1 |issue=1 |pages=38–9 |url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |access-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf |archive-date=March 19, 2012 |url-status=live }}</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>{{cite news |last=Horwitz |first=Jeremy |title=Technology: Mortal Apathy? |url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html |access-date=March 4, 2012 |newspaper=[[The New York Times]] |date=July 8, 2002 |archive-date=October 3, 2013 |archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2 |url-status=live }}</ref> Considered "the first '[[Blockbuster (entertainment)|blockbuster]]' video game", ''Space Invaders'' became synonymous with video games worldwide for some time.<ref>{{cite book|first = Chris| last = Kohler |year=2005 |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |page=18 |publisher=[[BradyGames]] |isbn=0-7440-0424-1}}</ref>
Several [[Video game developer|game developers]] have cited ''Space Invaders'' as their introduction to video games. [[Shigeru Miyamoto]]—the creator of ''[[Donkey Kong]]'', ''[[Mario (franchise)|Mario]]'', and ''[[The Legend of Zelda]]''—commented that before seeing it he was not interested in video games and had never considered pursuing video games as a profession.<ref name="Shigeru">{{cite web|url=http://www.time.com/time/magazine/article/0,9171,1645158,00.html|title=10 Questions for Shigeru Miyamoto|author=Sayre, Carolyn|date=July 19, 2007| website=[[Time (magazine)|Time]]| publisher = Time Warner| archive-url=https://web.archive.org/web/20070826025748/http://www.time.com/time/magazine/article/0%2C9171%2C1645158%2C00.html| archive-date=August 26, 2007| url-status=dead| access-date=September 4, 2007}}</ref> In response to Miyamoto's acknowledgement, Geddes and Hatfield noted that the franchises he created were possible because of ''Space Invaders''{{'}} influence.<ref name="IGN-10" /> During his time in [[Middle school|junior high school]], ''[[Pokémon]]'' creator [[Satoshi Tajiri]] felt inspired to make a ''Space Invaders'' sequel after playing it.<ref>{{cite web| last =Petit| first=Carolyn| title=This 2004 Interview With The Creator Of Pokémon Is Full Of Details I Love| url=https://kotaku.com/this-2004-interview-with-the-creator-of-pokemon-is-full-1847495348| access-date=November 16, 2021| website=[[Kotaku]]| date=August 16, 2021| archive-date=November 16, 2021| archive-url=https://web.archive.org/web/20211116010111/https://kotaku.com/this-2004-interview-with-the-creator-of-pokemon-is-full-1847495348| url-status=live}}</ref> While [[Hideo Kojima]], creator of ''[[Metal Gear]]'', played ''[[Pong]]'' as a child, he cites ''Space Invaders'' as the first game that "pulled him in". When recalling the game's early media coverage, he expressed how impressed he was at the time with the game's existence.<ref>{{cite news| url=https://www.theatlantic.com/entertainment/archive/2012/03/the-things-that-made-the-man-who-made-metal-gear/254831/|title=How Hideo Kojima Became a Legendary Video-Game Designer|last=Snyder| first=Daniel D.| date=March 21, 2012| work=[[The Atlantic]]| access-date=March 22, 2012| archive-url=https://web.archive.org/web/20120323215936/https://www.theatlantic.com/entertainment/archive/2012/03/the-things-that-made-the-man-who-made-metal-gear/254831/| archive-date = 2012-03-23}}</ref> [[Eugene Jarvis]] began his career at Williams Electronics developing pinball games but decided to pursue arcade games after seeing ''Space Invader''{{'}} gameplay, leading him to work on ''Defender'', Williams' first arcade game.<ref name="wired1">{{cite magazine| author=Obsessions|url=https://www.wired.com/2013/12/eugene-jarvis-pioneer/ |title=This Game Industry Pioneer Never Gave Up on the Video Arcade |magazine=WIRED |date=December 18, 2013| access-date=September 15, 2016 |archive-date=January 30, 2018 |archive-url=https://web.archive.org/web/20180130200802/https://www.wired.com/2013/12/eugene-jarvis-pioneer/| url-status=live}}</ref><ref name="halcyon-days_jarvis">{{cite book| editor-first = James| editor-last = Hague |chapter=Eugene Jarvis |title-link=Halcyon Days (book) |title=Halcyon Days: Interviews with Classic Computer and Video Game Programmers |date=1997 |publisher=Dadgum Games |chapter-url=https://dadgum.com/halcyon/BOOK/JARVIS.HTM |url-status=live |archive-url=https://web.archive.org/web/20020622145031/http://dadgum.com/halcyon/BOOK/JARVIS.HTM |archive-date=June 22, 2002 |access-date=May 18, 2021}}</ref> He further 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.<ref name="halcyon-days_jarvis"/> The two creators of ''[[Doom (franchise)|Doom]]'', [[John Romero]] and [[John Carmack]], have also named it as their introduction to video games.<ref name="retro-gamer-75_romero">{{cite magazine| title = In The Chair Special With... John Romero| magazine = [[Retro Gamer]]| publisher = Imagine Publishing, Ltd.| location = Bournemouth, Dorset, United Kingdom| issue = 75| year = 2010| page = 78| issn = 1742-3155| url = http://www.retrogamer.net/profiles/developer/john-romero/| archive-url=https://web.archive.org/web/20211022063046/http://www.retrogamer.net/profiles/developer/john-romero/| archive-date=October 22, 2021}}</ref><ref>{{cite web| url = http://www.bethblog.com/2011/01/26/all-the-rage-john-carmack/| title = All the RAGE: John Carmack| website = [[Bethesda Softworks]]| archive-url=https://web.archive.org/web/20170320052321/http://www.bethblog.com/2011/01/26/all-the-rage-john-carmack/ | archive-date=March 20, 2017}}</ref> Romero commented that he thought games like ''Space Invaders'' and ''[[Targ (video game)|Targ]]'' were "cool" because they were not limited by physical materials like pinball and electromagnetic games and felt they opened up creative possibilities.<ref name="retro-gamer-75_romero"/> Writing for ''[[The Observer]]'', Giles Richards attributed the popularity of the game's home console versions to encouraging users to learn programming, many of which later becoming industry leaders.<ref name="guardian" />


''Space Invaders'' helped action games become the dominant [[Video game genre|genre]] in arcades and on consoles.<ref>{{cite book |title=The cyberspace handbook |first=Jason |last=Whittaker |publisher=[[Routledge]] |year=2004 |isbn=0-415-16835-X |page=129}}</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">{{cite web|url=http://retro.ign.com/articles/865/865346p1.html|title=Top 10 Classic Shoot 'Em Ups|author=Buchanan, Levi|date=April 8, 2008|website=[[IGN]]|access-date=September 7, 2008|archive-date=September 24, 2008|archive-url=https://web.archive.org/web/20080924201901/http://retro.ign.com/articles/865/865346p1.html|url-status=live}}</ref> ''Space Invaders'' set the template for the shoot 'em up genre.<ref name="1UP-50">{{cite web |title=Essential 50: Space Invaders |website=[[1UP.com]] |url=http://www.1up.com/features/essential-50-space-invaders |access-date=March 26, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20160108123019/http://www.1up.com/features/essential-50-space-invaders |archive-date=January 8, 2016}}</ref> Its worldwide success created a demand for a wide variety of [[science fiction]] games, inspiring the development of arcade games, such as [[Atari|Atari's]] ''[[Asteroids (video game)|Asteroids]]'',<ref name="eg_2_36">{{cite magazine|title=Players Guide To Electronic Science Fiction Games |magazine=[[Electronic Games]] |date=March 1982 |volume=1 |issue=2 |pages=35–45 [36] |url=https://archive.org/stream/electronic-games-magazine-1982-03/Electronic_Games_Issue_02_Vol_01_02_1982_Mar#page/n35/mode/1up |access-date=February 1, 2012}}</ref> [[Williams Electronics]]' ''[[Defender (video game)|Defender]]'', and [[Namco]]'s ''[[Galaxian]]'' and ''[[Galaga]]'', which were modeled after ''Space Invaders''{{'}} gameplay and design.<ref>{{cite web |url=http://www.gamespy.com/articles/493/493431p1.html |title=Hall of Fame: Galaxian and Galaga |author=Osborne, Scott |publisher=[[GameSpy]] |date=June 1, 2001 |access-date=April 30, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20071225124740/http://www.gamespy.com/articles/493/493431p1.html |archive-date=December 25, 2007}}</ref><ref>{{cite magazine| magazine=[[Retro Gamer]]| publisher = Imagine Publishing| location = Bournemouth, Dorset, United Kingdom| title=The Making of Defender| issue=55| pages=34–39| date=October 2008| issn = 1742-3155}}</ref> This influence could be said to extend to most shooting games released to the present day,<ref name="1UP-10things" /> including [[first-person shooter]]s (FPS) such as ''[[Wolfenstein]]'',<ref>{{cite book |title=Growing Up Postmodern: Neoliberalism and the War on the Young |first=Ronald |last=Strickland |publisher=[[Rowman & Littlefield]] |year=2002 |isbn=0-7425-1651-2 |pages=112–113 |url=https://books.google.com/books?id=oxsj7-aTN9IC&pg=PA112 |access-date=April 10, 2011}}</ref><ref>{{cite book |title=What Video Games Have to Teach Us About Learning and Literacy |first=James Paul |last=Gee |publisher=[[Palgrave Macmillan]] |year=2004 |isbn=1-4039-6538-2 |page=47 |url=https://books.google.com/books?id=BZIY7TGKySsC&pg=PA47 |access-date=April 10, 2011}}</ref> ''[[Doom (series)|Doom]]'',<ref>{{cite book |title=An Introduction to Games Studies: Games in Culture |first=Frans |last=Mäyrä |publisher=[[SAGE Publishing|SAGE]] |year=2008 |isbn=978-1-4129-3445-9 |url=https://books.google.com/books?id=iI0kAQAAIAAJ |access-date=April 10, 2011 |page=104 |quote=The gameplay of ''Doom'' is at its core familiar from the early classics like ''Space Invaders'' ... it presents the player with the clear and simple challenge of surviving while shooting everything that moves.}}</ref> ''[[Halo (series)|Halo]]''<ref>{{cite book |title=The Meaning of Video Games: Gaming and Textual Studies |first=Steven Edward |last=Jones |publisher=[[Taylor & Francis]] |year=2008 |isbn=978-0-415-96055-7 |pages=84–85 |url=https://books.google.com/books?id=N7ACHel_UxcC&pg=PA84 |access-date=April 10, 2011 |quote=The developers of ''Halo'' are aware of their own place in gaming history, and one of them once joked that their game could be seen as "''Space Invaders'' in a tube." The joke contains a double-edged insight: on the one hand, Halo is first and finally about shooting aliens; on the other hand, even the 1978 2-D arcade shooter, Space Invaders, designed by Tomohiro Nishikado for the company Taito, is more interesting than that would suggest.}}</ref> and ''[[Call of Duty]]''.<ref>{{cite web| website=GameSetWatch |date=November 16, 2010 |title=No More Russian – Infinity Ward's ''Modern Warfare 2'', One Year On| first=Simon| last = Carles| url=http://www.gamesetwatch.com/2010/11/no_more_russian_infinity_wards.php |access-date=April 9, 2011 |archive-date=November 22, 2010 |archive-url=https://web.archive.org/web/20101122170415/http://www.gamesetwatch.com/2010/11/no_more_russian_infinity_wards.php |url-status=dead }}</ref> ''Space Invaders'' also influenced other genres, including [[maze games]] such as [[Sega]]/[[Gremlin Industries|Gremlin]]'s ''[[Head On (video game)|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 [[Heart sounds|heartbeat sounds]] to indicate player [[Health (gaming)|health]].<ref name="Barton-232">{{cite book|title=Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time| first1 =Bill| last1 = Loguidice| first2=Matt| last2 = Barton |name-list-style=amp| publisher=[[Focal Press]]| year=2009| isbn=978-0-240-81146-8| page=232| url=https://books.google.com/books?id=M_bFdsP9L7oC&pg=PA232| access-date=May 1, 2011}}</ref>
In 1980, Atari sponsored a nation-wide ''Space Invaders'' tournament in the United States with regional qualifiers in Los Angeles, San Fransisco, Fort Worth, Chicago, and New York.<ref name="eg_2_36" /><ref name="creative-computing-7-3">{{cite magazine| title = The First National Space Invaders Competition| magazine = [[Creative Computing (magazine)|Creative Computing]]| publisher = Creative Computing | location = Morris Plains, New Jersey, United States| volume = 7| number = 3| first = Matt| last = Mihovich| pages = 44–46| date = March 1981| issn = 0097-8140| url = https://archive.org/details/creativecomputing-1981-03/page/n43/mode/1up}}</ref> The company started the event to help promote its recent port of ''Space Invaders'', which contestants played to earn the highest score.<ref name="creative-computing-7-3"/> Over 10,000 participants competed in the tournament, which culminated in a championship round between the five regional finalists at Warner Communications Inc.'s headquarters in New York.<ref name="eg_2_36" /><ref name="creative-computing-7-3"/> The winner, [[Rebecca Heineman]], would go on to become a video game developer.<ref name="eg_2_36" /><ref name="creative-computing-7-3"/><ref>{{cite book| title=Women in Gaming: 100 Professionals of Play| publisher=[[Dorling Kindersley]]| location = London, United Kingdom| first=Meagan| last=Marie| date=December 4, 2018| isbn=9780241395066| pages=32–33| url=https://books.google.com/books?id=3ad2DwAAQBAJ&pg=PA32}}</ref> ''Electronic Games'' magazine staff noted an increased amount of media coverage around the same time and stated that the event helped establish [[Video game culture|video gaming]] as a mainstream hobby.<ref name="eg_2_36" />  


