Space Invaders[b]is a 1978shoot 'em uparcade video gamedeveloped and published byTaito.It was released in Japan in April 1978, with the game being released byMidway Manufacturingoverseas. Commonly considered to be one of the most influential video games of all time,Space Invaderswas the firstfixed shooterand the first video game with endless gameplay (meaning there was no final level or endscreen) and set the template for the genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser cannon to earn as many points as possible.

Space Invaders
A flyer for Space Invaders: An arcade display on the bottom-right corner is shown over a laser cannon surrounded by aliens and saucers; The background contains the screen against a background of a canyon and a block mountain; The Space Invaders and Taito logos are displayed on the top of the poster.
Arcade flyer
Developer(s)Taito
Publisher(s)
Atari, Inc.(home)
Designer(s)Tomohiro Nishikado
SeriesSpace Invaders
Platform(s)Arcade,Atari 2600,Atari 5200,Atari 8-bit,MSX,handheld,tabletop,watch,calculator,[9]NES,[10]SG-1000,[11]WonderSwan,[12]VG Pocket,[13]mobile,[14]iOS[15]
ReleaseArcade
Genre(s)Fixed shooter
Mode(s)1–2 players alternating turns

DesignerTomohiro Nishikadodrew inspiration from North American targetshooting gameslikeBreakout(1976) andGun Fight(1975), as well asscience fictionnarratives such as the novelThe War of the Worlds(1897), the animeSpace Battleship Yamato(1974), and the filmStar Wars(1977). To complete development, he had to design custom hardware anddevelopment tools.Upon release,Space Invaderswas an immediate commercial success; by 1982, it hadgrossed$3.8 billion ($14 billion in 2023-adjusted terms),[16]with anet profitof $450 million ($1.7 billion in 2023 terms). This made it thebest-selling video gameandhighest-grossingentertainment product at the time, and the highest-grossing video game of all time.

Space Invadersis considered one of the most influential video games ever made, having ushered in thegolden age of arcade video games.It was the inspiration for numerousvideo gamesandgame designersacross different genres, and has beenportedand re-released in various forms. The 1980Atari VCS versionquadrupled sales of theAtari VCS,thereby becoming the firstkiller appforvideo game consoles.More broadly, thepixelatedenemy alien has become apop cultureicon, often representing video games as a whole.

Gameplay

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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 Invadersis afixed shooterin which the player moves alaser cannonhorizontally across the bottom of the screen and fires at aliens overhead. The aliens begin as five rows of eleven that move left and right as a group, shifting downward (advancing on the shooter) each time they reach a screen edge. The goal is to eliminate all of the aliens by shooting them. While the player has three lives, the game ends immediately if the invaders reach the bottom of the screen.[17][18][10][19]The aliens attempt to destroy the player's cannon by firing projectiles. The laser cannon is partially protected by stationary defensebunkerswhich are gradually destroyed from the top by the aliens and, if the player fires when beneath one, the bottom gets destroyed.

As aliens are defeated, their movement and the music both speed up. Defeating all the aliens brings another wave which starts lower, a loop which can continue endlessly.[17][18][10][19]A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed.

Development

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Space Invaderswas developed by Japanese designerTomohiro Nishikado,who spent a year designing it and developing the necessaryhardwareto produce it.[20]The game was a response toAtari's arcade gameBreakout(1976). Nishikado wanted to adapt the same sense of achievement and tension from destroying targets one at a time, combining it with elements of targetshooting games.[20][21][22]The game uses a similar layout to that ofBreakoutbut with differentgame mechanics;rather than bounce a ball to attack static objects, players are given the ability to fire projectiles at moving enemies.[23]

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 agame overtriggered by the enemies killing the player (either by getting hit or enemies reaching the bottom of the screen) rather than simply a timer running out.[21]He replaced the timer, typical of arcade games at the time, with descending aliens who effectively served a similar function, where the closer they came, the less time the player had left.[22]

