The bottom line
Space Invaders gave game design the difficulty curve, a rising and falling challenge that grew out of a hardware limit. Its success pulled more companies into games and set up the shoot 'em up genre.
Key takeaways
- Weak hardware accidentally made the aliens speed up as they died. 0:25
- Nishikado built the board himself with microprocessors imported from the US, and they could not draw the whole army at his desired speed.
- Each dead alien left one fewer sprite to draw, so the rest moved faster, and he kept the bug and made the music speed up too.
- Speeding aliens and harder starting rows together created the difficulty curve. 3:27
- Breakout already got harder as you played, but it had only two identical levels.
- In Space Invaders each stage starts with the aliens one row lower, so difficulty climbs in a level, drops at the next one, then climbs again.
- The curve keeps players engaged and gives the game its pacing. 4:27
- Rising challenge meets growing skill, and the easier restart gives time to learn new mechanics.
- Tension builds and then relaxes, and nearly every traditional video game now uses some version of this curve.
- The curve and the high score made the game a phenomenon that drew others into games. 5:04
- It earned billions in its first few years, and Japanese arcades were sometimes called "Invader Houses".
- Miyamoto said Nintendo decided to enter video games after Space Invaders became a huge hit.
- A 1980 port doubled Atari 2600 sales to more than two million units.
- Its success set off a wave of space shooters that grew into the shoot 'em up genre. 6:21
- Galaxian, Defender, Asteroids and Gorf followed in its wake.
- Galaga, Ikaruga, Star Fox and DoDonPachi all trace back to it.
This strange wiggly line is what Space Invaders brought to game design: a difficulty curve.
Game Maker's Toolkit
Chapter summaries
0:00 Space Invaders storms Japanese arcades
Space Invaders packed real strategy and a new mood into a simple setup, and it introduced several firsts.
- A simple setup hides room for strategy 0:46
- Taito released it across Japan in the summer of 1978.
- You shoot lasers at a descending alien army while hopping behind destructible shields.
- A UFO crossing the top awards random points.
- It was one of the first shooters where enemies shot back, so you had to dodge as well as attack.
- Clearing aliens from the far side of the formation makes them travel further each step, which buys you time.
- Its firsts shaped later games 1:40
- It was the first arcade game to record a high score, so nearby players competed.
- It was the first with a soundtrack that played throughout the gameplay.
- Star Fire let players enter initials the next year.
- The simple heartbeat thud, or perhaps a jackboot march, gave a feeling of impending doom and evoked a mood.
2:25 The design that mattered most
The game's most influential idea, that doing well makes play harder, came from an accident and an older game.
- Success made the game harder, which Nishikado had not planned 3:07
- The aliens first crept across the field.
- With a few left, they rushed the player quickly and aggressively.
- The result was an interesting wrinkle: the better you did, the harder the game got.
- Nishikado chose to build the effect into the final game.
- Breakout inspired the idea but did not match it 3:27
- Nishikado admired how Atari's 1976 Breakout grew harder as you played.
- The last block is hard to hit.
- Atari also made the ball speed up at certain intervals.
4:08 A curve that made the game addictive
The difficulty curve and the high score together made Space Invaders addictive.
- Players got hooked, and the press noticed. 5:04
- News stories about Space Invaders addicts ran long before Fortnite or Pokemon GO.
- The story that it caused a 100 yen coin shortage in Japan is almost certainly false.
- The wavy curve shows up in nearly every traditional game today.
- The wiggly line is the shape the game gave to design.
5:41 Rivals rush in
The hit pulled in Nintendo and Atari, and then a crowd of space-shooter copycats.
- Competitors rushed out space shooters to cash in. 6:21
- Galaxian (Namco), Defender (Williams), Asteroids (Atari) and Gorf (Midway) followed.
- Radar Scope was Nintendo's own try.
- Astro Fighter (Data East), Astro Invader (Konami) and Ozma Wars (SNK) joined them.
- Miyamoto: about a year or two after I joined Nintendo, Space Invaders came out and became a huge hit.
- The Atari port made the 2600 popular with developers and gamers alike.
6:47 A genre that lives on
Space Invaders left several lasting ideas, and it still lives in its own genre.
- Its contributions reach well beyond shooters. 7:29
- High scores, destructible cover, adaptive soundtracks, the shoot 'em up and the difficulty curve all came from it.
- It was far from the first video game, yet it changed how games were made.
- Space Invaders Extreme is a trippy, score-chasing reboot.
- Space Invaders Infinity Gene is still evolving.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Space Invaders gave game design the difficulty curve, a rising challenge that resets at each new stage, along with high scores, mood-setting audio and enemies that shoot back. The example worth watching is how a hardware limit made the aliens speed up as the player killed them, and Tomohiro Nishikado kept it as a feature.
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