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How Space Invaders Birthed Japanese Games

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Game Maker's Toolkit8:15Open on YouTube
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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

A simple screen hid real strategy
Enemies that fire back, cover that crumbles and a formation you can reshape made the 1978 hit deeper than it looked.

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

Fewer aliens on screen meant faster aliens
Nishikado kept the accidental speed-up instead of fixing it, and it also gave the game an early adaptive soundtrack.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript113 lines
0:00

This is a history of game design. In this new series of videos, I’ll be looking at the most important, influential, and ground-breaking games from the last 40 years. In each video I will highlight a landmark game, look at where it came from, discuss its most revolutionary features, and chart its impact on the games that came afterwards. These games are trend setters, genre definers, and trailblazers. They, are the design icons.

0:41

In the summer of 1978, there was an invasion. Taito’s new game, Space Invaders, was released in arcades across Japan. The game depicts a fearsome army of alien soldiers who cascade down the screen in militaristic formation. As the lone soldier defending the Earth, you must shoot laser beams at the incoming extraterrestrial threat - while hopping in and out from behind destructible shields. There’s also a UFO that floats across the top of the screen, and bags you a random number of points when it’s shot.

1:14

It’s a simple set-up, but there’s a surprising amount of opportunity for strategy. It was one of the first shooters where the enemies shot back, for example, so you needed to dodge as well as attack. And you can manipulate the play-space to your advantage, because if you remove the aliens on the far side of the formation, your foes now have further to go each step, and thus take longer to reach the bottom of the screen.

1:40

Space Invaders was certainly a game of firsts. It was the first arcade game that would record your high score, adding a highly competitive element where nearby players could compete to see who could hold out for the longest. Though, it wasn’t until next year’s Star Fire that players could enter their initials next to their score. It was also the first game with a soundtrack that played continuously through the gameplay.

2:04

Sure, it was just a simple heartbeat thud (or, perhaps, a jackboot march), but it gave the game a remarkable feeling of impending doom. This was one of the first games that truly evoked a mood in the player. But the most influential design in Space Invaders is far more fundamental. Space Invaders was made by Taito engineer Tomohiro Nishikado, who made the arcade board himself, using microprocessors imported from the United States.

2:34

However: he quickly found that the tech wasn’t powerful enough to draw an entire army of alien invaders, moving at his desired speed. And so the extraterrestrials would instead slowly creep across the play field. But - every time the player shot and killed an alien, the processor had one one fewer sprite to draw, and that extra processing time meant the rest of the army would start to move slightly faster. By the time just a few aliens were left on screen, they moved quickly and aggressively towards the player.

3:07

This wasn’t what Nishikado intended to happen, but he discovered that this actually added an interesting wrinkle to the game: the better you did, the harder the game got. And instead of fixing the bug, he implemented it into the final game. It even made the music speed up, giving the game a prototypical adaptive soundtrack. Now, Space Invaders wasn’t the first game where the difficulty increased in relation to your success.

3:33

You see, Nishikado was influenced by Atari’s brick-busting, Pong-inspired game, Breakout, which was released in 1976. And one of the things he liked most about Breakout was the way the game got more difficult as you played - partly because the last block is really hard to hit, and partly because Atari programmed it so the ball speeds up at certain intervals. But here’s the thing. Breakout only has two levels, and they’re identical.

4:02

Space Invaders on the other hand has multiple stages and Nishikado made it so each level was harder than the one before it - as each stage begins with the aliens one row closer to the bottom of the screen. And together - the speeding up aliens, and the more difficult starting conditions - these two ideas give the game a distinct structure where the game’s difficulty increases throughout level one, then drops down to something a bit more manageable for the start of level two - before increasing again, and so on.

4:33

This strange wiggly line, is what Space Invaders brought to game design: a difficulty curve. And we now see some version of this spiky, wavy curve in practically every type of traditional video game. It’s a curve that keeps players engaged with a rising challenge that meets their increasing skill level, but also provides time to get your bearings and learn new mechanics. And it’s a curve that delivers excellent pacing - with rising tension and then moments of relief.

5:04

That difficulty curve, coupled with that high score system, led Space Invaders to become incredibly addictive and, perhaps, the first video game phenomenon. Long before kids were doing cringy Fortnite dances at weddings and finding dead bodies while hunting for Geodudes in Pokemon GO, there were news stories about Space Invaders addicts. Plus, the game took in billions of dollars in its first few years, and arcades in Japan were sometimes called “Invader Houses”.

5:32

Though, don’t believe the story that says the game led to a shortage of 100 yen coins in Japan - that one’s almost certainly a load of -. But most importantly, the tremendous success of Space Invaders would inspire more companies to get into games. Mario maker Shigeru Miyamoto has said “about a year or two after I joined Nintendo, Space Invaders came out and became a huge hit, and so Nintendo decided to go into the video game business”.

6:01

And Atari was struggling to shift its Atari 2600 console until it licensed a Space Invaders port in 1980 - which doubled the console’s sales to more than two million units, and made the system popular with developers and gamers alike. AD DAD: It's fun! But personally I think the whole idea of creatures from outer space is a little far fetched. Many of the games that cropped up during the dominance of Space Invaders were, of course, sci-fi space shooters.

6:28

Games like Galaxian by Namco, Defender by Williams Electronics, Asteroids by Atari, Astro Fighter by Data East, Gorf by Midway, Astro Invader by Konami, Ozma Wars by SNK, and Radar Scope by Nintendo were all hoping to cash in on this interstellar fad. And this would, of course, lead to the the shoot ‘em up genre that we still know today. Everything from Galaga to Ikaruga to Star Fox and to DoDonPachi can be traced back to these pixelated invaders.

6:59

And this is a genre that Space Invaders itself is still a part of, with modern instalments like the trippy, score-chasing reboot, Space Invaders Extreme, and the ever-evolving Space Invaders Infinity Gene. So, I think Space Invaders is the perfect game to kick this series off. While it was far from the first ever video game, it made a number of incredibly important contributions to the field of game design that would fundamentally change how games were made.

7:29

From high scores to destructible cover to adaptive soundtracks to the entire shoot ‘em up genre and that oh-so important difficulty curve, it’s clear to me that Nishikado’s Space Invaders was truly, a design icon. Hi there! Design Icons will be an ongoing series, that will take us from the earliest arcade games, right through to modern trendsetters. To make sure you never miss an episode, make sure you subscribe to Game Maker’s Toolkit on YouTube - and also hit the bell icon so you’ll be alerted whenever new episodes are available.

8:08

This series, and everything else on GMTK, is made possible thanks to my supporters at Patreon.com.