Early enemy designs included tanks, combat planes, and battleships.[20]Nishikado, however, was not satisfied with the enemy movements; technical limitations made it difficult to simulate flying.[20][24]Humans would have been easier to simulate, but the designer considered shooting them immoral.[24][25]After seeing the release of the 1974animeSpace Battleship Yamatoin Japan,[26][27]and seeing a magazine feature aboutStar Wars(1977), he thought of using a space theme.[20][21]Nishikado drew inspiration for the aliens from a novel byH. G. Wells,The War of the Worlds,and created initialbitmapimages after the octopus-like aliens.[20][21][24]Other alien designs were modeled after squids and crabs.[20][24]The game was originally titledSpace Monstersafter a popular song in Japan at the time, "Monster", but was changed toSpace Invadersby the designer's superiors.[20][21]

Hardware

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A modified Space Invadersarcade cabinet

Nishikado designed his own custom hardware and development tools forSpace Invaders.[20][24]It uses anIntel 8080central processing unit(CPU), displaysraster graphicson aCRT monitorusing abitmappedframebuffer,and usesmonaural soundhosted by a combination ofanalog circuitryand aTexas Instruments SN76477sound chip.[28][25][29]The adoption of a microprocessor was inspired byGun Fight(1975),Midway'smicroprocessor adaptation of Nishikado's earlierdiscrete logicgameWestern Gun,after the designer was impressed by the improved graphics and smoother animation of Midway's version.[30]Space Invadersalso adopted the multi-chipbarrel shiftercircuit first developed by Midway forGun 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.[31]

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.[20][24]While programming, Nishikado discovered that the processor was able torendereach frame of the alien's animation graphics faster when there were fewer aliens on the screen. Since the alien's positions updated after each frame, this caused the aliens to move across the screen at an increasing speed as more and more were destroyed. Rather than design a compensation for the speed increase, he decided that it was afeature, not a bug,and kept it as a challenginggameplaymechanism.[21]

Taito releasedSpace Invadersin July 1978.[5]They released both anupright arcade cabinetand a so-called"cocktail-table" cabinet;following its usual practice, Taito named the cocktail versionT.T. Space Invaders( "T.T." for "table-top" ). Midway released its upright version a few months later and its cocktail version several months after that. The cabinet artwork featured largehumanoidmonstersnot 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.[20]In the upright cabinets, the graphics are generated on a hidden CRT monitor and reflected toward the player using asemi-transparent mirror,behind which is mounted a plastic cutout of amoonbolted against a painted starry background. The backdrop is visible through the mirror and thus appears "behind" the graphics.[10]Both Taito's and Midway's first Space Invaders versions had black-and-white graphics with a transparent colored overlay using strips of orange and greencellophaneover certain portions of the screen to add color to the image. Later Japanese releases used a rainbow-colored cellophane overlay,[10]and these were eventually followed by versions with a color monitor and an electronically generated color overlay.[10]

Music

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Despite its simplicity, the music toSpace Invaderswas 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:

  1. Whereas video game music prior toSpace Invaderswas restricted to the extremities (i.e., a short introductory theme with game-over counterpart), the alien-inspired hit featuredcontinuous musicthe well-known four-note loop, consisting of the first four notes of the descending Dminor natural scalethroughout, 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."[32]
  2. 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 Invadersmoved video game music closer to the realm of art. "[32]
  3. The music forSpace Invaderspopularized the notion of variability—the idea that music can change in accordance with the ongoing on-screen narrative. The variable inSpace Invaders,thetempo,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."[32]

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 asSpace 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 Generationeditor Neil West also cited theSpace Invadersmusic 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.[33]

Reception and versions

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Arcade version

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Space Invadersinitially received mixed responses from within Taito andamusement arcadeowners. Nishikado's colleagues praised it, applauding his achievement while queuing up to play, whereas his Boss es predicted low sales as games often ended more quickly than other timer-based arcade games at the time. A number ofamusement arcadeowners initially rejected it, but somepachinkoparlors andbowling alleysadopted it; it quickly caught on, with many parlors and alleys clearing space for moreSpace Invaderscabinets.[41]In the first few months following its release in Japan,Space Invadersbecame popular,[25]and specialtyvideo arcadesopened with nothing butSpace Invaderscabinets.[20][25]

