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'

A Space Invaders cabinet seen from the side in Croatia.
(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.

"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."

A screenshot of Space Invaders.

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."

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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."

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