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{{nihongo|'''Tomohiro Nishikado'''|西角 友宏|Nishikado Tomohiro|born March 31, 1944 in [[Osaka Prefecture|Osaka]]}} is a [[Japanese people|Japanese]] [[video game developer]]. He is best known as the creator of the [[shooter game]], ''[[Space Invaders]]'', released to the public in 1978 by the [[Taito Corporation]] of [[Japan]] and often considered the first [[shoot 'em up]].<ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref>
{{nihongo|'''Tomohiro Nishikado'''|西角 友宏|Nishikado Tomohiro|born March 31, 1944 in [[Osaka Prefecture|Osaka]]}} is a [[Japanese people|Japanese]] [[video game developer]]. He is best known as the creator of the [[shooter game]], ''[[Space Invaders]]'', released to the public in 1978 by the [[Taito Corporation]] of [[Japan]] and often considered the first [[shoot 'em up]].<ref name="lecture"/>


Originally Nishikado wanted to use airplanes as enemies for Space Invaders, but would have encountered problems making them move smoothly due to the limited computing power at the time (the game was based on [[Intel Corporation|Intel]]'s 8 bit [[Intel 8080|8080 microprocessor]]). Humans would have been easier to render, but management at Taito forbade the use of human targets.
Originally Nishikado wanted to use airplanes as enemies for Space Invaders, but would have encountered problems making them move smoothly due to the limited computing power at the time (the game was based on [[Intel Corporation|Intel]]'s 8 bit [[Intel 8080|8080 microprocessor]]). Humans would have been easier to render, but management at Taito forbade the use of human targets.


Prior to ''Space Invaders'', he was also the designer for many of Taito's earlier hits, including the early [[Sports game|team sport games]] ''[[Sports game#Beginnings of sports games|Soccer]]'' and ''[[Sports game#Beginnings of sports games|Davis Cup]]'' in 1973, the early [[scrolling]] [[racing video game]] ''[[Racing video game#1970s|Speed Race]]'' in 1974,<ref>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 16, [[BradyGames]], ISBN 0744004241</ref> and the early [[Dual analog|dual-stick]] [[Run and gun|gun]]-based [[multi-directional shooter]]<ref name=Kotaku>Stephen Totilo, [http://kotaku.com/5626466/in-search-of-the-first-video-game-gun In Search Of The First Video Game Gun], [[Kotaku]]</ref> ''[[Gun Fight|Western Gun]]'' in 1975.<ref name=Kohler>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 19, [[BradyGames]], ISBN 0744004241</ref>
Prior to ''Space Invaders'', he was also the designer for many of Taito's earlier hits, including the early [[Sports game|team sport games]] ''[[Sports game#Beginnings of sports games|Soccer]]'' and ''[[Sports game#Beginnings of sports games|Davis Cup]]'' in 1973, the early [[scrolling]] [[racing video game]] ''[[Racing video game#1970s|Speed Race]]'' in 1974,<ref name=Kohler-16/> and the early [[Dual analog|dual-stick]] [[Run and gun|on-foot]] [[multi-directional shooter]]<ref>Stephen Totilo, [http://kotaku.com/5626466/in-search-of-the-first-video-game-gun In Search Of The First Video Game Gun], [[Kotaku]]</ref> ''[[Gun Fight|Western Gun]]'' in 1975.<ref name=Kohler>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 19, [[BradyGames]], ISBN 0744004241</ref>