By the end of 1978,Taitohad installed over 100,000 machines and grossed$670 million($3.1 billionadjusted for inflation) in Japan alone.[9][42]By June 1979, Taito had manufactured about 200,000–300,000Space Invadersmachines in Japan, with each unit earning an average of¥10,000or$46(equivalent to $193 in 2023) in100 yen coinsper 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.[5]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 750,000Space Invadersmachines were installed worldwide, including 400,000 in Japan, 85,000 in the United Kingdom,[6]and 60,000 within a year in the United States[43][44][45](where prices ranged from $2,000 to $3,000 for each machine);[46]the game eventually sold 72,000 units in the United States by 1982.[47]By 1979, it had become thearcade gameindustry's all-time best-seller.[48]

Space Invadershad about8 milliondaily playersin Japan, with daily revenue peaking at¥2.6 billionor$12,000,000(equivalent to $56,000,000 in 2023).[49]Space Invadersmachines had grossed more than four billionUS quarters($1 billionat the time, or$4.7 billionadjusted for inflation) by 1979.[50]It remained the top arcade game for three years through 1980.[9]In 1981, several years after its release, it still had weekly earnings of$7.7 millionin the United States, second only toPac-Man.[51]By 1982, it had crossed $2 billion in quarters[52][53](equivalent to $9.34 billion adjusted for inflation),[54]with anet profitof $450 million[53](equivalent to $2.1 billion adjusted for inflation).[54]This made it thebest-selling video gameandhighest-grossing"entertainment product" of its time,[52]with comparisons made to the thenhighest-grossing filmStar Wars,[52][55]which had grossed $486 million,[55]with a net profit of $175 million.[55]By 1982, it hadgrossed$3.8 billion,equivalent to over$13 billionas of 2016.[16]Space Invadersearned Taito profits of over$500,000,000(equivalent to $2,300,000,000 in 2023).[20][56]

Home versions

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The 1980Atari VCS(Atari 2600) version was the first officiallicensingof an arcade game for consoles and became the first "killer app"forvideo game consolesafter quadrupling the system's sales.[10][57]It sold over one million units in its first year on sale as a homeconsole game,then over4.2 millioncopies by the end of 1981, and over5.6 millionby 1982; it was thebest-selling Atari 2600 gameup until theAtari version ofPac-Man(1982).[58]Space Invadersfor the Atari 2600 had sold 6,091,178 cartridges by 1983,[58]and a further 161,051 between 1986 and 1990,[59]for a total of over6.25 millioncartridges sold by 1990.

Other officialconversionswere released for theAtari 8-bit computersandAtari 5200console, while Taito later released it for theNintendo Famicomin 1985, but only in Japan. By 1982, versions ofSpace Invaderswere available forhandheld electronic gamedevices, tabletopdedicated consoles,home computers,watchesandpocket calculators.[9]The Atari VCS conversion was programmed by Richard Maurer,[60]while the Atari 5200 conversion was programmed by Eric Manghise and animated by Marilyn Churchill.[61]

More than a hundredSpace Invadersvideo game cloneswere released for various platforms,[62]such as the popularcomputer gamesSuper Invader(1979)[63]andTI Invaders(1981); the latter was thetop-selling gamefor theTI-99/4Athrough at least 1982.[64]

Legacy

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As one of the earliestshooting games,Space Invadersset precedents and helped pave the way for future games and for the shooting genre.[65][66]Space Invaderspopularized a more interactive style ofgameplay,with the enemies responding to the player-controlled cannon's movement,[21]and was the first video game to popularize the concept of achieving ahigh score,[17][67][65]being the first tosavethe player's score.[65]While earlier shooting games allowed the player to shoot at targets,Space Invaderswas the first in which multiple enemies could fire back at the player,[68]and in contrast to earlier arcade games which often had a timer,Space Invadersintroduced the "concept of goingroundafter round. "[69]It was also the first game where players were given multiplelives,[70]had to repel hordes of enemies,[25]couldtake coverfrom enemy fire, and usedestructiblebarriers,[71]in addition to being the first game to use a continuousbackground soundtrack,with four simplediatonicdescendingbass notesrepeating in aloop,which wasdynamicandchanged paceduring stages,[72]like aheartbeat soundthat increases pace as enemies approached.[73]

Anurban legendstates thatSpace Invaders' popularity led to a shortage of100-yen coinsin Japan.[20][67][74]However, Nishikado himself was skeptical of the story.[41]In reality, 100-yencoin production was lower in 1978 and 1979 than in previous or subsequent years.[75][76]Additionally, arcade operators would have regularly emptied their machines and taken the coins to the bank, thus keeping them incirculation.[76]Reports from those living in Japan at the time indicate "nothing out of the ordinary... during the height of theSpace Invadersinvasion ".[76]