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>{{cite book|title=The Cyberspace Handbook|last=Whittaker|first=Jason|publisher=[[Routledge]]|year=2004|isbn=0-415-16835-X|page=122}}</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>{{cite magazine|date=Winter 1981|title=Atari Offers Largest Game Library|url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf|magazine=Electronic Games|volume=1|issue=1|pages=40–41 [41]|access-date=February 1, 2012|archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf|archive-date=March 19, 2012|url-status=live}}</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>{{Cite magazine| date=February 2008| title=Classic GI: King of the Hill| magazine=[[Game Informer]]| publisher=GameStop, Inc.| location = Minneapolis, Minnesota, United States| issue=178| page=108| issn = 1067-6392}}</ref>
Numerous publications have pointed to the game's success as a catalyst to the video game industry's growth. ''[[Electronic Games]]''{{'}}s editors called ''Space Invaders'' the impetus behind video gaming becoming a rapidly growing hobby in 1981 and "the single most popular coin-operated attraction of all time."<ref>{{cite magazine|title=Atari Offers Largest Game Library| url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf| magazine=[[Electronic Games]]| publisher = Reese Publishing Company, Inc.| location = New York, New York, United States| author = Staff| volume=1| issue=1| date=Winter 1981| page = 41| access-date=February 1, 2012| archive-url=https://web.archive.org/web/20120319212242/http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf| archive-date=March 19, 2012| url-status=live}}</ref> [[Edge (magazine)|''Edge'']] staff attributed the shift of games from [[Bar (establishment)|bar]]s and [[amusement arcade]]s to more mainstream locations, such as restaurants and [[department store]]s, to ''Space Invaders''.<ref>{{cite web| url=http://www.next-gen.biz/features/30-defining-moments-gaming| title=The 30 Defining Moments in Gaming| author=Staff| date=August 13, 2007|publisher = [[Edge (magazine)|Edge]]| via = [[Next Generation (magazine)|Next-Gen.biz]]| archive-url=https://web.archive.org/web/20111029232528/http://www.next-gen.biz/features/30-defining-moments-gaming| archive-date=October 29, 2011| url-status=dead| access-date=September 18, 2008}}</ref> Video game writer and collector David Ellis echoed similar comments, writing that by the end of the 1970s, arcade games began appearing in hotel lobbies, airports, and convenience stores.<ref name="price-guide-3">{{cite book| title=Official Price Guide to Classic Video Games| last=Ellis| first=David| author-link = Dave Ellis (game designer)| publisher=[[Random House|House of Collectibles]]| location = New York, New York, United States| year=2004| isbn=0-375-72038-3| page=5| chapter=A Brief History of Video Games| url=https://archive.org/details/officialpricegui00davi}}</ref> Writing for ''[[IGN]]'', Levi Buchanan attributed the launch of the "arcade phenomenon" in North America in part to the title.<ref name="10ShootEmUp" /> [[Technology journalist]] Jason Whittaker credited ''Space Invaders'' with ending the [[video game crash of 1977]] and ushering in the [[golden age of video arcade games]].<ref>{{cite book| title=The Cyberspace Handbook| last=Whittaker| first=Jason| publisher=[[Routledge]]| location = London, United Kingdom| year=2004| isbn=0-415-16835-X| page=122| quote = By the mid-1970s every videogame manufacturer in the world released a Pong clone so that the glut of hardware led to the first crash in 1977. As quickly as they arrived, computer games appeared to be on the edge of extinction, but the arcade market was really only on the verge of a golden age. The renaissance came with Taito's release of Space Invaders in 1978.}}</ref> Staff for ''[[Game Informer]]'' magazine considered it, along with ''[[Pac-Man]]'', one of the most popular arcade games for tapping into popular culture and generating excitement during the golden age of arcades.<ref>{{Cite magazine| date=February 2008| title=Classic GI: King of the Hill| magazine=[[Game Informer]]| publisher=GameStop, Inc.| location = Minneapolis, Minnesota, United States| issue=178| author = Staff| page=108| issn = 1067-6392| url = https://archive.org/details/game-informer-issue-178-february-2008/page/108/mode/1up}}</ref> Benj Edwards of [[1UP.com]] wrote that ''Space Invaders'' demonstrated video games could compete against the major entertainment media at the time: films, music, and television.<ref name="1UP-10things" />


=== Media inspirations and references ===
=== In media ===


Musicians have drawn inspiration for their music from ''Space Invaders''. The pioneering [[J-pop|Japanese]] [[synthpop]] group [[Yellow Magic Orchestra]] reproduced ''Space Invaders'' sounds in its 1978 [[Yellow Magic Orchestra (album)|self-titled album]] and hit single "Computer Game",<ref name="wire_2002">{{citation |title=The Wire, Issues 221–226 |work=[[The Wire (magazine)|The Wire]] |year=2002 |page=44 |url=https://books.google.com/books?id=qyFMAAAAYAAJ |access-date=May 25, 2011}}</ref> the latter selling over 400,000 copies in the United States.<ref>{{cite news |title=Computer rock music gaining fans |work=[[Sarasota Journal]] |date=August 18, 1980 |url=https://news.google.com/newspapers?id=7s4mAAAAIBAJ&pg=4481,2128223 |access-date=May 25, 2011 |page=8 |archive-date=April 9, 2022 |archive-url=https://web.archive.org/web/20220409150919/https://news.google.com/newspapers?id=7s4mAAAAIBAJ&pg=4481,2128223 |url-status=live }}</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 "[[Pretenders (album)|Space Invader]]" (1980) by [[The Pretenders]],<ref name="wire_2002" /> "Space Invaders" (1980) by Uncle Vic,<ref>{{cite web| last=Lovelace| first=Craven| title=Take a waka-waka-waka on the wild side| url=http://www.gjfreepress.com/article/20100827/COMMUNITY_NEWS/100829973| website =Grand Junction Free Press| access-date=July 15, 2011| date=August 27, 2010| archive-date=September 27, 2011| archive-url=https://web.archive.org/web/20110927233952/http://www.gjfreepress.com/article/20100827/COMMUNITY_NEWS/100829973| url-status=dead}}</ref> and the Australian hit "[[Space Invaders (Player One song)|Space Invaders]]" (1979) by [[Player One (band)|Player One]] (known in the US as "Playback"),<ref>{{Discogs release|807452|Playback – Space Invaders}}</ref> which in turn provided the [[bassline]] for [[Jesse Saunders]]' "On and On" (1984),<ref>{{cite web |title=Jesse Saunders – On And On |date=January 20, 1984 |url=http://www.discogs.com/Jesse-Saunders-On-And-On/release/176575 |publisher=[[Discogs]] |access-date=May 23, 2012 |archive-date=August 5, 2021 |archive-url=https://web.archive.org/web/20210805023428/https://www.discogs.com/Jesse-Saunders-On-And-On/release/176575 |url-status=live }}</ref><ref>{{cite web |url=http://www.beatportal.com/feed/item/black-history-jesse-saunders-and-house-music/ |title=Black History Month: Jesse Saunders and house music |last=Church |first=Terry |publisher=BeatPortal |date=February 9, 2010 |access-date=April 10, 2010 |archive-date=February 12, 2010 |archive-url=https://web.archive.org/web/20100212230432/https://www.beatportal.com/feed/item/black-history-jesse-saunders-and-house-music/ |url-status=dead }}</ref> the first [[Chicago house|Chicago]] [[house music]] track.<ref>{{cite news |last=Bracelin |first=Jason |title=House music finds a home |url=http://nl.newsbank.com/nl-search/we/Archives?p_product=LVRB&p_theme=lvrb&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=11950293F0B8B3B8&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |access-date=May 23, 2012 |newspaper=[[Las Vegas Review-Journal]] |date=May 22, 2007 |page=1E |quote=A native of Chicago, where house was first popularized, Saunders is credited for producing and releasing the first house single, "On and On," on his own Jes Say Records label. |archive-date=April 29, 2013 |archive-url=https://web.archive.org/web/20130429154231/http://nl.newsbank.com/nl-search/we/Archives?p_product=LVRB&p_theme=lvrb&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=11950293F0B8B3B8&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |url-status=live }}</ref> [[The Clash]] sampled ''Space Invaders'' sound effects on the song "Ivan Meets G.I. Joe" from its 4th studio album, ''[[Sandinista!]]''
Musicians have drawn inspiration for their music from ''Space Invaders''. Soon after the game's arcade release, the [[J-pop|Japanese]] [[synthpop]] group [[Yellow Magic Orchestra]] reproduced ''Space Invaders'' sounds in its 1978 [[Yellow Magic Orchestra (album)|self-titled album]] and hit single "Computer Game";<ref name="the-wire_221">{{cite magazine| title = Cross Platform: A new exhibition of videogames scores high on the music content| magazine = [[The Wire (magazine)|The Wire]]| publisher = The Wire Magazine Ltd.| location = London, United Kingdom| first = Ken| last = Hollings| editor-first = Anne Hilde| editor-last = Neset| date = July 2002| issue = 221| page = 78| issn = 0952-0686}}</ref><ref name="the-wire_224">{{cite magazine| title = Video Arcadia| magazine = [[The Wire (magazine)|The Wire]]| publisher = The Wire Magazine Ltd.| location = London, United Kingdom| first = Ken| last = Hollings| date = October 2002| issue = 224| page = 44| issn = 0952-0686}}</ref> the latter sold over 400,000 copies in the United States.<ref>{{cite news| title=Computer rock music gaining fans| work=[[Sarasota Journal]]| date=August 18, 1980| url=https://news.google.com/newspapers?id=7s4mAAAAIBAJ&pg=4481,2128223| access-date=May 25, 2011| page=8| archive-date=April 9, 2022| archive-url=https://web.archive.org/web/20220409150919/https://news.google.com/newspapers?id=7s4mAAAAIBAJ&pg=4481,2128223| url-status=live}}</ref> The next year, the band Funny Stuff released "Disco Space Invaders" in Japan and songwriters [[Russell Dunlop]] and Bruce Brown released "[[Space Invaders (Player One song)|Space Invaders]]" in Australia as the group Player One.<ref name="the-wire_224"/><ref name="sydney-morning">{{cite news| url = http://www.smh.com.au/national/obituaries/a-drummer-for-all-times-20090618-clxo.html| first = Pat| last = Sheil| title = A drummer for all times| work = [[Sydney Morning Herald]]| publisher = [[Fairfax Media]]| date = June 19, 2009| access-date = June 20, 2025}}</ref><ref>{{cite web| author = Staff| title = Space invaders / words and music by Bruce Brown and Russell Dunlop| publication-date = 1979 | website = [[Trove]]| publisher = [[National Library of Australia]]| url = http://trove.nla.gov.au/work/30001792| access-date = June 20, 2025}}</ref> The trend continued in 1980 with two more songs titled "Space Invaders"; one on [[The Pretenders]]' [[Pretenders (album)|self-titled album]] and another by [[WNCX|WGCL]] disc jockey Victor Blecman.<ref name="the-wire_224"/><ref name="kafm-notes_waka">{{cite news| last=Lovelace| first=Craven| title=Take a waka-waka-waka on the wild side| url=http://www.gjfreepress.com/article/20100827/COMMUNITY_NEWS/100829973| work=Grand Junction Free Press| series = [[KAFM]] Notes| access-date=July 15, 2011| date=August 27, 2010| archive-date=September 27, 2011| archive-url=https://web.archive.org/web/20110927233952/http://www.gjfreepress.com/article/20100827/COMMUNITY_NEWS/100829973| url-status=dead}}</ref>


