Table of Contents Table of Contents
Previous Page  62 / 98 Next Page
Information
Show Menu
Previous Page 62 / 98 Next Page
Page Background

visit

stack.net.au

GAMES

PREVIEWS

62

jbhifi.com.au

APRIL

2016

GAMES

T

omohiro Nishikado remained

confident that he had created a

title that would appeal to arcade

players and equally, provide Taito with a

strong commercial opportunity. His

colleagues shared his optimism after

playing the game, although management

had reservations, and these were

accentuated when a test panel of arcade

operators submitted negative reviews.

However, several arcades agreed to take

Space Invaders

, and gradually, as word of

mouth spread, momentum began to build.

Within months there was unprecedented

demand for the game, with arcades across

Japan requesting units. Taito

began to produce a stand up

cabinet version complete with

the painted lunar backdrop and

the now iconic external artwork.

The sudden popularity of

Space Invaders

– aided in part by a renewed interest

in aliens driven by

Star Wars

and

Close

Encounters of the Third Kind

– took Taito by

surprise. Reports of long queues forming

outside arcades as gamers patiently

waited for a turn began filtering back to

the Japanese company. Stories (denied by

Nishikado) that the country had to produce

more 100 Yen coins to compensate for the

amount of money that was being deposited

in machines were circulated by the media.

Puzzlingly, Nishikado was forbidden by

Taito from revealing his identity as the

creator of

Space Invaders

, leaving the

games designer in complete anonymity

while the game was making headline news

and earning a tidy profit for his employer.

By the end of 1978, Taito had sold over

100,000 machines in Japan, turning over

$600 million dollars of business.

The enthusiasm for the game wasn’t

confined to Japan. Across the other side

of the world, American company Midway

were quick to pick up on the interest when

Taito struggled to fill orders and licensed

the game for distribution; in 1979 alone,

Midway moved over 60,000 cabinets.

A proliferation of arcades were swiftly

opened to cater for the demand, and shop

owners frantically cleared space to install

a cabinet.

Space Invaders

retailed for

$2,000 in 1979 (around $6,000 today), but

it could be paid off in less than a month of

operation.

Similar interest in the game was

registered in Europe, with some news

outlets in the UK running stories on how

the arcade game was causing children to

commit crimes to facilitate their addiction.

In 1980, Atari became the first company

to secure the licensing rights to an arcade

game, and

Space Invaders

was ported to

the Atari VCS. The move proved to be a

defibrillator for the floundering console

market, and the Atari subsequently sold

two million units in 12 months.

By 1982,

Space Invaders

was a

worldwide success, earning Taito a net

profit of over $500 million. It remains

Taito’s best selling game and continues

its profitability through a thriving licensing

business.

A plethora of titles influenced by the

game’s design followed in its wake. The

concept of a difficulty curve and level

progression was completely revolutionary.

Industry luminaries such as Shigeru

Miyamoto and Hideo Kojima cite

Space

Invaders

as the game that turned them

onto the industry.

After the initial success, Tomohiro

Nishikado continued to design games for

Taito before leaving in 1996 to start his own

video game company, Dreams. He stayed

at the company until 2013 before returning

to Taito, where he currently serves as a

technical advisor.

But the impact of the iconic game he

built autonomously remains as relevant

today as it did in the smoke-filled arcades

around the world 38 years ago.

The End.

When

Space Invaders

ruled the Earth.

By Paul Jones.

PART 2

The enthusiasm for the

game wasn't confined

to Japan... in 1979 alone,

American company Midway

moved over 60,000 cabinets.