Space Invaderswas inducted into theWorld Video Game Hall of Famein 2016.[77]Space Invaderscabinets have becomecollector's items,with thecocktailandcabaretversions being the rarest.[78]

Impact

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Game developersincludingShigeru Miyamoto(creator of the franchisesDonkey Kong,Mario,andThe Legend of Zelda),[79]Hideo Kojima(Metal Gear),[80]Satoshi Tajiri(Pokémon),[81]andJohn RomeroandJohn Carmack(bothDoom)have citedSpace Invadersas their introduction to video games.[82][83]Miyamoto saidSpace Invadershad revolutionized thevideo game industry.[79]According to Alexander Smith, by "allowing targets to attack the player and eliminating the timer, Nishikado created a new paradigm in video games."[84]It also inspiredEugene Jarvis(Defender,Robotron: 2084) to become a video game designer, stating it "laid the groundwork for a whole generation" of video games with the "animated characters, the story, this amazing crescendo of action and climax"[85]and that many games "still rely on the multiplelife,progressively difficultlevelparadigm "ofSpace Invaders.[86]Deus ExcreatorWarren Spectorsaid: "Space Invadersand 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 Invadersis important as an historical artefact, no less than the silent films of the early twentieth century or early printed books. "[87]

Edgeattributed the shift of games frombarsandamusement arcadesto more mainstream locations, such as restaurants anddepartment stores,toSpace Invaders.[88]Its popularity was such that it was the first game where anarcade machine's owner could earn back the cost of the machine in under one month, or in some places within one week.[45]

Space Invadershelped action games become the dominantgenrein arcades and on consoles.[89]Guinness World RecordsconsideredSpace Invadersone of the most successful arcade shooting games by 2008.[67]In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".[90]Space Invadersset the template for the shoot 'em up genre.[91]Its worldwide success created a demand for a wide variety ofscience fictiongames, inspiring the development of arcade games, such asAtari'sAsteroids,[92]Williams Electronics'Defender,andNamco'sGalaxianandGalaga,which were modeled afterSpace Invaders'gameplay and design.[93][94]This influence could be said to extend to most shooting games released to the present day,[25]includingfirst-person shooters(FPS) such asWolfenstein,[95][96]Doom,[97]Halo[98]andCall of Duty.[99]Space Invadersalso influenced other genres, includingmaze gamessuch asSega/Gremlin'sHead On(1979) which adopted the concept of "going round after round" instead of a timer,[69]and early computerdungeon crawlgames such asDungeons of Daggorath,which used similarheartbeat soundsto indicate playerhealth.[73]

Thetechnology journalistJason Whittaker creditedSpace Invaderswith ending thevideo game crash of 1977,caused byPongclones flooding the market, and beginning thegolden age of video arcade games(1978–1980s).[100]According toThe Observer,home console versions ofSpace Invaderswere popular and encouraged users to learn to program; many became industry leaders.[74]1UPstated thatSpace Invadersshowed that video games could compete against the major entertainment media at the time: films, music, and television.[25]IGNattributed the launch of the "arcade phenomenon" in North America in part toSpace Invaders.[90]Electronic Gamessaid it was the impetus behind video gaming becoming a rapidly growing hobby, and as "the single most popular coin-operated attraction of all time."[101]Game Informerconsidered it, along withPac-Man,one of the most popular arcade games; it tapped into popular culture and generated excitement during the golden age of arcades.[102]

Rankings

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In 1995,Fluxmagazine ranked Space Invaders #1 on their "Top 100 Video Games".[103]In 1996,Next GenerationmagazineputSpace Invadersat 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 likePhoenix[1980]. "[104]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 theshooting genre.[65]The Timesranked it No. 1 on its list of "The ten most influential video games ever" in 2007.[40]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 tosimulatealready-existing things, "Space Invaderswas "the first video game as a video game, instead of merely a playable electronic representation of something else."[105]