[[Video Games Live]] performed audio from ''Space Invaders'' as part of a special [[Retrogaming|retro]] "Classic Arcade Medley" in 2007.<ref>{{cite press release| url=http://games.ign.com/articles/816/816582p1.html | title=Microsoft Brings Video Games Live to London| via=[[GameSpot]]| publisher =Microsoft| date=August 28, 2007| access-date=September 7, 2008| url-status=dead| archive-url=https://web.archive.org/web/20120301003229/http://games.ign.com/articles/816/816582p1.html| archive-date=March 1, 2012}}</ref> In honor of the game's 30th anniversary, [[Taito]] produced an album titled ''Space Invaders 2008'' that features music inspired by the game. Released by [[Avex Trax]] in December 2008, the album includes six songs that were originally in the [[PlayStation Portable|PSP]] version of ''[[Space Invaders Extreme]]''.<ref>{{cite web| trans-title = 30th Anniversary Special Compilation Album Released!| url=http://spaceinvaders.jp/news/detail/1188686_1819.html| title = 30周年記念 スペシャルコンピレーションアルバム発売!| publisher=Taito| year=2008| language=ja|access-date=April 6, 2009| url-status=dead| archive-url=https://web.archive.org/web/20120127063447/http://spaceinvaders.jp/news/detail/1188686_1819.html| archive-date=January 27, 2012}}</ref> Taito produced a ''Space Invaders''-themed animated [[music video]] to promote the album. 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.<ref>{{cite web |url=http://spaceinvaders.jp/blog/blog_detail/1186880_2321.html |language=ja| title= 店舗限定で配信中のアニメーションPVを大公開しちゃいます!| trans-title = We're Going to Reveal the Animated PV that's Only Available in Stores!| website = Space Invaders| publisher = Taito| author=弓削 |date=October 21, 2008 |access-date=April 6, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20090403071159/http://spaceinvaders.jp/blog/blog_detail/1186880_2321.html |archive-date=April 3, 2009}}</ref>
Decades later, [[Video Games Live]] performed audio from ''Space Invaders'' as part of a special [[Retrogaming|retro]] "Classic Arcade Medley" in 2007.<ref>{{cite press release| url=http://games.ign.com/articles/816/816582p1.html | title=Microsoft Brings Video Games Live to London| via=[[GameSpot]]| publisher =Microsoft| date=August 28, 2007| access-date=September 7, 2008| url-status=dead| archive-url=https://web.archive.org/web/20120301003229/http://games.ign.com/articles/816/816582p1.html| archive-date=March 1, 2012}}</ref> In honor of the game's 30th anniversary, [[Taito]] produced an album titled ''Space Invaders 2008'' that features music inspired by the game. Released by [[Avex Trax]] in December 2008, the album includes six songs that were originally in the [[PlayStation Portable|PSP]] version of ''[[Space Invaders Extreme]]''.<ref>{{cite web| trans-title = 30th Anniversary Special Compilation Album Released!| url=http://spaceinvaders.jp/news/detail/1188686_1819.html| title = 30周年記念 スペシャルコンピレーションアルバム発売!| publisher=Taito| year=2008| language=ja|access-date=April 6, 2009| url-status=dead| archive-url=https://web.archive.org/web/20120127063447/http://spaceinvaders.jp/news/detail/1188686_1819.html| archive-date=January 27, 2012}}</ref> Taito produced a ''Space Invaders''-themed animated [[music video]] to promote the album. 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.<ref>{{cite web |url=http://spaceinvaders.jp/blog/blog_detail/1186880_2321.html |language=ja| title= 店舗限定で配信中のアニメーションPVを大公開しちゃいます!| trans-title = We're Going to Reveal the Animated PV that's Only Available in Stores!| website = Space Invaders| publisher = Taito| author=弓削 |date=October 21, 2008 |access-date=April 6, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20090403071159/http://spaceinvaders.jp/blog/blog_detail/1186880_2321.html |archive-date=April 3, 2009}}</ref>


Multiple [[television series]] have aired episodes that either reference or parody ''Space Invaders''; for example, ''[[Danger Mouse (1981 TV series)|Danger Mouse]]'',<ref>{{cite episode |title=Custard |episode-link=List of Danger Mouse episodes#Series 2 (Spring 1982) |series=Danger Mouse |series-link=Danger Mouse (1981 TV series) |network=ITV |air-date=January 4, 1982 |season=2 |number=12}}</ref> ''[[That '70s Show]]'',<ref>{{cite episode |title=Donna's Story |episode-link=List of That '70s Show episodes#Season 4: 2001–2002 |series=That '70s Show |series-link=That '70s Show |network=Fox Broadcasting Company |air-date=November 20, 2001 |number=84}}</ref> ''[[Scrubs (TV series)|Scrubs]]'',<ref>{{cite episode |title=[[My Bad Too]] |series=Scrubs |series-link=Scrubs (TV series) |network=NBC |air-date=April 10, 2008 |season=7 |number=7}}</ref> ''[[Chuck (TV series)|Chuck]]'',<ref>{{cite episode |title=Spy to you |episode-link=List of Chuck episodes#Season 3: 2009 |series=Chuck |series-link=Chuck (TV series) |network=NBC |air-date=March 3, 2009 |season=3 |number=11}}</ref> ''[[Robot Chicken]]'',<ref>{{cite episode |title=Suck It |episode-link=List of Robot Chicken episodes#Season 2: 2006 |series=Robot Chicken |series-link=Robot Chicken |network=Cartoon Network (US) |air-date=April 2, 2006 |season=2 |number=1}}</ref> ''[[Teenage Mutant Ninja Turtles (2003 TV series)|Teenage Mutant Ninja Turtles]]''<ref>{{cite episode |title=Graduation Day: Class of 2105 |episode-link=Teenage Mutant Ninja Turtles (2003 TV series, season 6) |series=Teenage Mutant Ninja Turtles (2003) |series-link=Teenage Mutant Ninja Turtles (2003 TV series) |network=4Kids Entertainment (US) |air-date=March 24, 2007 |season=6 |number=15}}</ref> and ''[[The Amazing World of Gumball]]''.<ref>{{cite episode |title=The Phone |episode-link=The Amazing World of Gumball (season 2) |series=The Amazing World of Gumball |series-link=The Amazing World of Gumball |network=Cartoon Network (US) |air-date=September 18, 2012 |season=2 |number=7}}</ref> Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "[[Anthology of Interest&nbsp;II]]", an episode of ''[[Futurama]]''.<ref>{{cite episode |title=Anthology of Interest II |episode-link=Anthology of Interest II |series=Futurama |series-link=Futurama |network=Fox Broadcasting Company |air-date=January 6, 2002 |season=3 |number=18}}</ref><ref>{{cite magazine |url=http://blog.wired.com/games/2007/12/video-games-fut.html |title=Videogames & Futurama, Part 1: Raiders of the Lost Arcade |last = Baker| first = Chris |magazine=[[Wired News]] |date=December 17, 2007 |access-date=May 12, 2008 |archive-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110804234344/http://www.wired.com/gamelife/2007/12/video-games-fut/ |url-status=live }}</ref> ''Space Invaders'' also appears in [[Walt Disney Animation Studios|Disney]]'s 2012 ''[[Wreck-It Ralph]]'' and the 2015 film ''[[Pixels (2015 film)|Pixels]]''.<ref>{{Cite web |url=http://www.philstar.com/movies/2014/07/23/1349432/classic-video-game-characters-unite-film-pixels| first = Chris| last = Kohler| title=Classic video game characters unite via film 'Pixels'| website=Philstar| date=July 23, 2014 |access-date=July 23, 2014 |archive-date=July 23, 2014 |archive-url=https://web.archive.org/web/20140723010101/http://www.philstar.com/movies/2014/07/23/1349432/classic-video-game-characters-unite-film-pixels |url-status=live }}</ref>
Multiple [[television series]] have aired episodes that either reference or parody ''Space Invaders''; for example, ''[[Danger Mouse (1981 TV series)|Danger Mouse]]'',<ref>{{cite episode |title=Custard |episode-link=List of Danger Mouse episodes#Series 2 (Spring 1982) |series=Danger Mouse |series-link=Danger Mouse (1981 TV series) |network=ITV |air-date=January 4, 1982 |season=2 |number=12}}</ref> ''[[That '70s Show]]'',<ref>{{cite episode |title=Donna's Story |episode-link=List of That '70s Show episodes#Season 4: 2001–2002 |series=That '70s Show |series-link=That '70s Show |network=Fox Broadcasting Company |air-date=November 20, 2001 |number=84}}</ref> ''[[Scrubs (TV series)|Scrubs]]'',<ref>{{cite episode |title=[[My Bad Too]] |series=Scrubs |series-link=Scrubs (TV series) |network=NBC |air-date=April 10, 2008 |season=7 |number=7}}</ref> ''[[Chuck (TV series)|Chuck]]'',<ref>{{cite episode |title=Spy to you |episode-link=List of Chuck episodes#Season 3: 2009 |series=Chuck |series-link=Chuck (TV series) |network=NBC |air-date=March 3, 2009 |season=3 |number=11}}</ref> ''[[Robot Chicken]]'',<ref>{{cite episode |title=Suck It |episode-link=List of Robot Chicken episodes#Season 2: 2006 |series=Robot Chicken |series-link=Robot Chicken |network=Cartoon Network (US) |air-date=April 2, 2006 |season=2 |number=1}}</ref> ''[[Teenage Mutant Ninja Turtles (2003 TV series)|Teenage Mutant Ninja Turtles]]''<ref>{{cite episode |title=Graduation Day: Class of 2105 |episode-link=Teenage Mutant Ninja Turtles (2003 TV series, season 6) |series=Teenage Mutant Ninja Turtles (2003) |series-link=Teenage Mutant Ninja Turtles (2003 TV series) |network=4Kids Entertainment (US) |air-date=March 24, 2007 |season=6 |number=15}}</ref> and ''[[The Amazing World of Gumball]]''.<ref>{{cite episode |title=The Phone |episode-link=The Amazing World of Gumball (season 2) |series=The Amazing World of Gumball |series-link=The Amazing World of Gumball |network=Cartoon Network (US) |air-date=September 18, 2012 |season=2 |number=7}}</ref> Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "[[Anthology of Interest&nbsp;II]]", an episode of ''[[Futurama]]''.<ref>{{cite episode |title=Anthology of Interest II |episode-link=Anthology of Interest II |series=Futurama |series-link=Futurama |network=Fox Broadcasting Company |air-date=January 6, 2002 |season=3 |number=18}}</ref><ref>{{cite magazine |url=http://blog.wired.com/games/2007/12/video-games-fut.html |title=Videogames & Futurama, Part 1: Raiders of the Lost Arcade |last = Baker| first = Chris |magazine=[[Wired News]] |date=December 17, 2007 |access-date=May 12, 2008 |archive-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110804234344/http://www.wired.com/gamelife/2007/12/video-games-fut/ |url-status=live }}</ref> The ''Space Invaders'' aliens also appear in the French online [[short film]] ''[[Pixels (2010 film)|Pixels]]'', which [[Happy Madison Productions]] later adapted into a [[Pixels (2015 film)|feature film by the same name]] in 2015.<ref>{{cite web| url = https://www.ign.com/articles/2010/03/03/space-invaders-the-movie| title = Pixels Feature Planned| website = IGN| first = Chris| last = Tilly| date = May 13, 2010| access-date = June 25, 2025}}</ref><ref>{{Cite web |url=http://www.philstar.com/movies/2014/07/23/1349432/classic-video-game-characters-unite-film-pixels| first = Chris| last = Kohler| title=Classic video game characters unite via film 'Pixels'| website=Philstar| date=July 23, 2014 |access-date=July 23, 2014 |archive-date=July 23, 2014 |archive-url=https://web.archive.org/web/20140723010101/http://www.philstar.com/movies/2014/07/23/1349432/classic-video-game-characters-unite-film-pixels |url-status=live }}</ref>