==Biography==
==Biography==
Nishikado graduated with an [[engineering]] degree from [[Tokyo Denki University]] in 1968. He joined [[Taito Corporation|Taito Trading Company]] in 1969. After working on mechanical games, in 1972, he developed "Elepong" (similar to [[Pong]]), Japan's first locally-produced video arcade game, released in 1973. He produced over 10 video games before Space Invaders was released in 1978. He left Taito in 1996 to found his own company, [http://www.dreams-game.com/ Dreams].<ref>[http://www.google.com/translate?u=http%3A%2F%2Fja.wikipedia.org%2Fwiki%2F%25E8%25A5%25BF%25E8%25A7%2592%25E5%258F%258B%25E5%25AE%258F&langpair=ja%7Cen&hl=en&ie=UTF8 Japanese Wikipedia page on Nishikado]</ref><ref>[http://translate.google.com/translate?u=http%3A%2F%2Fwww.dreams-game.com%2Fprofile%2Fpresident.html&langpair=ja%7Cen&hl=en&ie=UTF8 Nishikado's biography] at his company's web site.</ref><ref>[http://www.slideshare.net/wuzziwug/survey-of-digital-games-home-pong-to-late-70s-arcade "Survey of Digital Games: Home Pong to Late 70s arcade"] (slide 28).</ref>
Nishikado graduated with an [[engineering]] degree from [[Tokyo Denki University]] in 1968. He joined [[Taito Corporation|Taito Trading Company]] in 1969. After working on mechanical games, in 1972, he developed ''Elepong'' (similar to ''[[Pong]]''), one of Japan's earliest locally-produced video [[arcade game]]s, released in 1973. He produced over 10 video games before ''Space Invaders'' was released in 1978. He left Taito in 1996 to found his own company, [http://www.dreams-game.com/ Dreams].<ref>[http://www.google.com/translate?u=http%3A%2F%2Fja.wikipedia.org%2Fwiki%2F%25E8%25A5%25BF%25E8%25A7%2592%25E5%258F%258B%25E5%25AE%258F&langpair=ja%7Cen&hl=en&ie=UTF8 Japanese Wikipedia page on Nishikado]</ref><ref>[http://translate.google.com/translate?u=http%3A%2F%2Fwww.dreams-game.com%2Fprofile%2Fpresident.html&langpair=ja%7Cen&hl=en&ie=UTF8 Nishikado's biography] at his company's web site.</ref><ref>[http://www.slideshare.net/wuzziwug/survey-of-digital-games-home-pong-to-late-70s-arcade "Survey of Digital Games: Home Pong to Late 70s arcade"] (slide 28).</ref>

One of his first original titles was ''[[List of Taito games|Speed Race]]'', an early black-and-white car [[racing video game]], released in 1974.<ref name=Kohler-16>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 16, [[BradyGames]], ISBN 0744004241</ref> The game introduced [[collision detection]] and an [[Overhead perspective|overhead]] vertical [[scrolling]] view,<ref name=Barton-197>Bill Loguidice & Matt Barton (2009), ''Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time'', p. 197, [[Focal Press]], ISBN 0240811461</ref> with the course width becoming wider or narrower as the player's car moves up the road, while the player races against other rival cars, more of which appear as the score increases. It also featured an early [[racing wheel]] [[Game controller|controller]] interface with an [[Throttle|accelerator]], [[gear shift]], [[speedometer]] and [[tachometer]]. It could be played in either single-player or alternating two-player, where each player attempts to beat the other's score.<ref>{{KLOV game|id=9709|name=Speed Race}}</ref> The game was re-branded as ''Racer'' by [[Midway Games]] for released in the United States and was influential on later racing games.<ref name=Barton-197/>

His next major title was ''[[Gun Fight|Western Gun]]'', released in 1975.<ref name=Kohler>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 18, [[BradyGames]], ISBN 0744004241</ref> It was an early [[Multiplayer|two-player]], [[Run and gun|on-foot]], [[multi-directional shooter]], which was also the first video game to depict a gun on screen, introduced [[Dual analog control|dual-stick]] controls with one [[joystick]] for movement and the other for changing the shooting direction,<ref name=Kotaku>Stephen Totilo, [http://kotaku.com/5626466/in-search-of-the-first-video-game-gun In Search Of The First Video Game Gun], [[Kotaku]]</ref> and was the first known video game to feature [[Player character|game characters]] and fragments of story through its visual presentation.<ref>Chris Kohler (2005), ''Power-up: how Japanese video games gave the world an extra life'', p. 18, [[BradyGames]], ISBN 0744004241</ref>

