Table of Contents Table of Contents
Previous Page  64 / 99 Next Page
Information
Show Menu
Previous Page 64 / 99 Next Page
Page Background

visit

stack.net.au

GAMES

PREVIEWS

64

jbhifi.com.au

MARCH

2016

GAMES

I

ncredibly by 1982,

Space

Invaders

had sold over 400,000

arcade cabinets and turned over

a phenomenal $3.8 billion in revenue

across the globe. At the height of its

popularity, shopkeepers, takeaway

outlets, and even a purported funeral

parlour had made room for the game.

When it was released in 1978, its

success was unprecedented, providing a

much needed impetus to a stagnant

video game industry. And, believe it or

not, the success of

Space Invaders

was

down to just one man.

Tomohiro Nishikado attended Tokyo

Denki University in the 1960s, studying

electronics. As a child, he had built

basic radios and valve amplifiers to

play his records on. When the fledgling

young electronics engineer concluded

his studies, he began a short spell of

employment with an audio company.

However, on the advice of an old friend,

Nishikado took a position with Taito

Trading Company in 1969.

Established in 1953, the Tokyo-based

Taito predominantly sold imported goods

and was the first company in Japan to

distill vodka. In 1956, Taito moved into

the amusement industry, importing

and producing jukeboxes and vending

machines.

In 1972, Atari unveiled the sports video

game

Pong,

turning a generation on to a

new form of electronic entertainment. Its

influence reached Japan, and Nishikado

began working on his own version of the

game, developing

Soccer

– a derivative

of

Pong

.

Three years later, Taito licensed

Western Gun

, a game Nishikado himself

had designed, to US company Midway,

who promptly put its own engineers

to work on it. It was redesigned using

microprocessors, a new technology that

first appeared in the US during the early

‘70s. Renamed

Gun Fight

and released

in the same year, it sold some 8,000

cabinets.

Intrigued by the use of microprocessors

in

Gun Fight

, Nishikado began to explore

the possibility of designing a game

utilising the same tech. He became

addicted to

Breakout

, another commercial

success for Atari built by Steve Wozniak

and a young, ambitious man named Steve

Jobs, and was inspired by the concept of

levels that had to be completed in order

for the game to progress.

Nishikado wanted to make a shooting

game with greater detailed graphics

than

Breakout

. Combining imported

US microprocessors and Japanese

components, Nishikado engineered his

own development tools required for the

project. It was a simple but effective

concept: Rows of enemies would march

across the screen, descending on each

pass. Players would control a firing

platform positioned at the bottom of the

screen, protected by destructible cover,

and attempt to destroy the oncoming

waves.

These enemies were initially designed

to be planes, but Nishikado couldn’t get

the movements to look right onscreen.

And an idea to use human forms was

vetoed by senior management at Taito.

After thumbing through a magazine

detailing the rise in popularity of

Star

Wars

, the developer made the choice to

set his game in space, basing the alien

design on a copy of

War of the Worlds

he

owned in school.

Working practically unassisted, the

project took just over a year to complete.

The limitation of the processors meant

Nishikado could only render the graphics

in monochrome, so the game was first

fitted into a cocktail cabinet and three

strips of coloured cellophane was overlaid

on the screen to simulate colour. With the

build completed, production commenced,

and

Space Invaders

eventually began

rolling out to arcades in limited numbers

across Japan in May 1978.

To be continued...

Nishikado wanted

to make a shooting

game with greater

detailed graphics

than breakout

When

Space Invaders

ruled the Earth.

By Paul Jones.

Tomohiro Nishikado

PART 1

Nishikado's original design

sketches for

Space Invaders

.