A film adaptation was in the works by [[Warner Bros. Pictures]] with [[Akiva Goldsman]] producing.<ref>{{Cite web |url=https://www.thewrap.com/akiva-goldsman-to-produce-space-invaders-for-warner-bros-exclusive/ |first = Jeff| last = Sneider |title=Akiva Goldsman to Produce 'Space Invaders' for Warner Bros. (Exclusive)| website=The Wrap| date=July 18, 2014| access-date=July 18, 2014| archive-date=July 20, 2014| archive-url=https://web.archive.org/web/20140720045226/http://www.thewrap.com/akiva-goldsman-to-produce-space-invaders-for-warner-bros-exclusive/| url-status=live}}</ref> In February 2015, Daniel Kunka was set to write the script for the production company, [[Safehouse Pictures]].<ref>{{cite news| last =Fleming| first =Mike Jr.| title='Space Invaders' Lands Dan Kunka To Script |url=https://deadline.com/2015/02/space-invaders-dan-kunka-warner-bros-1201364892/| access-date=February 14, 2015| website = Deadline |date=February 13, 2015| archive-date=February 14, 2015| archive-url=https://web.archive.org/web/20150214003954/http://deadline.com/2015/02/space-invaders-dan-kunka-warner-bros-1201364892/| url-status=live}}</ref> The project stalled until July 2019, when Warner Bros.'s subsidiary, New Line Cinema, announced that [[Greg Russo]] would write the script. Goldsman remained the producer alongside Safehouse Pictures partners [[Joby Harold]] and [[Tory Tunnell]].<ref>{{cite news| last = Fleming| first = Mike Jr.| title='Space Invaders' On New Line Launchpad; 'Mortal Kombat's Greg Russo To Script Alien-Invasion Pic| url=https://deadline.com/2019/07/space-invaders-movie-new-line-taito-arcade-game-new-line-greg-russo-mortal-kombat-1202645635/|access-date=July 12, 2019| website=Deadline| date=July 12, 2019| archive-date=July 12, 2019| archive-url=https://web.archive.org/web/20190712193449/https://deadline.com/2019/07/space-invaders-movie-new-line-taito-arcade-game-new-line-greg-russo-mortal-kombat-1202645635/| url-status=live}}</ref>
In 2010, [[Warner Bros. Pictures]] approached Taito for the film rights to the video game, with [[Mark Gordon (producer)|Mark Gordon]], [[Jason Blum]], and [[Guymon Casady ]] attached as producers.<ref>{{cite web| url = https://www.ign.com/articles/2010/03/03/space-invaders-the-movie| title = Space Invaders: The Movie| website = IGN| first = Orlando| last = Parfitt| date = Mar 3, 2010| access-date = June 25, 2025}}</ref> By the time Warner Bros. acquired the rights in 2014, [[Akiva Goldsman]] was slated to produce.<ref>{{Cite web |url=https://www.thewrap.com/akiva-goldsman-to-produce-space-invaders-for-warner-bros-exclusive/ |first = Jeff| last = Sneider |title=Akiva Goldsman to Produce 'Space Invaders' for Warner Bros. (Exclusive)| website=The Wrap| date=July 18, 2014| access-date=July 18, 2014| archive-date=July 20, 2014| archive-url=https://web.archive.org/web/20140720045226/http://www.thewrap.com/akiva-goldsman-to-produce-space-invaders-for-warner-bros-exclusive/| url-status=live}}</ref> In February 2015, Daniel Kunka was set to write the script for the production company, [[Safehouse Pictures]].<ref>{{cite news| last =Fleming| first =Mike Jr.| title='Space Invaders' Lands Dan Kunka To Script |url=https://deadline.com/2015/02/space-invaders-dan-kunka-warner-bros-1201364892/| access-date=February 14, 2015| website = Deadline |date=February 13, 2015| archive-date=February 14, 2015| archive-url=https://web.archive.org/web/20150214003954/http://deadline.com/2015/02/space-invaders-dan-kunka-warner-bros-1201364892/| url-status=live}}</ref> The project stalled until July 2019, when Warner Bros.'s subsidiary, New Line Cinema, announced that [[Greg Russo]] would write the script. Goldsman remained the producer alongside Safehouse Pictures partners [[Joby Harold]] and [[Tory Tunnell]].<ref>{{cite news| last = Fleming| first = Mike Jr.| title='Space Invaders' On New Line Launchpad; 'Mortal Kombat's Greg Russo To Script Alien-Invasion Pic| url=https://deadline.com/2019/07/space-invaders-movie-new-line-taito-arcade-game-new-line-greg-russo-mortal-kombat-1202645635/|access-date=July 12, 2019| website=Deadline| date=July 12, 2019| archive-date=July 12, 2019| archive-url=https://web.archive.org/web/20190712193449/https://deadline.com/2019/07/space-invaders-movie-new-line-taito-arcade-game-new-line-greg-russo-mortal-kombat-1202645635/| url-status=live}}</ref>


Various books have been published about ''Space Invaders'', including ''[[Invasion of the Space Invaders|Invasion of the Space Invaders: An Addict's Guide to Battle Tactics, Big Scores and the Best Machines]]'' (1982) by [[Martin Amis]],<ref>{{cite news| last = Shippey| first = Tom| author-link = Tom Shippey| title=Vidkids |url=https://www.lrb.co.uk/the-paper/v04/n24/tom-shippey/vidkids |access-date=January 26, 2024 |work=London Review of Books |date=December 30, 1982 |archive-date=January 26, 2024 |archive-url=https://web.archive.org/web/20240126021625/https://www.lrb.co.uk/the-paper/v04/n24/tom-shippey/vidkids |url-status=live }}</ref> ''Tomb Raiders and Space Invaders: Videogame forms and Contexts'' (2006) by Geoff King and Tanya Krzywinska,<ref>{{ISBN|978-1845111083}}</ref> and ''Space Invaders'' (1980) by [[Mark Roeder]] and Julian Wolanski.<ref>{{cite book| title = Space Invaders| first1 = Mark| last1 = Mendick| author1-link = Mark Roeder| first2 = Julian| last2 = Wolanski| publisher = Murray| year = 1981| isbn = 9780855668228}}</ref>
''Space Invaders'' has been the subject of several books, such as the 1982 ''[[Invasion of the Space Invaders]]'' by [[Martin Amis]], the 2006 ''Tomb Raiders and Space Invaders'' by Geoff King and Tanya Krzywinska, and 1980 ''Space Invaders'' by [[Mark Roeder]] and Julian Wolanski.<ref>{{cite news| last = Shippey| first = Tom| author-link = Tom Shippey| title=Vidkids |url=https://www.lrb.co.uk/the-paper/v04/n24/tom-shippey/vidkids |access-date=January 26, 2024 |work=London Review of Books |date=December 30, 1982 |archive-date=January 26, 2024 |archive-url=https://web.archive.org/web/20240126021625/https://www.lrb.co.uk/the-paper/v04/n24/tom-shippey/vidkids |url-status=live }}</ref><ref>{{cite book| title = Tomb Raiders and Space Invaders: Videogame Forms and Contexts| publisher = I. B. Tauris| first1 = Geoff| last1 = King| first2 = Tanya| last2 = Krzywinska| date = January 2006| isbn = 978-1845111083| doi = 10.5040/9780755695546}}</ref><ref>{{cite book| title = Space Invaders| first1 = Mark| last1 = Mendick| author1-link = Mark Roeder| first2 = Julian| last2 = Wolanski| publisher = Murray| year = 1981| isbn = 9780855668228| url = https://trove.nla.gov.au/work/25404943}}</ref> It has been recreated in other video games. Players have used the gameplay mechanics in the [[sandbox game]]s ''[[Minecraft]]'' and ''[[Astroneer]]'' to reproduce ''Space Invaders''.<ref>{{cite web| url = https://www.wired.com/2016/12/minecraft-atari-2600-emulator/| title = Super-Hacker Builds Atari 2600 Emulator... In Minecraft?!| website = [[Wired (magazine)|Wired]]| first = Chris| last = Kohler| date = December 7, 2016| access-date = June 26, 2025}}</ref><ref>{{cite web| url = https://www.pcgamesn.com/astroneer/space-invaders| title = Someone got Space Invaders playable in Astroneer| website = [[PCGamesN]]| first = Chris J.| last = Capel| date = September 5, 2021| access-date = June 26, 2025}}</ref> [[Epic Games]] included a hidden game in ''[[Fortnite]]'' that features gameplay similar to ''Space Invaders''.<ref>{{cite web| url = https://www.vg247.com/fortnite-how-to-access-konami-code-minigame| title = Fortnite: how to access the Konami code minigame| website = VG247| first = Lauren| last = Aitken| date = October 14, 2019| access-date = June 26, 2025}}</ref>


===Cultural impact===
===Cultural impact===
{{popcruft|date=May 2025}}
{{popcruft|date=May 2025}}