In 2008,Guinness World Recordslisted it as the top-rated arcade game in technical, creative, and cultural impact.[18]Entertainment WeeklynamedSpace Invadersone of the top ten games for theAtari 2600home console in 2013.[106]In 2018, it was ranked 87th in Video Game Canon's statisticalmeta-analysisof 48 "top games" lists published between 1995 and 2017.[107]The list aggregator site Playthatgame currently ranks Space Invaders as the 57th top game of all time, game of the year, & game of the 1970s.[108]In 2021,The Guardianlisted it as the third-greatestvideo game of the 1970s,just belowGalaxianandAsteroids.[109]

Remakes and sequels

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Release timeline
1978Space Invaders
1979Space Invaders Part II
1980Space Invaders II
1981–1983
1984Return of the Invaders
1985–1989
1990Majestic Twelve: The Space Invaders Part IV
Mininvaders
Space Invaders: Fukkatsu no Hi
Space Invaders 90
1991–1992
1993Space Invaders DX
1994
1995Space Invaders '95: The Attack of Lunar Loonies
PD Ultraman Invaders
1996–1998
1999Space Invaders X
2000–2001
2002Space Invaders EX
Space Raiders
2003–2004
2005Space Invaders Revolution
Space Invaders Evolution
Space Invaders × Pac-Man
2006Yawaraka Sensha vs Space Invaders
2007Space Invaders Pinball
Minna de Invaders
2008Space Invaders CX
Space Invaders The Beat Attacker
Space Invaders Get Even
Space Invaders Extreme
Space Invaders World War
2009Space Invaders Extreme 2
Space Invaders Infinity Gene
2010–2016
2017Space Invaders Frenzy
Arkanoid vs. Space Invaders
2018Space Invaders Gigamax
2019
2020Space Invaders Counter Attack
2021Space Invaders: Hidden Heroes
2022
2023Space Invaders: World Defense

Space Invadershas been remade on numerous platforms and spawned many sequels. Re-releases includeportedand updated versions of the original arcade game. Ported versions generally feature different graphics and additionalgameplayoptions—for example,movingdefense bunkers, zigzag shots, invisible aliens, and two-player cooperative gameplay.[10]Ports on earlier systems like the Atari home consoles featured simplified graphics,[clarification needed]while later systems such as theSuper Nintendo Entertainment SystemandPlayStationfeatured updated graphics. Later games include several modes of gameplay and integrate new elements into the original design. For example,Space Invaders Extreme,released on theNintendo DSandPlayStation Portable,integrated musical elements into the standard gameplay.[110][111]A 2008spin-offforWiiWare,Space Invaders Get Even,allows players to control the aliens instead of the laser cannon in a reversal of roles.[112]

In 1980,Ballyreleased apinballversion. However, few elements from the original game are included, and the aliens instead resemble thexenomorphsfrom the filmAlien;Bally was later sued over the resemblance to the designs byH. R. Giger.[113]It became the third highest-grossing pinball machine of 1980 in the United States.[114]

In Japan,Epoch Co.released aSpace Invadersclonein 1980 that could be played at home: the Epoch TV Vader.

Ports have received mixed reviews; theAtari 2600version was successful, while theNintendo Famicomversion was poorly received.[10]

Taitohas released several arcadesequels.The first wasSpace Invaders Part IIin 1979;[115][116]it featured color graphics, anattract mode,new gameplay elements, and added anintermission between gameplay.[117]According to theKiller List of Videogames,this was the first video game to include anintermission.[67][117]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.[118]This version was released in the United States asDeluxe Space Invaders(also known asSpace 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 acocktail-table formatwith very fast alien firing and a competitivetwo-player mode.During the summer of 1985,Return of the Invaderswas released with updated color graphics and more complex movements and attack patterns for the aliens.[10]Subsequent arcade sequels includedSuper Space Invaders '91,Space Invaders DX,andSpace 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.[78]In 2002, Taito releasedSpace Raiders,athird-person shooterreminiscent ofSpace Invaders.[119][120]

Space Invaders Frenzymachine

Space Invadersand its related games have been included invideo game compilations.Space Invaders Anniversarywas released in 2003 for thePlayStation 2and included nineSpace Invadervariants.[121]A similar game for the PlayStation Portable,Space Invaders Pocket,was released in 2005.[122]Space Invaders,Space Invaders Part IIandReturn of the Invadersare included inTaito Legends,a compilation of Taito's classic arcade games released in 2005 on the PlayStation 2, Xbox, and PC.[123][124]Super Space Invaders '91,Space Invaders DX,andSpace Invaders'95were included inTaito Legends 2,a sequel compilation released in 2006.[125]

