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| ==Gameplay== | ==Gameplay== | ||
| [[File:SpaceInvaders-Gameplay.gif|thumb|left|The player-controlled laser cannon shoots the aliens as they descend to the bottom of the screen.]] | [[File:SpaceInvaders-Gameplay.gif|thumb|left|The player-controlled laser cannon shoots the aliens as they descend to the bottom of the screen.]] | ||
| - | ''Space Invaders'' is a two-dimensional [[Shoot 'em up#Fixed shooters|fixed shooter game]] in which the player controls a [[laser]] cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—some versions feature different numbers—that move horizontally back and forth across the screen as they advance towards the bottom of the screen. The player defeats an alien, and earns points, by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating the aliens brings another wave that is more difficult; a cycle which can continue indefinitely.<ref name="GS-SI-Hall"/><ref name="GWR08-3">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| pages= 237| chapter= Top 100 Arcade Games: Top 5}}</ref>;<ref name="RG-41">{{Cite journal| month= September | year= 2007| title= The Definitive Space Invaders| journal= [[Retro Gamer]]| publisher= [[Imagine Publishing]]|issue= 41| pages= 24–33}}</ref><ref name="NPR-VGMusic">{{cite web| url = [www.npr.org] title = Replay: The Evolution of Video Game Music| publisher = [[National Public Radio]]| work = [[All Things Considered]]| author = [[Andrea Seabrook|Seabrook, Andrea]]| date = 2008-04-12| accessdate = 2008-05-12}}</ref> | + | ''Space Invaders'' is a two-dimensional [[Shoot 'em up#Fixed shooters|fixed shooter game]] in which the player controls a [[laser]] cannon by moving it horizontally across the bottom of the screen and firing at descending aliens. The aim is to defeat five rows of eleven aliens—some versions feature different numbers—that move horizontally back and forth across the screen as they advance towards the bottom of the screen. The player defeats an alien, and earns points, by shooting it with the laser cannon. As more aliens are defeated, the aliens' movement and the game's music both speed up. Defeating the aliens brings another wave that is more difficult; a cycle which can continue indefinitely.<ref name="GS-SI-Hall"/><ref name="GWR08-3">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| pages= 237| chapter= Top 100 Arcade Games: Top 5}}</ref><ref name="RG-41">{{Cite journal| month= September | year= 2007| title= The Definitive Space Invaders| journal= [[Retro Gamer]]| publisher= [[Imagine Publishing]]|issue= 41| pages= 24–33}}</ref><ref name="NPR-VGMusic">{{cite web| url = [www.npr.org] title = Replay: The Evolution of Video Game Music| publisher = [[National Public Radio]]| work = [[All Things Considered]]| author = [[Andrea Seabrook|Seabrook, Andrea]]| date = 2008-04-12| accessdate = 2008-05-12}}</ref> |
| The aliens attempt to destroy the cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is successful and the game ends. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed. The laser cannon is partially protected by several stationary defense bunkers—the number varies by version—that are gradually destroyed by projectiles from the aliens and player.<ref name="GS-SI-Hall"/><ref name="GWR08-3"/><ref name="RG-41"/><ref name="NPR-VGMusic"/> | The aliens attempt to destroy the cannon by firing at it while they approach the bottom of the screen. If they reach the bottom, the alien invasion is successful and the game ends. A special "mystery ship" will occasionally move across the top of the screen and award bonus points if destroyed. The laser cannon is partially protected by several stationary defense bunkers—the number varies by version—that are gradually destroyed by projectiles from the aliens and player.<ref name="GS-SI-Hall"/><ref name="GWR08-3"/><ref name="RG-41"/><ref name="NPR-VGMusic"/> | ||
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| ===Hardware=== | ===Hardware=== | ||