Many publications and websites use the [[Pixelation|pixelated]] alien [[Video game graphics|graphic]] as an [[Mascot|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>{{cite magazine |last=Paige |first=Earl |title=Children's Video Promotions Help Boost Volume |magazine=[[Billboard (magazine)|Billboard]] |date=September 25, 1982 |volume=94 |issue=38 |url=https://books.google.com/books?id=mSQEAAAAMBAJ&q=Space+Invaders&pg=PT19 |access-date=March 4, 2012 |page=19 |issn=0006-2510}}</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>{{cite news |last=Horwitz |first=Jeremy |title=Technology: Mortal Apathy? |url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html |access-date=March 4, 2012 |newspaper=[[The New York Times]] |date=July 8, 2002 |archive-date=October 3, 2013 |archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2 |url-status=live }}</ref> Considered "the first '[[Blockbuster (entertainment)|blockbuster]]' video game", ''Space Invaders'' became synonymous with video games worldwide for some time.<ref>{{cite book|first = Chris| last = Kohler |year=2005 |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |page=18 |publisher=[[BradyGames]] |isbn=0-7440-0424-1}}</ref> Many publications and websites use the [[Pixelation|pixelated]] alien [[Video game graphics|graphic]] as an [[Mascot|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>{{cite magazine |last=Paige |first=Earl |title=Children's Video Promotions Help Boost Volume |magazine=[[Billboard (magazine)|Billboard]] |date=September 25, 1982 |volume=94 |issue=38 |url=https://books.google.com/books?id=mSQEAAAAMBAJ&q=Space+Invaders&pg=PT19 |access-date=March 4, 2012 |page=19 |issn=0006-2510}}</ref>


[[File:Vgltoronto.jpg|thumb|left|alt=A photograph of an orchestra on a dimly lit stage. Above the group is a projection screen with a black, white, and green image of pixel art. The pixel art is an oval object wearing headphones with eyes and four tentacles. Below the pixel art is the phrase "Video Games Live".|A [[Pixelation|pixelated]] alien graphic from ''Space Invaders'' used at the [[Video Games Live]] concert event]]
[[File:Vgltoronto.jpg|thumb|left|alt=A photograph of an orchestra on a dimly lit stage. Above the group is a projection screen with a black, white, and green image of pixel art. The pixel art is an oval object wearing headphones with eyes and four tentacles. Below the pixel art is the phrase "Video Games Live".|A [[Pixelation|pixelated]] alien graphic from ''Space Invaders'' used at the [[Video Games Live]] concert event]]


An [[urban legend]] states that ''Space Invaders''{{'}} popularity led to a shortage of [[100 yen coin|100-yen coins]] in Japan.<ref name="GI-177" /><ref name="GWR08-2">{{cite book |editor=Craig Glenday |title=Guinness World Records Gamer's Edition 2008 |series=[[Guinness World Records]] |date=March 11, 2008 |publisher=Guinness |isbn=978-1-904994-21-3 |pages=[https://archive.org/details/guinnessworldrec00guin_0/page/106 106–107] |chapter=Record Breaking Games: Shooting Games Roundup |chapter-url=https://archive.org/details/guinnessworldrec00guin_0 |url=https://archive.org/details/guinnessworldrec00guin_0/page/106 }}</ref><ref name="guardian">{{cite web |url=https://www.theguardian.com/technology/2005/jul/24/games.shopping |title=A life through video games |work=The Observer |location=UK |author=Richards, Giles |date=July 24, 2005 |access-date=May 22, 2008 |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612143942/https://www.theguardian.com/technology/2005/jul/24/games.shopping |url-status=live }}</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>{{cite web |url=http://www.ngccoin.com/poplookup/WorldCoinPrices.aspx?category=54449&worldcoinid=147774 |title=JAPAN 100 Yen Y# 82 Yr.42(1967)-Yr.63(1988) |publisher=[[Numismatic Guaranty Corporation]] |work=World Coin price Guide |access-date=February 27, 2013 |archive-date=October 17, 2021 |archive-url=https://web.archive.org/web/20211017181935/https://www.ngccoin.com/price-guide/world/ |url-status=live }}</ref><ref name="WCN39-2">{{cite magazine |last=Fox |first=Mark |year=2012 |title=Space Invaders targets coins |magazine=World Coin News |volume=39 |issue=2 |pages=35–37 |publisher=Krause Publications |url=https://www.academia.edu/2568838 |access-date=March 11, 2013 |archive-date=February 26, 2023 |archive-url=https://web.archive.org/web/20230226135339/https://www.academia.edu/2568838 |url-status=live }}</ref> Additionally, arcade operators would have regularly emptied their machines and taken the coins to the bank, thus keeping them in [[Currency in circulation|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" />
The game became the center of an [[urban legend]] that its popularity led to a shortage of [[100 yen coin|100-yen coins]] in Japan.<ref name="GI-177" /><ref name="GWR08-2">{{cite book| editor-first=Craig| editor-last = Glenday| title=Guinness World Records Gamer's Edition 2008| series=[[Guinness World Records]]| date=March 11, 2008| publisher=Guinness| isbn=978-1-904994-21-3|pages= 106–107| chapter=Record Breaking Games: Shooting Games Roundup| chapter-url = https://archive.org/details/guinnessworldrec00guin_0/page/106}}</ref><ref name="guardian">{{cite web| url=https://www.theguardian.com/technology/2005/jul/24/games.shopping| title=A life through video games| website=The Observer| location=United Kingdom| last = Richards| first =Giles| date=July 24, 2005| access-date=May 22, 2008| archive-date=June 12, 2018| archive-url=https://web.archive.org/web/20180612143942/https://www.theguardian.com/technology/2005/jul/24/games.shopping| url-status=live}}</ref> However, reports from those living in Japan at the time indicate "nothing out of the ordinary" around ''Space Invaders''{{'}} release.<ref name="WCN39-2" /> Nishikado had also expressed skepticism.<ref name="Barton"/> Numismatist Mark Fox noted that arcade operators would have regularly emptied their machines, keeping the [[currency in circulation]].<ref name="WCN39-2" /> He attributed the myth to lower 100-yen coin productions in 1978 and 1979.<ref>{{cite web| url=http://www.ngccoin.com/poplookup/WorldCoinPrices.aspx?category=54449&worldcoinid=147774| title=JAPAN 100 Yen Y# 82 Yr.42(1967)-Yr.63(1988)| publisher=[[Numismatic Guaranty Corporation]]| website =World Coin price Guide| access-date=February 27, 2013| archive-date=October 17, 2021| archive-url=https://web.archive.org/web/20211017181935/https://www.ngccoin.com/price-guide/world/| url-status=live}}</ref><ref name="WCN39-2">{{cite magazine| last=Fox| first=Mark| year=2012| title=Space Invaders targets coins| magazine=World Coin News| volume=39| issue=2| pages=35–37| publisher=Krause Publications| url=https://www.academia.edu/2568838| access-date=March 11, 2013| archive-date=February 26, 2023| archive-url=https://web.archive.org/web/20230226135339/https://www.academia.edu/2568838| url-status=live}}</ref>
 
''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.
 
Within a year of its release, the Japanese [[Parent-Teacher Association|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>{{cite book |last=Forester |first=Tom |title=High-tech society: the story of the information technology revolution |year=1988 |publisher=[[MIT Press]] |location=Cambridge, Mass. |isbn=0-262-56044-5 |url=https://books.google.com/books?id=Gqgb946KPfQC&pg=PA155 |edition=1st MIT Press paperback |page=155}}</ref> while a physician in ''[[The New England Journal of Medicine]]'' named a similar ailment the "''Space Invaders'' Wrist".<ref>{{cite news |title=The Video Game Invasion: What Is It Doing To Children? |url=https://news.google.com/newspapers?id=Q4MsAAAAIBAJ&pg=4620,4423386 |access-date=March 5, 2012 |newspaper=[[The Herald Journal]] |date=December 18, 1981 |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414071941/https://news.google.com/newspapers?id=Q4MsAAAAIBAJ&pg=4620,4423386 |url-status=live }}</ref> ''Space Invaders'' was also the first game to attract [[Video game controversy|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 (United Kingdom)|Member of Parliament]] (MP) [[George Foulkes, Baron Foulkes of Cumnock|George Foulkes]], attempted to allow [[City council|local councils]] to restrict the game and those like it by [[licensing]] for its "[[Video game addiction|addictive properties]]" and for causing "[[deviancy]]". [[Conservative Party (UK)|Conservative]] MP [[Michael Brown (British politician)|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>{{cite web |title=30 Great Gaming World Records |url=http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ |work=[[Computer and Video Games]] |publisher=[[ComputerAndVideoGames.com]] |access-date=January 26, 2012 |date=February 14, 2009 |archive-date=February 19, 2012 |archive-url=https://web.archive.org/web/20120219055853/http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ |url-status=live }}</ref><ref>{{cite journal |title=Electronic and Computer Games: The History of an Interactive Medium |journal=[[Screen (journal)|Screen]] |year=1988 |volume=29 |issue=2 |pages=52–73 |doi=10.1093/screen/29.2.52 |quote=In the UK, the Labour MP George Foulkes led a campaign in 1981 to curb the 'menace' of video games, maintaining that they had addictive properties. His 'Control of Space Invaders (and other Electronic Games) Bill' was put to the Commons and only narrowly defeated.|last1=Haddon |first1=L. }}</ref><ref>{{cite hansard |house=House of Commons |url=https://api.parliament.uk/historic-hansard/commons/1981/may/20/control-of-space-invaders-and-other#S6CV0005P0_19810520_HOC_167 |title=Control of Space Invaders and Other Electronic Games |date=May 20, 1981 |column_start=287 |column_end=291 }} {{Webarchive|url=https://web.archive.org/web/20150131013911/http://hansard.millbanksystems.com/commons/1981/may/20/control-of-space-invaders-and-other#S6CV0005P0_19810520_HOC_167 |date=January 31, 2015 }}</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>{{cite news |last1=Whitehouse |first1=Franklin |title=Village Zeros in on Space Invaders |url=https://www.nytimes.com/1981/06/15/nyregion/village-zeros-in-on-space-invaders.html |access-date=September 24, 2021 |work=[[The New York Times]] |date=June 15, 1981 |archive-date=September 24, 2021 |archive-url=https://web.archive.org/web/20210924001750/https://www.nytimes.com/1981/06/15/nyregion/village-zeros-in-on-space-invaders.html |url-status=live }}</ref>
 
[[File:Space invaders avignon.jpg|thumb|A tile mosaic of a ''Space Invader'' alien in [[Avignon]] by French street artist [[Invader (artist)|Invader]].]]