A stand-alone version was released by Super Impulse as part of itsTiny Arcadeseries, along with theNamcogamesPac-Man,Ms. Pac-Man,andGalaxian.[126]

ASpace Invadersgame for theAtari Jaguarwas worked on byVirtuality Entertainment,which would have featured support for the unreleasedJaguar VRperipheral;however, the project never entered full development beyond reaching pre-production stages, with the only remaining proof of its existence being agame design document.[127][128]

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Many publications and websites use thepixelatedaliengraphicas aniconfor video games in general, including the video game magazineElectronic Gaming Monthly,technology websiteArs Technica,and concert eventVideo Games Live.[25]There has also beenSpace Invaders-themedmerchandising,including necklaces and puzzles.[129]The trend continues to this day, with handmade sites likeEtsyandPinterestshowcasing thousands of handmade items featuringSpace Invaderscharacters.

Apixelatedalien graphic fromSpace Invadersused at theVideo Games Liveconcert event

Space Invadershas appeared in numerous facets ofpopular culture.Soon after its release, hundreds of favorable articles and stories about the emerging video game medium as popularized bySpace Invadersaired on television and were printed in newspapers and magazines. The Space Invaders Tournament, held by Atari in 1980 and won byRebecca Heineman,[130]was the firstelectronic sports(eSports) event, and attracted more than 10,000 participants, establishingvideo gamingas a mainstream hobby.[92]TheArcade Awardsceremony was created that same year to honor the best video games, withSpace Invaderswinning the firstGame of the Year(GoTY) award.[38]The impact ofSpace Invaderson thevideo game industryhas been compared to that ofThe Beatlesin the pop music industry.[131]Considered "the first 'blockbuster' video game ",Space Invadersbecame synonymous with video games worldwide for some time.[132]

Within a year of its release, the JapanesePTAunsuccessfully attempted to banSpace Invadersfor allegedly inspiringtruancy.[42]In North America, doctors identified a condition called the "Space Invaderselbow "as a complaint,[133]while a physician inThe New England Journal of Medicinenamed a similar ailment the "Space InvadersWrist ".[134]Space Invaderswas also the first game to attractpolitical controversywhen a 1981Private Member's Billknown as the "Control of Space Invaders (and other Electronic Games) Bill", drafted byBritish LabourMember of Parliament(MP)George Foulkes,attempted to allowlocal councilsto restrict the game and those like it bylicensingfor its "addictive properties"and for causing"deviancy".ConservativeMPMichael Browndefended it as "innocent and harmless pleasure", which he himself had enjoyed that day, and criticized the bill as an example of "Socialistbeliefs in restriction and control ". A motion to bring the bill beforeParliamentwas defeated by 114 votes to 94 votes; the bill itself was never considered by Parliament.[135][136][137]Similarly in the United States, inWestchester County, New York,there was a controversial political debate in 1981 over a resolution to place age restrictions onSpace Invadersand other arcade games, following complaints that schoolchildren wasted time and lunch money, and went to school late; the resolution drew national attention.[138]

Music

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Musicians have drawn inspiration for their music fromSpace Invaders.The pioneeringJapanesesynthpopgroupYellow Magic OrchestrareproducedSpace Invaderssounds in its 1978self-titled albumand hit single "Computer Game",[139]the latter selling over 400,000 copies in the United States.[140]Other pop songs based onSpace Invaderssoon followed, includingdiscorecords such as "Disco Space Invaders" (1979) by Funny Stuff,[139]and the hit songs "Space Invader"(1980) byThe Pretenders,[139]"Space Invaders" (1980) by Uncle Vic,[141]and the Australian hit "Space Invaders"(1979) byPlayer One(known in the US as "Playback" ),[142]which in turn provided thebasslineforJesse Saunders' "On and On" (1984),[143][144]the firstChicagohouse musictrack.[145]The ClashsampledSpace Invaderssound effects on the song "Ivan Meets G.I. Joe" from its 4th studio album,Sandinista!