| - | Because [[microcomputer]]s in Japan were not powerful enough at the time to perform the complex tasks involved in designing and programming ''Space Invaders'', Nishikado had to design his own custom hardware and development tools for the game.<ref name="GI-177"/><ref name="Edge-Taito"/> He created the [[Arcade system board|arcade board]] using new [[microprocessor]]s from the United States.<ref name="RG-3"/> The game uses an [[Intel 8080]] [[central processing unit]], and features [[raster graphics]] on a [[Cathode ray tube|CRT monitor]] and [[monaural]] sound generated by [[Analogue electronics|analogue circuitry]].<ref name="1UP-10things""/><ref name="KLOV-SI">{{cite web| url = [www.klov.com] title = Space Invaders Videogame by Bally Midway (1978)| publisher = [[Killer List of Videogames]]| accessdate = 2008-05-12}}</ref><ref name="ArtOfGameWorlds">{{cite book| title = The Art of Game Worlds| first = Dave| last = Morris| pages = 166| publisher = [[HarperCollins]]| isbn = 0060724307| year = 2004}}</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 whole process.<ref name="GI-177"/><ref name="Edge-Taito"/> While programming the game, Nishikado discovered that the processor is able to render the alien graphics faster the fewer are on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanic.<ref name="RG-3"/><ref name="GWR-2009">{{cite book| title = [[Guinness World Records Gamer's Edition|Guinness World Records 2009 Gamer's Edition]]| editor1-first= Craig| editor1-last= Glenday| year= 2009| publisher= [[Guinness World Records]]| chapter = Record-Breaking Games/Space Games| isbn= 978-1-904994-45-9|page= 98}}</ref> | + | Because [[microcomputer]]s in Japan were not powerful enough at the time to perform the complex tasks involved in designing and programming ''Space Invaders'', Nishikado had to design his own custom hardware and development tools for the game.<ref name="GI-177"/><ref name="Edge-Taito"/> He created the [[Arcade system board|arcade board]] using new [[microprocessor]]s from the United States.<ref name="RG-3"/> The game uses an [[Intel 8080]] [[central processing unit]], and features [[raster graphics]] on a [[Cathode ray tube|CRT monitor]] and [[monaural]] sound generated by [[Analogue electronics|analogue circuitry]].<ref name="1UP-10things"/><ref name="KLOV-SI">{{cite web| url = [www.klov.com] title = Space Invaders Videogame by Bally Midway (1978)| publisher = [[Killer List of Videogames]]| accessdate = 2008-05-12}}</ref><ref name="ArtOfGameWorlds">{{cite book| title = The Art of Game Worlds| first = Dave| last = Morris| pages = 166| publisher = [[HarperCollins]]| isbn = 0060724307| year = 2004}}</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 whole process.<ref name="GI-177"/><ref name="Edge-Taito"/> While programming the game, Nishikado discovered that the processor is able to render the alien graphics faster the fewer are on screen. Rather than design the game to compensate for the speed increase, he decided to keep it as a challenging gameplay mechanic.<ref name="RG-3"/><ref name="GWR-2009">{{cite book| title = [[Guinness World Records Gamer's Edition|Guinness World Records 2009 Gamer's Edition]]| editor1-first= Craig| editor1-last= Glenday| year= 2009| publisher= [[Guinness World Records]]| chapter = Record-Breaking Games/Space Games| isbn= 978-1-904994-45-9|page= 98}}</ref> |
| [[File:Inv D playfield.jpg|thumb|Mirrored holographic display and cardboard background of a Midway ''Space Invaders Deluxe'' arcade cabinet]] | [[File:Inv D playfield.jpg|thumb|Mirrored holographic display and cardboard background of a Midway ''Space Invaders Deluxe'' arcade cabinet]] | ||