In 2006, ''Space Invaders'' was one of several video game-related media selected to represent Japan as part of a project compiled by [[Culture of Japan|Japan's]] [[Agency for Cultural Affairs]].<ref>{{cite web |url=http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159315 |title=Japan honors NES, PS2, Mario |last = Wyman| first = Walt |website=[[GameSpot]] |date=October 4, 2006 |access-date=May 9, 2008 |archive-date=March 17, 2009 |archive-url=https://web.archive.org/web/20090317105153/http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159315 |url-status=dead }}</ref><ref>{{cite web |url=http://plaza.bunka.go.jp/hundred/hundred.html |script-title=ja:日本のメディア芸術100選 |language=ja |publisher=Japan Media Arts Plaza |access-date=May 5, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090415195329/http://plaza.bunka.go.jp/hundred/hundred.html |archive-date=April 15, 2009 }}</ref> That same year, ''Space Invaders'' was included in the London [[Science Museum (London)|Science Museum]]'s [[Game On exhibition]], meant to showcase the various aspects of [[video game history]], [[Video game development|development]], and [[Video game culture|culture]].<ref>{{cite web |url=http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159465 |title=London museum showcases games |last = Boyes| first = Emma |website=[[GameSpot]] |date=October 9, 2006 |access-date=May 9, 2008 |archive-date=March 17, 2009 |archive-url=https://web.archive.org/web/20090317105149/http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159465 |url-status=dead }}</ref> ''Space Invaders'' is a part of the [[Barbican Centre]]'s traveling [[Game On exhibition]].<ref>{{cite web |url=http://www.barbican.org.uk/bie/exhibitions/game-on |title=Barbicon: Game on |publisher=[[Barbican Centre|Barbicon International Enterprises]] |access-date=June 3, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100909203416/http://www.barbican.org.uk/bie/exhibitions/game-on |archive-date=September 9, 2010 }}</ref>
Within a year of its release, the Japanese [[Parent-Teacher Association|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>{{cite book |last=Forester |first=Tom |title=High-tech society: the story of the information technology revolution |year=1988 |publisher=[[MIT Press]] |location=Cambridge, Mass. |isbn=0-262-56044-5 |url=https://books.google.com/books?id=Gqgb946KPfQC&pg=PA155 |edition=1st MIT Press paperback |page=155}}</ref> while a physician in ''[[The New England Journal of Medicine]]'' named a similar ailment the "''Space Invaders'' Wrist".<ref>{{cite news |title=The Video Game Invasion: What Is It Doing To Children? |url=https://news.google.com/newspapers?id=Q4MsAAAAIBAJ&pg=4620,4423386 |access-date=March 5, 2012 |newspaper=[[The Herald Journal]] |date=December 18, 1981 |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414071941/https://news.google.com/newspapers?id=Q4MsAAAAIBAJ&pg=4620,4423386 |url-status=live }}</ref> ''Space Invaders'' was also the first game to attract [[Video game controversy|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 (United Kingdom)|Member of Parliament]] (MP) [[George Foulkes, Baron Foulkes of Cumnock|George Foulkes]], attempted to allow [[City council|local councils]] to restrict the game and those like it by [[licensing]] for its "[[Video game addiction|addictive properties]]" and for causing "[[deviancy]]". [[Conservative Party (UK)|Conservative]] MP [[Michael Brown (British politician)|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>{{cite web| title=30 Great Gaming World Records| url=http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/| website=[[Computer and Video Games]]| publisher=[[ComputerAndVideoGames.com]]| access-date=January 26, 2012| date=February 14, 2009| archive-date=February 19, 2012| archive-url=https://web.archive.org/web/20120219055853/http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/| url-status=live}}</ref><ref>{{cite journal| title=Electronic and Computer Games: The History of an Interactive Medium |journal=[[Screen (journal)|Screen]] |year=1988 |volume=29 |issue=2 |pages=52–73 |doi=10.1093/screen/29.2.52 |quote=In the UK, the Labour MP George Foulkes led a campaign in 1981 to curb the 'menace' of video games, maintaining that they had addictive properties. His 'Control of Space Invaders (and other Electronic Games) Bill' was put to the Commons and only narrowly defeated.|last1=Haddon |first1=L. }}</ref><ref>{{cite hansard |house=House of Commons |url=https://api.parliament.uk/historic-hansard/commons/1981/may/20/control-of-space-invaders-and-other#S6CV0005P0_19810520_HOC_167 |title=Control of Space Invaders and Other Electronic Games |date=May 20, 1981 |column_start=287 |column_end=291 }} {{Webarchive|url=https://web.archive.org/web/20150131013911/http://hansard.millbanksystems.com/commons/1981/may/20/control-of-space-invaders-and-other#S6CV0005P0_19810520_HOC_167 |date=January 31, 2015 }}</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>{{cite news |last1=Whitehouse |first1=Franklin |title=Village Zeros in on Space Invaders |url=https://www.nytimes.com/1981/06/15/nyregion/village-zeros-in-on-space-invaders.html |access-date=September 24, 2021 |work=[[The New York Times]] |date=June 15, 1981 |archive-date=September 24, 2021 |archive-url=https://web.archive.org/web/20210924001750/https://www.nytimes.com/1981/06/15/nyregion/village-zeros-in-on-space-invaders.html |url-status=live }}</ref> A similar restriction occurred in [[Mesquite, Texas]], resulting in a court case that was eventually appealed to the [[Supreme Court of the United States]], who ruled the city ordinance unconstitutional.<ref name="1UP-10things" /><ref>{{cite news| title = Issue and Debate; Should Video Games be Restricted by Law?| url = https://www.nytimes.com/1982/06/03/garden/issue-and-debate-should-video-games-be-restricted-by-law.html| work = [[The New York Times]]| location = New York, New York, United States| first = Pete| last = Kerr| date = June 3, 1982| page = C1| access-date = June 30, 2025}}</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>{{cite web |url=http://www.notsonoisy.com/spaceinvaders/ |title=Space Invaders—Guillaume Reymond—video performance |publisher=NOTsoNOISY |year=2006 |access-date=May 22, 2008 |archive-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120201034900/http://www.notsonoisy.com/spaceinvaders/ |url-status=live }}</ref> The GH ART exhibit at the 2008 [[Games Convention]] in [[Leipzig]], Germany, included an [[art game]], ''Invaders!'', based on ''Space Invaders''{{'}}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>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=19972 |title=Creator of Space Invaders-Based 9/11 Art Piece Pulls Exhibit |website=[[Gamasutra]] |last = Remo| first = Chris |date=August 25, 2008 |access-date=August 25, 2008 |archive-date=February 14, 2012 |archive-url=https://web.archive.org/web/20120214073938/http://www.gamasutra.com/php-bin/news_index.php?story=19972 |url-status=dead }}</ref>
[[File:Space invaders avignon.jpg|thumb|A tile mosaic of a ''Space Invader'' alien in [[Avignon]] by French street artist [[Invader (artist)|Invader]]]]


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>{{cite book | last1=Lozano | first1=Pedro Plasencia | last2=Durán | first2=Hadrián Arias |year=2013 |chapter=La Ribera del Marco en Cáceres, un problema aún no resuelto de ordenación territorial | page=186 |title=Agua, Cultura y Sociedad, [Vigo 20-21 de mayo de 2013]| trans-title = Water, Culture and Society [Vigo, May 20-21, 2013] |series=II Congreso Internacional de Ingeniería Civil y Territorio de Galicia-Norte de Portugal |language=es}} The ISBN printed in the document (978-84-380-0464-4) is invalid, causing a checksum error.</ref> A French [[street artist]], [[Invader (artist)|Invader]], made a name for himself by creating [[Mosaic|mosaic artwork]] of ''Space Invader'' aliens around the world.<ref name="1UP-10things" /><ref>{{cite web |url=http://swindlemagazine.com/issue03/space-invader-2/ |title=Space Invader |last = Fairey| first = Shepard |work=[[Swindle Magazine]] |access-date=May 6, 2008 |archive-url=https://web.archive.org/web/20080316032403/http://swindlemagazine.com/issue03/space-invader-2/ <!--Added by H3llBot--> |archive-date=March 16, 2008}}</ref>
In 2006, ''Space Invaders'' was one of several video game-related media selected to represent Japan as part of a project compiled by [[Culture of Japan|Japan's]] [[Agency for Cultural Affairs]].<ref>{{cite web |url=http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159315 |title=Japan honors NES, PS2, Mario |last = Wyman| first = Walt |website=[[GameSpot]] |date=October 4, 2006 |access-date=May 9, 2008 |archive-date=March 17, 2009 |archive-url=https://web.archive.org/web/20090317105153/http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159315 |url-status=dead }}</ref><ref>{{cite web |url=http://plaza.bunka.go.jp/hundred/hundred.html |script-title=ja:日本のメディア芸術100選 |language=ja |publisher=Japan Media Arts Plaza |access-date=May 5, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090415195329/http://plaza.bunka.go.jp/hundred/hundred.html |archive-date=April 15, 2009 }}</ref> That same year, ''Space Invaders'' was included in the London [[Science Museum (London)|Science Museum]]'s [[Game On exhibition]], meant to showcase the various aspects of [[video game history]], [[Video game development|development]], and [[Video game culture|culture]].<ref>{{cite web |url=http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159465 |title=London museum showcases games |last = Boyes| first = Emma |website=[[GameSpot]] |date=October 9, 2006 |access-date=May 9, 2008 |archive-date=March 17, 2009 |archive-url=https://web.archive.org/web/20090317105149/http://www.gamespot.com/arcade/action/alieninvasionpart2/news.html?sid=6159465 |url-status=dead }}</ref> ''Space Invaders'' is a part of the [[Barbican Centre]]'s traveling [[Game On exhibition]].<ref>{{cite web |url=http://www.barbican.org.uk/bie/exhibitions/game-on |title=Barbicon: Game on |publisher=[[Barbican Centre|Barbicon International Enterprises]] |access-date=June 3, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100909203416/http://www.barbican.org.uk/bie/exhibitions/game-on |archive-date=September 9, 2010 }}</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>{{cite web |url=http://www.notsonoisy.com/spaceinvaders/ |title=Space Invaders—Guillaume Reymond—video performance |publisher=NOTsoNOISY |year=2006 |access-date=May 22, 2008 |archive-date=February 1, 2012 |archive-url=https://web.archive.org/web/20120201034900/http://www.notsonoisy.com/spaceinvaders/ |url-status=live }}</ref> The GH ART exhibit at the 2008 [[Games Convention]] in [[Leipzig]], Germany, included an [[art game]], ''Invaders!'', based on ''Space Invaders''{{'}}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>{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=19972 |title=Creator of Space Invaders-Based 9/11 Art Piece Pulls Exhibit |website=[[Gamasutra]] |last = Remo| first = Chris |date=August 25, 2008 |access-date=August 25, 2008 |archive-date=February 14, 2012 |archive-url=https://web.archive.org/web/20120214073938/http://www.gamasutra.com/php-bin/news_index.php?story=19972 |url-status=dead }}</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>{{cite book| last1=Lozano| first1=Pedro Plasencia| last2=Durán| first2=Hadrián Arias |year=2013 |chapter=La Ribera del Marco en Cáceres, un problema aún no resuelto de ordenación territorial | page=186 |title=Agua, Cultura y Sociedad, [Vigo 20-21 de mayo de 2013]| trans-title = Water, Culture and Society [Vigo, May 20-21, 2013] |series=II Congreso Internacional de Ingeniería Civil y Territorio de Galicia-Norte de Portugal |language=es}} The ISBN printed in the document (978-84-380-0464-4) is invalid, causing a checksum error.</ref> A French [[street artist]], [[Invader (artist)|Invader]], made a name for himself by creating [[Mosaic|mosaic artwork]] of ''Space Invader'' aliens around the world.<ref name="1UP-10things" /><ref>{{cite web| url=http://swindlemagazine.com/issue03/space-invader-2/ |title=Space Invader |last = Fairey| first = Shepard| website=[[Swindle Magazine]]| access-date=May 6, 2008| archive-url=https://web.archive.org/web/20080316032403/http://swindlemagazine.com/issue03/space-invader-2/<!--Added by H3llBot-->| archive-date=March 16, 2008}}</ref> Locations include the [[International Space Station]] and [[European Space Agency]] installations.<ref>{{cite web| url = https://www.space.com/28888-space-invaders-art-esa-photos.html| title = Photos: 'Space Invaders' on the International Space Station| website = [[Space.com]]| author = Staff| date = March 23, 2015| access-date = June 26, 2025}}</ref><ref>{{cite web| url = https://www.esa.int/Highlights/Space_Invaders| title = Space Invaders| website = [[European Space Agency]]| author = Staff| date = March 11, 2015| access-date = June 26, 2025}}</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 [[Scute|scutum]] of the animal to a typical alien in ''Space Invaders''. The genus ''[[Taito (genus)|Taito]]'' is named for the company that produces ''Space Invaders''.<ref>{{cite journal |title=A new genus and eight new species of Amazonian cosmetines (Opiliones, Laniatores, Cosmetidae) |first1=Adriano B. |last1=Kury |first2=Carla ML |last2=Barros |date=May 28, 2014 |journal=Zoological Studies |volume=53 |page=25 |doi=10.1186/s40555-014-0024-4|doi-access=free }}</ref>
Brazilian [[zoologists]], Adriano Kury and Carla Barros, named a new species of [[arachnid]] ''Taito spaceinvaders'' in 2014. Inspired the by resemblance of the species' fleck on its dorsal [[Scute|scutum]] to a ''Space Invaders'' alien, the zoologists named the arachnid after the game and the genus, ''[[Taito (genus)|Taito]]'', after the developer.<ref>{{cite journal |title=A new genus and eight new species of Amazonian cosmetines (Opiliones, Laniatores, Cosmetidae) |first1=Adriano B. |last1=Kury |first2=Carla ML |last2=Barros |date=May 28, 2014 |journal=Zoological Studies |volume=53 |page=25 |doi=10.1186/s40555-014-0024-4|doi-access=free }}</ref>