His most famous video game was 1978's seminal ''[[Space Invaders]]'', which is frequently cited as the "first" or "original" in the [[shoot 'em up]] genre,<ref name= "ysguide">Bielby, Matt, "The Complete YS Guide to Shoot 'Em Ups", ''Your Sinclair'', July, 1990 (issue 55), p. 33</ref><ref name="lecture">[http://www.cse.ucsc.edu/classes/cmps080k/Winter07/lectures/shmups.pdf Game Genres: Shmups], Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008</ref><ref name="Space Invaders">Buchanan, Levi, [http://uk.wireless.ign.com/articles/391/391708p1.html Space Invaders], ''IGN'', March 31, 2003, Accessed June 14, 2008</ref> and was responsible for making the [[shooter game]] genre became prolific. ''Space Invaders'' pitted the player against multiple enemies descending from the top of the screen at a constantly increasing rate of speed.<ref name="Space Invaders"/> The game used alien creatures inspired by ''[[The War of the Worlds]]'' because the developers were unable to render the movement of aircraft; in turn, the aliens replaced human enemies because of moral concerns (regarding the portrayal of killing humans) on the part of Taito. As with subsequent shoot 'em ups of the time, the game was set in space as the available technology only permitted a black background. The game also introduced the idea of giving the player a number of "[[Life bar|lives]]". ''Space Invaders'' was a massive commercial success, causing a coin shortage in Japan.<ref>Ashcraft pp. 72–73</ref><ref>[http://www.science.ie/EN/index.cfm/section/news/news_key/520 Design your own Space Invaders], ''Science.ie'', 4 March 2008, Accessed 17 June 2008</ref> ''Space Invaders'' popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement.<ref name="RG-3">{{cite journal| title = Nishikado-San Speaks| journal = [[Retro Gamer]]| publisher = Live Publishing| author = Retro Gamer Staff| issue = 3| page = 35}}</ref> It was the first video game to have an [[Cut scene|intermission]] between gameplay, and to popularize the concept of achieving a [[Score (game)|high score]].<ref name="GS-SI-Hall">{{cite web| url=http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm| title=The Gamespy Hall of Fame: Space Invaders| publisher=[[GameSpy]]| author=Kevin Bowen| accessdate=2010-01-27}}</ref><ref name="GWR08-2">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| pages= 106–107| chapter= Record Breaking Games: Shooting Games Roundup}}</ref><ref name="IGN-10">{{cite web| url = http://games.ign.com/articles/840/840621p1.html| title = IGN's Top 10 Most Influential Games| publisher = [[IGN]]| author = Geddes, Ryan| coauthors = Hatfield, Daemon| date = 2007-12-10| accessdate = 2008-07-11}}</ref>


==References==
==References==

Revision as of 19:52, 22 March 2011

Tomohiro Nishikado (西角 友宏, Nishikado Tomohiro, born March 31, 1944 in Osaka) is a Japanese video game developer. He is best known as the creator of the shooter game, Space Invaders, released to the public in 1978 by the Taito Corporation of Japan and often considered the first shoot 'em up.[1]

Originally Nishikado wanted to use airplanes as enemies for Space Invaders, but would have encountered problems making them move smoothly due to the limited computing power at the time (the game was based on Intel's 8 bit 8080 microprocessor). Humans would have been easier to render, but management at Taito forbade the use of human targets.

Prior to Space Invaders, he was also the designer for many of Taito's earlier hits, including the early team sport games Soccer and Davis Cup in 1973, the early scrolling racing video game Speed Race in 1974,[2] and the early dual-stick on-foot multi-directional shooter[3] Western Gun in 1975.[4]

Biography

Nishikado graduated with an engineering degree from Tokyo Denki University in 1968. He joined Taito Trading Company in 1969. After working on mechanical games, in 1972, he developed Elepong (similar to Pong), one of Japan's earliest locally-produced video arcade games, released in 1973. He produced over 10 video games before Space Invaders was released in 1978. He left Taito in 1996 to found his own company, Dreams.[5][6][7]