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| Legendary game designer [[Shigeru Miyamoto]] considers ''Space Invaders'' a game that revolutionized the [[video game industry]]; he was never interested in video games before seeing it.<ref name="Shigeru">{{cite web| url=http://www.time.com/time/magazine/article/0,9171,1645158,00.html| publisher=''[[Time (magazine)|Time]]''| title=10 Questions for Shigeru Miyamoto| date=2007-07-19| author=Sayre, Carolyn| accessdate=2007-09-04}}</ref> Several publications attribute the expansion of the video game industry from a novelty into a global industry to the success of the game. ''[[Edge (magazine)|Edge]]'' attributes the shift of video games from bars and arcades to more mainstream locations like restaurants and department stores to ''Space Invaders''.<ref>{{cite web| url = [www.edge-online.com] title = The 30 Defining Moments in Gaming| publisher = [[Future plc]]| work = [[Edge (magazine)|Edge]]| author= Edge Staff| date = 2007-08-13| accessdate = 2008-09-18}}</ref> According to ''[[The Observer]]'', the home console versions were popular and encouraged users to learn programming; many who later 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—movies, music, and television.<ref name="1UP-10things"/> [[IGN]] attributes the launch of the arcade phenomenon in North America in part to ''Space Invaders''.<ref name="10ShootEmUp">{{cite web| url = [retro.ign.com] title = Top 10 Classic Shoot 'Em Ups| author = Buchanan, Levi| date = 2008-04-08| publisher = [[IGN]]| accessdate = 2008-09-07}}</ref> ''[[Game Informer]]'' considers it, along with ''[[Pac-Man]]'', one of the most popular arcade games that tapped into popular culture and generated excitement during the [[Golden Age of Video Arcade Games|golden age of arcades]].<ref name="GI-178">{{Cite journal| month= February | year= 2008| title= Classic GI: King of the Hill| journal= [[Game Informer]]| publisher= Cathy Preston|issue= 178| pages= 108}}</ref> IGN listed it as one of the "Top 10 Most Influential Games" in 2007, citing the source of inspiration to video game designers and the impact it had on the shooting genre.<ref name="IGN-10"/> In 2008, [[Guinness World Records]] listed it as the top-rated arcade game in technical, creative, and cultural impact.<ref name="GWR08-3"/> | Legendary game designer [[Shigeru Miyamoto]] considers ''Space Invaders'' a game that revolutionized the [[video game industry]]; he was never interested in video games before seeing it.<ref name="Shigeru">{{cite web| url=http://www.time.com/time/magazine/article/0,9171,1645158,00.html| publisher=''[[Time (magazine)|Time]]''| title=10 Questions for Shigeru Miyamoto| date=2007-07-19| author=Sayre, Carolyn| accessdate=2007-09-04}}</ref> Several publications attribute the expansion of the video game industry from a novelty into a global industry to the success of the game. ''[[Edge (magazine)|Edge]]'' attributes the shift of video games from bars and arcades to more mainstream locations like restaurants and department stores to ''Space Invaders''.<ref>{{cite web| url = [www.edge-online.com] title = The 30 Defining Moments in Gaming| publisher = [[Future plc]]| work = [[Edge (magazine)|Edge]]| author= Edge Staff| date = 2007-08-13| accessdate = 2008-09-18}}</ref> According to ''[[The Observer]]'', the home console versions were popular and encouraged users to learn programming; many who later 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—movies, music, and television.<ref name="1UP-10things"/> [[IGN]] attributes the launch of the arcade phenomenon in North America in part to ''Space Invaders''.<ref name="10ShootEmUp">{{cite web| url = [retro.ign.com] title = Top 10 Classic Shoot 'Em Ups| author = Buchanan, Levi| date = 2008-04-08| publisher = [[IGN]]| accessdate = 2008-09-07}}</ref> ''[[Game Informer]]'' considers it, along with ''[[Pac-Man]]'', one of the most popular arcade games that tapped into popular culture and generated excitement during the [[Golden Age of Video Arcade Games|golden age of arcades]].<ref name="GI-178">{{Cite journal| month= February | year= 2008| title= Classic GI: King of the Hill| journal= [[Game Informer]]| publisher= Cathy Preston|issue= 178| pages= 108}}</ref> IGN listed it as one of the "Top 10 Most Influential Games" in 2007, citing the source of inspiration to video game designers and the impact it had on the shooting genre.<ref name="IGN-10"/> In 2008, [[Guinness World Records]] listed it as the top-rated arcade game in technical, creative, and cultural impact.<ref name="GWR08-3"/> | ||