In 2018, [[Highways England]] launched a [[Political campaign|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 sticker]]s to raise awareness of the campaign.<ref>{{cite web |url=https://highwaysengland.co.uk/staysafestayback/ |title=Stay Safe, Stay Back |work=Highways England Improvements and major road projects |date=August 6, 2020 |publisher=Highways England |access-date=November 6, 2018 |archive-date=November 7, 2018 |archive-url=https://web.archive.org/web/20181107104049/https://highwaysengland.co.uk/staysafestayback/ |url-status=live }}</ref>
In 2018, [[Highways England]] launched a [[Political campaign|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 sticker]]s to raise awareness of the campaign.<ref>{{cite web |url=https://highwaysengland.co.uk/staysafestayback/ |title=Stay Safe, Stay Back |work=Highways England Improvements and major road projects |date=August 6, 2020 |publisher=Highways England |access-date=November 6, 2018 |archive-date=November 7, 2018 |archive-url=https://web.archive.org/web/20181107104049/https://highwaysengland.co.uk/staysafestayback/ |url-status=live }}</ref>

Revision as of 04:42, 1 July 2025

Template:Short description Script error: No such module "other uses". Template:Main other Template:Use mdy dates Template:Main otherScript error: No such module "infobox".Template:Main otherScript error: No such module "Check for unknown parameters".Template:Main other

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, and released overseas by Midway Manufacturing later that year. Space Invaders was the first video game with endless gameplay and the first fixed shooter, setting 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 and Breakout, electro-mechanical target shooting games, and science fiction narratives such as the novel The War of the Worlds, the anime Space Battleship Yamato, and the film Star Wars. 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),[1] 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. In addition to inspiring several prolific game designers to join the industry, it influenced numerous video games across different genres and has been ported and re-released in various forms. The 1980 Atari 2600 version quadrupled sales of the Atari 2600 console, 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.

Gameplay

A vertical rectangular video game screenshot that is a digital representation of a battle between aliens and a laser cannon. The white aliens hover above four green, inverted U-shaped blocks. Below the blocks is a smaller horizontal block with a triangle on its top.
The player-controlled laser cannon (bottom center) shoots the aliens (center) as they descend. Game statistics, like the current score and remaining lives, are tracked above and below the playing field.

Space Invaders is a fixed shooter in which the player moves a laser cannon horizontally across the bottom of the screen and fires at a group of aliens overhead. The aliens begin as five rows of eleven—the amount differs in some versions—that move left and right as a group, advancing on the shooter by shifting downward each time they reach a screen edge. The goal is to eliminate all the aliens by shooting them. Regardless of how many game lives remaining the player has, the game ends if the invaders reach the bottom of the screen.[2][3][4][5]

The aliens attempt to destroy the player's cannon by firing projectiles. The laser cannon is partially protected by stationary defense bunkers that are gradually destroyed from the top by the aliens; the bottom will be destroyed if the player fires when beneath one. As aliens are defeated, their movement, as well as the accompanying music, speeds up. Defeating all the aliens brings another wave which starts lower, a loop that can continue endlessly. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed.[2][3][4][5]

Development

Portrait photo of a Japanese man with short black hair wearing a black business jacket sitting at an office desk.
Tomohiro Nishikado (shown in 2011) designed Space InvadersTemplate:' gameplay as well as the arcade cabinet's custom computing hardware.

Space Invaders was developed by Japanese designer Tomohiro Nishikado, who spent a year designing it and developing the necessary hardware to produce it.[6] The game was a response to Atari, Inc.'s 1976 arcade game Breakout. 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.[6][7][8][9] 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.[10]

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 character (either by getting shot or enemies reaching the bottom of the screen) rather than simply a timer running out.[7] 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 remained for the player.[8]

Early enemy designs included tanks, combat planes, and battleships.[6][9] However, Nishikado was not satisfied with the enemy movements; technical limitations made it difficult to animate flying.[6][11] The designer believed animating human characters would have been easier to program, but he considered shooting them immoral.[11][12] Nishikado also said that shooting people was frowned upon.[9] After seeing the release of the 1974 anime Space Battleship Yamato in Japan,[13][14] and seeing a magazine feature about the 1977 Star Wars, he thought of using a space theme.[6][7] 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.[6][7][11][9] Other alien designs were modeled after squids and crabs.[6][11][9] 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.[6][7]

Hardware

Close up of two small white rectangular microprocessor chips with small gold-colored metallic prongs extending from the side downward. The top left chip has a gold covering on the top middle portion that reads "C8080B, ES 1274, KI984". The bottom right chip has the cover removed exposing the die of semiconducting material.
Nishikado adopted the Intel 8080 microprocessor (pictured) into development in order to display improved graphics and animation.

Nishikado designed his own custom hardware and development tools for Space Invaders.[6][11] The game uses an Intel 8080 central processing unit (CPU) and displays raster graphics on a CRT monitor using a bitmapped framebuffer.[12][15] The game outputs monaural sound hosted by a combination of analog circuitry and a Texas Instruments SN76477 sound chip.[12][15][16][17] The adoption of a microprocessor was inspired by the 1975 arcade game Gun Fight, 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.[18][19]

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.[6][11] 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 were destroyed;[7][20] the accompanying audio sped up as well.[20][21] Rather than design a compensation for the speed increase, he decided to keep this undocumented feature as a challenging gameplay mechanism.[7]

The cabinet artwork features large humanoid monsters absent from the game, which Nishikado attributed to the artist basing the designs on the original "Space Monsters" title rather than referring to the in-game graphics.[6] 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.[4] 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. Later Japanese releases feature a rainbow-colored cellophane overlay, and these were eventually followed by versions with a color monitor and an electronically generated color overlay.[4]

Release

Template:Multiple image

Taito released Space Invaders in July 1978.[22] The company released both an upright arcade cabinet and a cocktail-table cabinet;[6][15] Taito named the cocktail version T.T. Space Invaders in Japan to indicate it was a "table-top" version.[15] Midway released its upright version a few months later and its cocktail version several months after that. Space Invaders cabinets have since become collector's items, with the cocktail and cabaret versions the rarest.[23]

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.[4][24] After selling over 1.0 million units in its first year, the Space Invaders port sold over 4.2 million copies by the end of 1981, becoming the best-selling Atari 2600 game until the 1982 Atari version of Pac-Man released. By 1983, the Atari 2600 version had sold almost 6.1 million cartridges.[25] 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 exclusively in Japan. By 1982, versions of Space Invaders were available for handheld electronic game devices, tabletop dedicated consoles, home computers, watches and pocket calculators.[26]

File:Epoch-TV-Vader.jpg
In Japan, Epoch Co. released the Epoch TV Vader in 1980 as a Space Invaders clone that could be played at home.

More than a hundred Space Invaders video game clones were released for various platforms,[27] such as Super Invader (1979)[28] and TI Invaders (1981); the latter was the top-selling game for the TI-99/4A through at least 1982.[29] Prior to its industry dominance, Nintendo's foray into arcade games consisted of clones of existing popular games, including the Space Invader clone Space Fever. The influx of clones led to the term "Invader game" to identify the generic classification of games.[30] Unofficial copies dominated the video game market in South Korea. The market demand for hardware to create the machines helped spur the early growth of Korea's semiconductor industry.[31]

Reception

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.[32] In the first few months following its release in Japan, Space Invaders became popular to the point that specialty video arcades, referred to as "Space Invaders Parlours" and "Space Invaders Houses", opened with nothing but Space Invaders cabinets.[6][12][33]

A year after its release, Space Invaders had become the arcade game industry's all-time best-seller.[34] By the end of 1978, Taito had installed over 100,000 machines and grossed Template:US$ (Template:US$ adjusted for inflation) in Japan alone.[26][35] 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.[22] 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,[36] and 60,000 within a year in the United States[37][38][39] Space InvadersTemplate:' popularity propelled it to become the first game that recouped an arcade machine's owner in less than a month, with some places seeing profits within one week;[39] prices ranged from $2,000 to $3,000 per machine.[40] The game eventually sold 72,000 units in the United States by 1982.[41]

Space Invaders had about 8 million daily players in Japan, with daily revenue peaking at Template:JPY or Template:US$.[42] Space Invaders machines had grossed more than four billion US quarters (Template:US$ at the time, or Template:US$ adjusted for inflation) by 1979.[43] It remained the top arcade game for three years through 1980.[26] In 1981, several years after its release, it still had weekly earnings of Template:US$ in the United States, second only to Pac-Man.[44] By 1982, it had crossed $2 billion in quarters[45][46] (equivalent to $Template:Formatprice adjusted for inflation),[47] with a net profit of $450 million[46] (equivalent to $Template:Formatprice adjusted for inflation).[47] This made it the best-selling video game and highest-grossing "entertainment product" of its time,[45] with comparisons made to the then highest-grossing film Star Wars,[45][48] which had grossed $486 million,[48] with a net profit of $175 million.[48] By 1982, it had grossed Template:US$, equivalent to over Template:US$ as of 2016.[1] Space Invaders earned Taito profits of over Template:US$.[6][49] The Arcade Awards ceremony was created that same year to honor the best video games, with Space Invaders winning the first Best Coin-Op Electronic Game award.[50]

Ports have received mixed reviews; the Atari 2600 version was successful, while the Famicom version was poorly received.[4]

Retrospective

Template:Video game reviews

In 1995, Flux magazine staff ranked Space Invaders first on their "Top 100 Video Games".[51] 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]."[52] 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.[53] The Times ranked it No. 1 on its list of "The ten most influential video games ever" in 2007.[54] 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."[55] Guinness World Records considered Space Invaders one of the most successful arcade shooting games by 2008.[56] In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".[57]

In 2008, Guinness World Records listed it as the top-rated arcade game in terms of technical, creative, and cultural impact.[3] Entertainment Weekly named Space Invaders one of the top ten games for the Atari 2600 home console in 2013.[58] In 2018, it was ranked 87th in Video Game Canon's statistical meta-analysis of 48 "top games" lists published between 1995 and 2017.[59] In 2021, The Guardian listed it as the third-greatest video game of the 1970s, just below Galaxian and Asteroids.[60] Space Invaders was inducted into the World Video Game Hall of Fame in 2016.[61]

Legacy

Remakes and sequels

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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.[4] 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.[62][63] 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.[64]

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.[65] It became the third highest-grossing pinball machine of 1980 in the United States.[66] 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.[67]

File:SPACE INVADERS FRENZY.jpg
Space Invaders Frenzy sit-down arcade machine

Taito has released several arcade sequels. The first was Space Invaders Part II in 1979;[68][69] it featured color graphics, an attract mode, new gameplay elements, and added an intermission between gameplay.[70] According to the Killer List of Videogames, this was the first video game to include an intermission.[56][70] 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.[71] 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.[4] 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.[23] In 2002, Taito released Space Raiders, a third-person shooter reminiscent of Space Invaders.[72][73]

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.[74] A similar game for the PlayStation Portable, Space Invaders Pocket, was released in 2005.[75] 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.[76][77] Super Space Invaders '91, Space Invaders DX, and Space Invaders Template:'95 were included in Taito Legends 2, a sequel compilation released in 2006.[78]