Video Games Liveperformed audio fromSpace Invadersas part of a specialretro"Classic Arcade Medley" in 2007.[146]In honor of the game's 30th anniversary,Taitoproduced an album,Space Invaders 2008.It was released byAvex Traxand features music inspired by the game. Six songs were originally used in thePSPversion ofSpace Invaders Extreme.[147]Taito's store, Taito Station, also unveiled aSpace Invaders-themedmusic video.[148]

Television and film

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In the 1982 pilot of the seriesThe Powers of Matthew Star,David Star uses his powers tocheat the game.Space Invadersis shown with a colored backdrop of the moon. Multipletelevision serieshave aired episodes that either reference or parodySpace Invaders;for example,Danger Mouse,[149]That '70s Show,[150]Scrubs,[151]Chuck,[152]Robot Chicken,[153]Teenage Mutant Ninja Turtles[154]andThe Amazing World of Gumball.[155]Elements are prominently featured in the "Raiders of the Lost Arcade" segment of "Anthology of Interest II",an episode of the animated seriesFuturama.[156][157]

Space Invadersalso appears in the filmsCherry 2000(1987),Terminator 2: Judgment Day(1991), andPixels(2015) while itsDeluxegame made an appearance inFast Times At Ridgemont High(1982). It also appears inDisney'sWreck-It Ralph(2012). A film adaptation is in the works byWarner Bros. PictureswithAkiva Goldsmanproducing.[158][159]On February 13, 2015, Daniel Kunka was set to write the script for the film.[160]On July 12, 2019,Greg Russowas set to write the script for the film, with Goldsman still producing alongsideSafehouse PicturespartnersJoby HaroldandTory Tunnell.[161]

Books

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Various books have been published aboutSpace Invaders,includingInvasion of the Space Invaders: An Addict's Guide to Battle Tactics, Big Scores and the Best Machines(1982) byMartin Amis,[162]Tomb Raiders and Space Invaders: Videogame forms and Contexts(2006) by Geoff King and Tanya Krzywinska,[163]andSpace Invaders(1980) byMark Roederand Julian Wolanski.[164]

Miscellaneous

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A spaceship aiming at thePumalogo, with clear references toSpace Invaders

In the mid-1990s, the athletics companyPumareleased a T-shirt with a stamp having references toSpace Invaders,i.e. a spaceship aiming at the company's logo (see picture on the right).

In 2006,Space Invaderswas one of several video game-related media selected to represent Japan as part of a project compiled byJapan'sAgency for Cultural Affairs.[165][166]That same year,Space Invaderswas included in the LondonScience Museum'sGame On exhibition,meant to showcase the various aspects ofvideo game history,development,andculture.[167]Space Invadersis a part of theBarbican Centre's travelingGame On exhibition.[168]

At the Belluard Bollwerk International 2006 festival inFribourg,Switzerland, Guillaume Reymond created a three-minute video recreation of a game ofSpace Invadersas part of the "Gameover" project using humans as pixels.[169]The GH ART exhibit at the 2008Games ConventioninLeipzig,Germany, included anart game,Invaders!,based onSpace Invaders's gameplay. The creator later asked for it to be removed from the exhibit following criticism of elements based on theSeptember 11 attacksin the United States.[170]

A bridge inCáceres, Spain,projected by engineers Pedro Plasencia and Hadrián Arias, features a pavement design based onSpace Invaders.The laser cannon, some shots, and several figures can be seen on the deck.[171]A Frenchstreet artist,Invader,made a name for himself by creatingmosaic artworkofSpace Invaderaliens around the world.[25][172]

In 2014, two Brazilianzoologists(Kury & Barros) described a new species ofarachnidasTaito spaceinvaders.They were inspired by the resemblance of a fleck in the dorsalscutumof the animal to a typical alien inSpace Invaders.The genusTaitois named for the company that producesSpace Invaders.[173]

In 2018,Highways Englandlaunched acampaigntitled "Don't be a Space Invader, Stay Safe, Stay Back" to raise awareness on the dangers oftailgating.People were also able to order free carbumper stickersto raise awareness of the campaign.[174]

Notes

edit
  1. ^Space Invaderswas first published on April 1, 1978,[3]before entering mass-production in July 1978.[4][5]
  2. ^Japanese:スペースインベーダー,Hepburn:Supēsu Inbēdā

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