| - | As one of the earliest shooting games, it set precedents and helped pave the way for future titles and for the shooting genre.<ref name="IGN-10">{{cite web| url = [games.ign.com] title = IGN's Top 10 Most Influential Games| publisher = [[IGN]]| author = Geddes, Ryan| coauthors = Hatfield, Daemon| date = 2007-12-10| accessdate = 2008-07-11}}</ref><ref name="GWR08-1">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| pages= 88| chapter= Record Breaking Games: Shooting Games}}</ref> ''Space Invaders'' popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement.<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| accessdate=2008-04-30}}</ref><ref name="GWR08-2"/><ref name="IGN-10"/> In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".<ref name="10ShootEmUp"/> ''Space Invaders'' has inspired the development of several games, and led to multiple sequels and rereleases. Arcade games, like [[Namco]]'s ''[[Galaxian]]'' and ''[[Galaga]]'', were modeled after ''Space Invaders''{{'}}s gameplay and design.<ref name="GS-GG-Hall">{{cite web| url=http://www.gamespy.com/articles/493/493431p1.html| title=Hall of Fame: Galaxian and Galaga| author=Osborne, Scott| publisher=[[GameSpy]]| date=2001-06-01| accessdate=2008-04-30}}</ref> In 2002, Taito released ''[[Space Raiders (video game)|Space Raiders]]'', a third-person shooter reminiscent of ''Space Invaders''.<ref>{{cite web| url=http://www.gamespot.com/gamecube/action/spaceraiders/similar.html?mode=versions| title=Space Raiders: Release Summary| publisher=[[GameSpot]]| accessdate=2008-04-30}}</ref><ref name="JapaneseGameGraphics">{{cite book| editor = ed. Rico Komanoya| title = Japanese Game Graphics: Behind the Scenes of Your Favorite Games| year = 2004| publisher = Harper Design International| location = [[New York City|New York]], [[New York|NY]]| isbn = 0-06-056772-4| pages = 116–121| chapter = [[Space Raiders (video game)|Space Raiders]]}}</ref> | + | As one of the earliest shooting games, it set precedents and helped pave the way for future titles and for the shooting genre.<ref name="IGN-10">{{cite web| url = [games.ign.com] title = IGN's Top 10 Most Influential Games| publisher = [[IGN]]| author = Geddes, Ryan| coauthors = Hatfield, Daemon| date = 2007-12-10| accessdate = 2008-07-11}}</ref><ref name="GWR08-1">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| pages= 88| chapter= Record Breaking Games: Shooting Games}}</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"/> It was also the first video game to have an [[intermission]] between gameplay, and 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| accessdate=2008-04-30}}</ref><ref name="GWR08-2"/><ref name="IGN-10"/> In describing it as a "seminal arcade classic", IGN listed it as the number eight "classic shoot 'em up".<ref name="10ShootEmUp"/> ''Space Invaders'' has inspired the development of several games, and led to multiple sequels and rereleases. Arcade games, like [[Namco]]'s ''[[Galaxian]]'' and ''[[Galaga]]'', were modeled after ''Space Invaders''{{'}}s gameplay and design.<ref name="GS-GG-Hall">{{cite web| url=http://www.gamespy.com/articles/493/493431p1.html| title=Hall of Fame: Galaxian and Galaga| author=Osborne, Scott| publisher=[[GameSpy]]| date=2001-06-01| accessdate=2008-04-30}}</ref> In 2002, Taito released ''[[Space Raiders (video game)|Space Raiders]]'', a third-person shooter reminiscent of ''Space Invaders''.<ref>{{cite web| url=http://www.gamespot.com/gamecube/action/spaceraiders/similar.html?mode=versions| title=Space Raiders: Release Summary| publisher=[[GameSpot]]| accessdate=2008-04-30}}</ref><ref name="JapaneseGameGraphics">{{cite book| editor = ed. Rico Komanoya| title = Japanese Game Graphics: Behind the Scenes of Your Favorite Games| year = 2004| publisher = Harper Design International| location = [[New York City|New York]], [[New York|NY]]| isbn = 0-06-056772-4| pages = 116–121| chapter = [[Space Raiders (video game)|Space Raiders]]}}</ref> |
| ===Remakes and sequels=== | ===Remakes and sequels=== |