Industry impact

Video game journalist David McCarthy considered Space Invaders an early game that helped shape the wider shooter genre.[79] In listing the game as one of the ten most influential games, IGNTemplate:'s Ryan Geddes and Daemon Hatfield credited Space Invaders for introducing design elements that have since become common place in the industry. The two attributed the popularity of shooting-endless-waves-of-enemies gameplay to the creation of the shoot 'em up subgenre, citing titles like Galaga, Centipede, and Ikaruga as part of its lineage.[53] Kevin Bowen of GameSpy wrote similar observations, note that numerous titles, like Galaga and Gradius, have been influenced by the gameplay established by Space Invaders.[2] Writing for 1UP.com, Benj Edwards also credited it for spawning the shoot 'em up subgenre, which was very prominent in Japan during the 1980s and early 1990s. He noted that though there were several notable shooting games before it, Space Invaders "put it all together" in way unseen before.[12] While several publications have credited the game for introducing the concept of saving high scores, Guinness World Records recognizes the 1976 arcade game Sea Wolf as the first to implement the feature.[53][2][56] McCarthy noted that players competed to achieve the highest score for Space Invaders, even decades after its release, and its sequels.[56]

Space Invaders popularized a more interactive style of gameplay, with the enemies responding to the player-controlled cannon's movement.[7] 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,[80] and in contrast to earlier arcade games which often had a timer, Space Invaders introduced the "concept of going round after round."[81] It was also the first game where players were given multiple lives,[82] could take cover from enemy fire, and use destructible barriers.[83]

Space Invaders helped action games become the dominant genre in arcades and on consoles.[84] Space Invaders set the template for the shoot 'em up genre.[85] 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,[86] Williams Electronics' Defender, and Namco's Galaxian and Galaga, which were modeled after Space InvadersTemplate:' gameplay and design.[87][88] This influence could be said to extend to most shooting games released to the present day,[12] including first-person shooters (FPS) such as Wolfenstein,[89][90] Doom,[91] Halo[92] and Call of Duty.[93] 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.[81] According to Alexander Smith, by "allowing targets to attack the player and eliminating the timer, Nishikado created a new paradigm in video games."[94] Miyamoto said Space Invaders had revolutionized the video game industry.[95] Eugene Jarvis stated it "laid the groundwork for a whole generation" of video games with the "animated characters, the story, this amazing crescendo of action and climax"[96] and that many games "still rely on the multiple life, progressively difficult level paradigm" of Space Invaders.[97]

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Noting its impact, music scholar Andrew Schartmann wrote that the fundamental techniques Space Invaders introduced shaped the industry and that the game's immense popularity facilitated a widespread adoption of those techniques. Prior to Space Invaders, music typically played during introductions or closings. Its continuously looped music plays during gameplay while the game's interactions generate sound effects, which together Schartmann described as a "rich sonic landscape". He further noted that while the four-note loop seemed "pedestrian", its ability to stir a reaction from players moved video games closer to an art form. Schartmann acknowledged how the title's changing tempo popularized variability in game music; developers later applied the strategy to pitch, rhythm, form, and other parameters to accommodate nonlinear aspect of games.[98] Karen Collins, a professor of interactive media, echoed similar statements, noting that the combination of introducing continuous background music and dynamically changing its pace during gameplay was a worthy milestone.[21] Next Generation editor Neil West also cited Space InvadersTemplate:' 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.[99] 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. He echoed West's assessment, commenting that the simple beats increased the player's heart rate—instilling a sense of panic—as the invaders approached the bottom of the screen.[5] In describing the audio's increasing pace, video game journalist and historian Bill Loguidice likened the background music to the sound of a heartbeat. He noted that the effect carried forward into other games; for example, Dungeons of Daggorath features a similar heartbeat sound to indicate player health.[100]

<templatestyles src="Template:Quote_box/styles.css" />

"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 artifact, no less than the silent films of the early twentieth century or early printed books."

Video game developer Warren Spector on Space InvadersTemplate:' industry impact[101]

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Several game developers have cited Space Invaders as their introduction to video games. Shigeru Miyamoto—the creator of Donkey Kong, Mario, and The Legend of Zelda—commented that before seeing it he was not interested in video games and had never considered pursuing video games as a profession.[95] In response to Miyamoto's acknowledgement, Geddes and Hatfield noted that the franchises he created were possible because of Space InvadersTemplate:' influence.[53] During his time in junior high school, Pokémon creator Satoshi Tajiri felt inspired to make a Space Invaders sequel after playing it.[102] While Hideo Kojima, creator of Metal Gear, played Pong as a child, he cites Space Invaders as the first game that "pulled him in". When recalling the game's early media coverage, he expressed how impressed he was at the time with the game's existence.[103] Eugene Jarvis began his career at Williams Electronics developing pinball games but decided to pursue arcade games after seeing Space InvaderTemplate:' gameplay, leading him to work on Defender, Williams' first arcade game.[96][104] He further 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.[104] The two creators of Doom, John Romero and John Carmack, have also named it as their introduction to video games.[105][106] Romero commented that he thought games like Space Invaders and Targ were "cool" because they were not limited by physical materials like pinball and electromagnetic games and felt they opened up creative possibilities.[105] Writing for The Observer, Giles Richards attributed the popularity of the game's home console versions to encouraging users to learn programming, many of which later becoming industry leaders.[107]

In 1980, Atari sponsored a nation-wide Space Invaders tournament in the United States with regional qualifiers in Los Angeles, San Fransisco, Fort Worth, Chicago, and New York.[86][108] The company started the event to help promote its recent port of Space Invaders, which contestants played to earn the highest score.[108] Over 10,000 participants competed in the tournament, which culminated in a championship round between the five regional finalists at Warner Communications Inc.'s headquarters in New York.[86][108] The winner, Rebecca Heineman, would go on to become a video game developer.[86][108][109] Electronic Games magazine staff noted an increased amount of media coverage around the same time and stated that the event helped establish video gaming as a mainstream hobby.[86]

Numerous publications have pointed to the game's success as a catalyst to the video game industry's growth. Electronic GamesTemplate:'s editors called Space Invaders the impetus behind video gaming becoming a rapidly growing hobby in 1981 and "the single most popular coin-operated attraction of all time."[110] Edge staff attributed the shift of games from bars and amusement arcades to more mainstream locations, such as restaurants and department stores, to Space Invaders.[111] Video game writer and collector David Ellis echoed similar comments, writing that by the end of the 1970s, arcade games began appearing in hotel lobbies, airports, and convenience stores.[112] Writing for IGN, Levi Buchanan attributed the launch of the "arcade phenomenon" in North America in part to the title.[57] Technology journalist Jason Whittaker credited Space Invaders with ending the video game crash of 1977 and ushering in the golden age of video arcade games.[113] Staff for Game Informer magazine considered it, along with Pac-Man, one of the most popular arcade games for tapping into popular culture and generating excitement during the golden age of arcades.[114] Benj Edwards of 1UP.com wrote that Space Invaders demonstrated video games could compete against the major entertainment media at the time: films, music, and television.[12]

In media

Musicians have drawn inspiration for their music from Space Invaders. 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";[115][116] the latter sold over 400,000 copies in the United States.[117] 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.[116][118][119] 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.[116][120]

Decades later, Video Games Live performed audio from Space Invaders as part of a special retro "Classic Arcade Medley" in 2007.[121] In honor of the game's 30th anniversary, Taito produced an album titled Space Invaders 2008 that features music inspired by the game. Released by Avex Trax in December 2008, the album includes six songs that were originally in the PSP version of Space Invaders Extreme.[122] Taito produced a Space Invaders-themed animated music video to promote the album. 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.[123]

Multiple television series have aired episodes that either reference or parody Space Invaders; for example, Danger Mouse,[124] That '70s Show,[125] Scrubs,[126] Chuck,[127] Robot Chicken,[128] Teenage Mutant Ninja Turtles[129] and The Amazing World of Gumball.[130] Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "Anthology of Interest II", an episode of Futurama.[131][132] The Space Invaders aliens also appear in the French online short film Pixels, which Happy Madison Productions later adapted into a feature film by the same name in 2015.[133][134]

In 2010, Warner Bros. Pictures approached Taito for the film rights to the video game, with Mark Gordon, Jason Blum, and Guymon Casady attached as producers.[135] By the time Warner Bros. acquired the rights in 2014, Akiva Goldsman was slated to produce.[136] In February 2015, Daniel Kunka was set to write the script for the production company, Safehouse Pictures.[137] The project stalled until July 2019, when Warner Bros.'s subsidiary, New Line Cinema, announced that Greg Russo would write the script. Goldsman remained the producer alongside Safehouse Pictures partners Joby Harold and Tory Tunnell.[138]

Space Invaders has been the subject of several books, such as the 1982 Invasion of the Space Invaders by Martin Amis, the 2006 Tomb Raiders and Space Invaders by Geoff King and Tanya Krzywinska, and 1980 Space Invaders by Mark Roeder and Julian Wolanski.[139][140][141] It has been recreated in other video games. Players have used the gameplay mechanics in the sandbox games Minecraft and Astroneer to reproduce Space Invaders.[142][143] Epic Games included a hidden game in Fortnite that features gameplay similar to Space Invaders.[144]

Cultural impact

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The impact of Space Invaders on the video game industry has been compared to that of The Beatles in the pop music industry.[145] Considered "the first 'blockbuster' video game", Space Invaders became synonymous with video games worldwide for some time.[146] 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.[12] There has also been Space Invaders-themed merchandising, including necklaces and puzzles.[147]

A photograph of an orchestra on a dimly lit stage. Above the group is a projection screen with a black, white, and green image of pixel art. The pixel art is an oval object wearing headphones with eyes and four tentacles. Below the pixel art is the phrase "Video Games Live".
A pixelated alien graphic from Space Invaders used at the Video Games Live concert event

The game became the center of an urban legend that its popularity led to a shortage of 100-yen coins in Japan.[6][56][107] However, reports from those living in Japan at the time indicate "nothing out of the ordinary" around Space InvadersTemplate:' release.[148] Nishikado had also expressed skepticism.[32] Numismatist Mark Fox noted that arcade operators would have regularly emptied their machines, keeping the currency in circulation.[148] He attributed the myth to lower 100-yen coin productions in 1978 and 1979.[149][148]

Within a year of its release, the Japanese PTA unsuccessfully attempted to ban Space Invaders for allegedly inspiring truancy.[35] In North America, doctors identified a condition called "Space Invaders elbow" as a complaint,[150] while a physician in The New England Journal of Medicine named a similar ailment the "Space Invaders Wrist".[151] 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.[152][153][154] 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.[155] A similar restriction occurred in Mesquite, Texas, resulting in a court case that was eventually appealed to the Supreme Court of the United States, who ruled the city ordinance unconstitutional.[12][156]

File:Space invaders avignon.jpg
A tile mosaic of a Space Invader alien in Avignon by French street artist Invader

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.[157][158] 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.[159] Space Invaders is a part of the Barbican Centre's traveling Game On exhibition.[160] 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.[161] 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.[162] 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.[163] A French street artist, Invader, made a name for himself by creating mosaic artwork of Space Invader aliens around the world.[12][164] Locations include the International Space Station and European Space Agency installations.[165][166]

Brazilian zoologists, Adriano Kury and Carla Barros, named a new species of arachnid Taito spaceinvaders in 2014. Inspired the by resemblance of the species' fleck on its dorsal scutum to a Space Invaders alien, the zoologists named the arachnid after the game and the genus, Taito, after the developer.[167]

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.[168]

Notes

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References

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Further reading

External links

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