Back to news
Space Invaders creator recalls building arcade games with mirrors, making a prototype console that never saw release, and how short-sighted Taito's sales team was about videogames: 'These things will never sell'
@Source: pcgamer.com
Skip to main content
PC Gamer THE GLOBAL AUTHORITY ON PC GAMES
Search PC Gamer
View Profile
Movies & TV
Gaming Industry
PC Gaming Show
Newsletter Signup
Community Guidelines
Affiliate Links
Meet the team
About PC Gamer
PC Gamer Magazine Subscription
Why subscribe?
Subscribe to the world's #1 PC gaming mag
Try a single issue or save on a subscription
Issues delivered straight to your door or device
From£35.99View
Amazon Prime Day Deals
Essential Hardware
PC Gaming Show
Recommended reading
“That evening, I told the company: This is the first game we're publishing”—how vibes, fun, and aggressively mashing a keyboard landed the Vampire Survivors dev its first publishing client
What happened to the creator of Gunman Chronicles, Valve's forgotten FPS? 'My relationship with Gabe didn't really go that great'
Gaming Industry
Veteran indie dev says success on Steam these days is impossible to predict: 'Why did Balatro take off? You could write a million f***ing essays and none of them will be definitely right'
Gaming Industry
Most players 'know next to nothing about how games are made': New Blood devs sound off on gamedev misconceptions
Gaming Industry
When a game's identity becomes wrapped up in its rarity, what happens when it's re-released on Steam for 20 bucks?
Publisher who resurrected lost pirate game Captain Blood says it's 'a 3 or 4' by today's standards, but that's half the fun: 'All its charms, all its flaws, all the vibes are from that era'
He was devastated when his favorite Facebook game shut down, but at 10 years old, what could he do? 8 years later, he's got the rights, the original code, and is about to relaunch Dungeon Rampage on Steam
Space Invaders creator recalls building arcade games with mirrors, making a prototype console that never saw release, and how short-sighted Taito's sales team was about videogames: 'These things will never sell'
Rich Stanton
8 July 2025
"Younger people who want to make games should play really old games… there is something shining within them."
When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.
(Image credit: Damir Sencar via Getty Images)
Time Extension has a new interview with Tomohiro Nishikado, the designer known for his long career at Taito and in particular the creation of Space Invaders. The 1978 arcade game has a good case for being the single most famous videogame ever, and upon release became a craze and phenomenon (a popular urban legend claimed it caused a shortage of Japan's 100-yen coin), swiftly becoming the best-selling arcade game of all time and cultural icon.
Nishikado's career began at a Taito subsidiary working on early arcade games, which did have electronic elements but were also mechanical in construction: the first project he worked on, Sky Fighter, used mirrors to reflect model planes at the player and create the illusion of flight. It was a smash hit.
"Of course, the first wave of electronic video games also came from America, such as Pong from Atari," says Nishikado. "Due to my electronics background, I had a strong interest in these video games, so I brought a copy of Pong to the office, analyzed it, and tried to make something different from it. This was because I strongly believed in the potential of electronic video games for the future. Unfortunately, the sales team thought differently and didn't want to do any of these more modern electronic video games. Always saying that 'these things will never sell.' After figuring out how Pong worked, I made a soccer game."
Related Articles
“That evening, I told the company: This is the first game we're publishing”—how vibes, fun, and aggressively mashing a keyboard landed the Vampire Survivors dev its first publishing client
What happened to the creator of Gunman Chronicles, Valve's forgotten FPS? 'My relationship with Gabe didn't really go that great'
Veteran indie dev says success on Steam these days is impossible to predict: 'Why did Balatro take off? You could write a million f***ing essays and none of them will be definitely right'
Nishikado focused on soccer because the market was flooded with Pong clones, so having two 'players' on each side of the screen (a goalkeeper and a forward) and smaller goals differentiated it. "Following the soccer game, I did basketball," Nishikado recalls. "This had a basket at each end and added a more human-like character, rather than just a bar. I was later told that this was probably the first time in video game history that a human-shaped character had been used like that."
Over this 4-5 year period before Space Invaders, Nishikado worked on several titles in different styles: a driving game called Speed Race, multiplayer racing game Fisco 400, a first-person jet fighting game called Interceptor, and the 2D duelling game Western Gun. None of these were coded, but built using various electronics and integrated circuits soldered together.
