Time is a new interview of expansion With Tomohiro Nishikado, the designer is known for his long career in tato and especially for the creation of space invaders. There is a good case for being the most famous videogame in the 1978 arcade game, and became a craze and event on release (a popular urban legend claimed that it reduced Japan’s 100-In coins), rapidly became the best-selling arcade game of all time and cultural icons.
Nishikado’s career began in a tato a subsidiary working on the initial Arcade Games, which had electronic elements, but also mechanical in construction: the first project he worked, worked, Sky fighterThe player used mirrors to reflect model aircraft and create confusion of flight. It was a smash hit.
“Of course, the first wave of electronic video games also came from America, such as pong from Attari,” Nishikado says“Due to my electronics background, I had a strong interest in these video games, so I brought a copy of the pong to the office, and tried to do something different from it. It was because I firmly believed in the capacity of electronic video games for the future. Unfortunately, the sales team did not want to do more modern electronic video games.” I did not want to find out how much the pong made a football game.
Nishikado focused on football as the market was filled with pong clones, so two ‘players’ (one goalkeeper and one forward) and small goals were divided by each side of the screen. “After the football game, I did basketball,” Nishikado recalls. “It was a basket at each end and added a more human-like character instead of only once. I was later told that it was probably the first time in the history of video games when a human-shaped character was used.”
Prior to space invaders, in this 4-5 years period, Nishikado worked on several titles in various styles: a driving game called speed race, multiplayer racing game Fisco 400, a first-person jet fight fighting game called interceptor, and 2D duality warning game. None of these were coded, but met together using various electronics and integrated circuits.
“For space invaders, this was the first to use the code, and I wrote in the assembly,” says Nishikado. “There was a CPU called 8080, and that the CPU came with his own assembler. I studied it by myself and then wrote the game … I saw a very first software-program-program game in America, and I knew that this video game would be the future, and we need to catch.”
The benefits of the software approach were obvious, mainly that the same hardware can now be used to run different games. “As the space invaders came about, the first reason was that the game breakout by the attic, I was surprised by its simplicity,” says Nishikado. “It was because back, the video games were trying to look all more authentic or realistic, but the breakout was very simple and abstract. This made me realize that the fun factor is the most important part of a game, and not necessarily its graphics.
“I felt that if you have transformed the block into a character in a breakout, it could be more fun. The second idea was why the breakout was not to be changed in the shooting game? The most satisfactory element of the breakout was removing all the blocks. This feeling was what I wanted to re -create. The basic concept of space invaders was equally to clean the screen of enemies.”
Nishikado plays around what the blocks should be, trying normal tanks, airplanes and even soldiers. The way the latter was animated, he felt fun, but Nishikado “understood that it was not a game where you shoot people with guns. Around this time, Star Wars were about to be released, and it means that space or science-fi elements can be used. It can be asked to think about the aliens.
The young manufacturer took inspiration from HG Wales’ The Wars of the Worlds, where aliens have been described as something like an octopus (“that’s why you have crabs and squid as aliens in the game”, and added a demo loop to see how the game was played.
Space invaders became one of the biggest smash hits in videogame history, but Nishikado was only noticed that hardware borders meant that he could not move the aliens rapidly. “I feel proud to contribute to the history of video games, but back in the 70s and 80s, I didn’t like it.”

In a step that seems bizarre, but at that time was specific to some corporate cultures, the success of Nishikado saw him to work on various versions of space invaders, before the development of the game was fully transferred to work on things such as “robots for recreation facilities”. In a real ‘what would happen if’ moment for tato ‘that too’ made a prototype for a new game console, but it was not approved by the sales team as they were purely focused on the arcade game. “
The Tato Sales team, as it came back, hovers in the backdrop of the memories of Nishikado like a ghost: it clearly affects the fact what the company allows to create creatives.
Nishikado says, “I think it is very important for creative people and developers to do something on their own and then see if it is fun or not.” “The sports development process in the tato eventually changed, and we, sports creators expected to listen to the rapid sales team, which came up with new title concepts that they thought it would sell. Then we started the game development based on it.
“Personally, I don’t think this is the right approach. The creators should first try to create a game on their own, and then expand it to a big project. This is what I have felt throughout my career.
“The issue is that before the management is involved, it needs to be created creatively. If you do not try to make anything first, you will never know whether it is fun or not. Young people who want to make games should actually play old games. They cannot have good graphics, but have anything to learn from those games.

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