The Most Important Videogame Ever Exists Outside of the History It Helped Create

If Space Invaders isn’t the most important videogame ever, then it’s at least in the discussion. While Nintendo’s Super Mario Bros. might have powered the early popularity of the NES and rescued home game consoles from an industry-wide crash and near demise, Space Invaders was at the center of that transition from arcade to the living room in the first place, thanks to its dominance of arcades and entertainment media at large. And it had ended its own videogame crash by putting a stop to the proliferation of Pong clones and kicking off what’s referred to as “the golden age of arcade games.” Maybe you don’t even get Super Mario Bros. without Space Invaders, and not just because Shigeru Miyamoto, the creator of that game, claimed his introduction to Space Invaders gave him an interest in videogames and a desire to make his own.
Space Invaders, from 1978 through 1982, grossed $3.8 billion in revenue. Nothing could come close to that, not even Star Wars, the highest-grossing film of the day that had been released one year earlier: the entire original Star Wars trilogy grossed around $1.4 billion in its original theatrical run. Taito, after all the costs involved in building the 750,000 custom arcade cabinets that housed Space Invaders, the overseas licensing with Midway, and the cut of the venues with the machines in them, still made a net profit of nearly half-a-billion dollars on Space Invaders. And none of this is adjusted for inflation, either, of which there was plenty of over the last 45 years. Space Invaders isn’t the top grossing game ever anymore, but it’s still third after adjusting for inflation, and the lone game from the ‘70s anywhere near the top of that list. Space Invaders was so popular that an urban legend came from it, in which it was claimed that the game caused a shortage of 100-yen coins in Japan. While untrue, the game did earn $1 billion from quarters alone in its first year, so you can see where the idea came from.
Money isn’t the only thing that Space Invaders produced. As said, Miyamoto was drawn to videogames and the creation of them by Space Invaders, but so were countless others in the industry. Love DOOM? Both John Romero and John Carmack cite Space Invaders as an early videogame experience (although Romero gave credit to Pac-Man for being the first to get him thinking about game design). It was also the first game that “pulled” Metal Gear’s creator, Hideo Kojima, in. Galaxian, which heralded the far more popular Galaga and Namco’s arcade empire, itself one of the most absurdly influential runs any developer has ever had, was influenced by and a reaction to Space Invaders: Namco’s then-president told designer Kazunori Sawana that Galaxian had to be “the post-Invaders” game. And there were many attempts at a “post-Invaders” shoot ‘em up that didn’t have nearly the pull of Space Invaders even years after its initial release, until Namco’s 1982 hit Xevious redefined the genre that Space Invaders had initially set the rules for.
Many vital videogames in the industry’s history are so obviously fun, so clearly influential even decades after their release, that you can understand why they became popular in the first place, and that they could be popular releases today, too, if they didn’t already exist. That’s not the case with Space Invaders, however. This isn’t a knock on the Taito classic from 1978, which celebrates 45 years of protecting Earth from a slowly descending alien invasion this summer, either. It’s just that understanding the context that made Space Invaders the highest-grossing videogame ever in its day, what made it so influential and important not just within its genre, but to games as a whole, is difficult. The things you can say about it, and the time period in which it was released, are even more alien to those who weren’t there for it than the creatures you’re firing shots at in-game. One of the most vital videogames in the industry’s history essentially sits outside of the history it helped create.
“But 1978 wasn’t that long ago, how much could have possibly changed,” you ask. Listen, I don’t mean to ruin your day when I point out that I recently saw someone on social media say that they don’t bother with “old” videogames, which they then explained meant pre-Playstation 2, but that was over two decades and three Playstations ago: 1978 isn’t just another century, but basically a different planet when it comes to where videogames as an industry, as a hobby, and as an art form were in their life. And so much of what made Space Invaders so tremendously successful and innovative and different at the time are simply things that we take for granted at this point.
Take music, for instance. videogames didn’t have continuous in-game music before Space Invaders. Whatever music and sound effects were contained in games at this point were used to attract players to an arcade cabinet, so they’d spend their money on that one instead of another one: you’d hear them when a game or level began, and when either of those things ended. Music was so relatively unimportant to videogames in 1978 that arcade cabinets didn’t actually come equipped with programmable sound chips at this point, with any included music programmed instead on the same tech that allowed for sound effects. As early years Nintendo composer Hirokazu “Chip” Tanaka explained it to Game Developer (née Gamasutra), “Most music and sound in the arcade era (Donkey Kong and Mario Brothers) was designed little by little, by combining transistors, condensers, and resistance. And sometimes, music and sound were even created directly into the CPU port by writing 1s and 0s, and outputting the wave that becomes sound at the end.” There’s a reason programmable sound chips would arrive on the scene shortly after megahits like Donkey Kong had to make do without: that process sounds exhausting, and all to make just a little bit of music, too.