"For Space Invaders, that was the first one to use code, and I wrote that in assembly," says Nishikado. "There was a CPU called 8080, and that CPU came with its own assembler. I studied it by myself and then wrote the game… I saw the very first software-programmed game in America, and I knew then that this would be the future of video games, and we need to catch up."
The benefits of the software approach were obvious, primarily that the same hardware could now be used to run different games. "As for how Space Invaders came about, the first reason was that the game Breakout by Atari, I was shocked by its simplicity," says Nishikado. "This was because back then, video games were all trying to look more authentic or realistic, but Breakout was very simple and abstract. That made me realize that the fun factor is the most important part of a game, and not necessarily its graphics.
The biggest gaming news, reviews and hardware deals
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Contact me with news and offers from other Future brandsReceive email from us on behalf of our trusted partners or sponsorsBy submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.
"I felt that if you switched the blocks in Breakout into a character, it might be more fun. The other idea was, why not change Breakout into a shooting game? The most satisfying element of Breakout was deleting all the blocks. That feeling was what I wanted to recreate. That meant the basic concept of Space Invaders was to similarly clear the screen of enemies."
Nishikado toyed around with what the blocks should become, trying the usual tanks, airplanes, and even soldiers. The way the latter were animated made them look fun but Nishikado had "a sense that it wasn't right to have a game where you shoot people with guns. Around this time, Star Wars was about to be released, and that meant space or sci-fi elements could be used. That made me think of aliens, and that it would be okay to shoot aliens. They're not human after all."
The young creator took inspiration from HG Wells' The War of the Worlds, where the aliens are described as looking something like an octopus ("that's why you also have crabs and squids as aliens in the game"), and added a demo loop so players could see how the game played.
Space Invaders became one of the biggest smash hits in videogame history, but Nishikado was just bummed that hardware limitations meant he couldn't move the aliens faster. "I do feel proud to have contributed to the history of video games, but back in the 70s and 80s, I didn't feel that way."
In a move that seems bizarre, but was rather typical of some corporate cultures at the time, Nishikado's success saw him put to work on various versions of Space Invaders, before being moved off game development entirely to work on things like "robots for amusement facilities." In a real 'what if' moment for Taito he even "made a prototype for a new games console, but that was not approved by the sales team as they were purely focused on arcade games."
The Taito sales team, as it was back then, hovers in the background of Nishikado's recollections like a ghost: it clearly exerted great influence on what the company would allow the creatives to make.
"I think it's very important for creative people and developers to try and make something on their own, and then see if it's fun or not," says Nishikado. "The game development process in Taito eventually changed, and we, the game creators, were increasingly expected to listen to the sales team, which came up with new title concepts they thought it would sell. Then we started game development based on that.
"Personally, I don't think that is the correct approach. Creators should try to make a game on their own first, and then it should expand into a larger project. This is what I've felt throughout my whole career.
"The point is that it needs to be creatively led first, before the management gets involved. If you don't try to make something first, you will never know if it's fun or not. Younger people who want to make games should play really old games. They may not have good graphics, but there is something shining within them in a playable sense. There's definitely something to be learned from those games and also to inspire people to make something new. Forget about the graphics, focus on the core design. What makes it fun."
Best gaming setup 2025Our current recommendations
👉Check out our list of guides👈
1. Best gaming chair: Secretlab Titan Evo
2. Best gaming desk: Secretlab Magnus Pro XL
3. Best gaming headset: HyperX Cloud Alpha
4. Best gaming keyboard:Asus ROG Strix Scope II 96 Wireless
5. Best gaming mouse: Razer DeathAdder V3 HyperSpeed
6. Best PC controller: Xbox Wireless Controller
7. Best steering wheel: Logitech G Pro Racing Wheel
8. Best microphone: Shure MV6 USB Gaming Microphone
9. Best webcam: Elgato Facecam MK.2
Rich Stanton
Senior Editor
Rich is a games journalist with 15 years' experience, beginning his career on Edge magazine before working for a wide range of outlets, including Ars Technica, Eurogamer, GamesRadar+, Gamespot, the Guardian, IGN, the New Statesman, Polygon, and Vice. He was the editor of Kotaku UK, the UK arm of Kotaku, for three years before joining PC Gamer. He is the author of a Brief History of Video Games, a full history of the medium, which the Midwest Book Review described as "[a] must-read for serious minded game historians and curious video game connoisseurs alike."