One of his first original titles was Speed Race, an early black-and-white car racing video game, released in 1974.[2] The game introduced collision detection and an overhead vertical scrolling view,[8] with the course width becoming wider or narrower as the player's car moves up the road, while the player races against other rival cars, more of which appear as the score increases. It also featured an early racing wheel controller interface with an accelerator, gear shift, speedometer and tachometer. It could be played in either single-player or alternating two-player, where each player attempts to beat the other's score.[9] The game was re-branded as Racer by Midway Games for released in the United States and was influential on later racing games.[8]

His next major title was Western Gun, released in 1975.[4] It was an early two-player, on-foot, multi-directional shooter, which was also the first video game to depict a gun on screen, introduced dual-stick controls with one joystick for movement and the other for changing the shooting direction,[10] and was the first known video game to feature game characters and fragments of story through its visual presentation.[11]

His most famous video game was 1978's seminal Space Invaders, which is frequently cited as the "first" or "original" in the shoot 'em up genre,[12][1][13] and was responsible for making the shooter game genre became prolific. Space Invaders pitted the player against multiple enemies descending from the top of the screen at a constantly increasing rate of speed.[13] The game used alien creatures inspired by The War of the Worlds because the developers were unable to render the movement of aircraft; in turn, the aliens replaced human enemies because of moral concerns (regarding the portrayal of killing humans) on the part of Taito. As with subsequent shoot 'em ups of the time, the game was set in space as the available technology only permitted a black background. The game also introduced the idea of giving the player a number of "lives". Space Invaders was a massive commercial success, causing a coin shortage in Japan.[14][15] Space Invaders popularized a more interactive style of gameplay with the enemies responding to the player controlled cannon's movement.[16] It was the first video game to have an intermission between gameplay, and to popularize the concept of achieving a high score.[17][18][19]

References

  1. ^ a b Game Genres: Shmups, Professor Jim Whitehead, January 29, 2007, Accessed June 17, 2008
  2. ^ a b Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, p. 16, BradyGames, ISBN 0744004241
  3. ^ Stephen Totilo, In Search Of The First Video Game Gun, Kotaku
  4. ^ a b Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, p. 19, BradyGames, ISBN 0744004241 Cite error: The named reference "Kohler" was defined multiple times with different content (see the help page).
  5. ^ Japanese Wikipedia page on Nishikado
  6. ^ Nishikado's biography at his company's web site.
  7. ^ "Survey of Digital Games: Home Pong to Late 70s arcade" (slide 28).
  8. ^ a b Bill Loguidice & Matt Barton (2009), Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time, p. 197, Focal Press, ISBN 0240811461
  9. ^ Speed Race at the Killer List of Videogames
  10. ^ Stephen Totilo, In Search Of The First Video Game Gun, Kotaku
  11. ^ Chris Kohler (2005), Power-up: how Japanese video games gave the world an extra life, p. 18, BradyGames, ISBN 0744004241
  12. ^ Bielby, Matt, "The Complete YS Guide to Shoot 'Em Ups", Your Sinclair, July, 1990 (issue 55), p. 33
  13. ^ a b Buchanan, Levi, Space Invaders, IGN, March 31, 2003, Accessed June 14, 2008
  14. ^ Ashcraft pp. 72–73
  15. ^ Design your own Space Invaders, Science.ie, 4 March 2008, Accessed 17 June 2008
  16. ^ Retro Gamer Staff. "Nishikado-San Speaks". Retro Gamer (3). Live Publishing: 35.
  17. ^ Kevin Bowen. "The Gamespy Hall of Fame: Space Invaders". GameSpy. Retrieved 2010-01-27.
  18. ^ Craig Glenday, ed. (2008-03-11). "Record Breaking Games: Shooting Games Roundup". Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. pp. 106–107. ISBN 978-1-904994-21-3.
  19. ^ Geddes, Ryan (2007-12-10). "IGN's Top 10 Most Influential Games". IGN. Retrieved 2008-07-11. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)

External links

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