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.
“That evening, I told the company: This is the first game we're publishing”—how vibes, fun, and aggressively mashing a keyboard landed the Vampire Survivors dev its first publishing client
What happened to the creator of Gunman Chronicles, Valve's forgotten FPS? 'My relationship with Gabe didn't really go that great'
Veteran indie dev says success on Steam these days is impossible to predict: 'Why did Balatro take off? You could write a million f***ing essays and none of them will be definitely right'
Most players 'know next to nothing about how games are made': New Blood devs sound off on gamedev misconceptions
When a game's identity becomes wrapped up in its rarity, what happens when it's re-released on Steam for 20 bucks?
Publisher who resurrected lost pirate game Captain Blood says it's 'a 3 or 4' by today's standards, but that's half the fun: 'All its charms, all its flaws, all the vibes are from that era'
Latest in Games
Minecraft Copper Golem: All the key details about the game's next companion
GTA 6's server player count rumour could be great news for GTA Online 2.0
World of Warcraft: The War Within's last major patch before Midnight drops early August, and it's time to go into space again
Sci-fi horror game Routine just came back to life for the 2nd time in 13 years: 'We are beginning to approach the finish line'
This brilliant dark and moody cyberpunk city builder is my kind of cosy game—and for less than $7 you might as well see if it's yours too
Marvel Rivals' next hero is the complete package, as Phoenix packs enough firepower to cut through any Strategist backline
Latest in News
GTA 6's server player count rumour could be great news for GTA Online 2.0
World of Warcraft: The War Within's last major patch before Midnight drops early August, and it's time to go into space again
Sci-fi horror game Routine just came back to life for the 2nd time in 13 years: 'We are beginning to approach the finish line'
I wish I'd snagged this Seagate Ultra Compact SSD at its cheapest Prime Day price before splurging my cash on non-smol storage
For just $16 you can get a little Warhammer 40k JoyToy action figure to guard your PC gaming desk this Prime Day
'Knowing Steam players are hoarders explains why you give Valve that 30%,' analyst tells devs: 'You get access to a bunch of drunken sailors who spend money irresponsibly'
HARDWARE BUYING GUIDES
LATEST GAME REVIEWS
Best graphics cards in 2025: I've tested pretty much every AMD and Nvidia GPU of the past 20 years and these are today's top cards
Best gaming laptop in 2025: I've put the best of this new generation head-to-head and we have a winner
Best gaming chair in 2025: I've tested a ton of gaming chairs and these are the seats I'd suggest for any PC gamer
Best Steam Deck accessories in Australia for 2025: Our favorite docks, powerbanks and gamepads
Best graphics card for laptops in 2025: the mobile GPUs I'd want in my next gaming laptop
NZXT N7 Z890 review
NZXT N9 X870E review
NZXT N9 Z890 review
Sennheiser Momentum True Wireless 4 review
Razer Joro & Basilisk Mobile review
PC Gamer is part of Future plc, an international media group and leading digital publisher. Visit our corporate site.
Contact Future's experts
Terms and conditions
Privacy policy
Cookies policy
Advertise with us
Accessibility Statement
Future Publishing Limited Quay House, The Ambury,
BA1 1UA. All rights reserved. England and Wales company registration number 2008885.
Please login or signup to comment
Please wait...
Related News
17 Jul, 2025
12-year-old Yu Zidi of China takes stunn . . .
01 May, 2025
4 of a Kind: Home across the country wit . . .
29 Mar, 2025
Watch: Snake handler rescues pet bird fr . . .
10 Mar, 2025
Rihanna Shares the Most Empowering Momen . . .
16 Jul, 2025
Trump's Gilded Oval Office: Six Months o . . .
01 Apr, 2025
Who was Usain Bolt’s dad Wellesley?
29 Apr, 2025
Can Mount Everest really be climbed in a . . .
22 Jul, 2025
Prince George celebrates 12th birthday a . . .