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The secret behind Space Invaders’ speed? A technical limitation of the hardware

The secret behind Space Invaders’ speed? A technical limitation of the hardware

27 October 2025 10:37

In 1978, Taito’s Space Invaders captivated audiences with its seemingly ingenious gameplay: the more aliens you shot down, the faster the remaining ones moved. A crescendo of tension that marked the history of arcade video games.

But, as C/C++ programming expert Zuhaitz revealed, that relentless pace wasn’t the result of creative intuition, but rather a technical limitation of the processor the game was based on.

According to an analysis published on October 27, the behavior that made Space Invaders so iconic is actually the result of a bottleneck in the Intel 8080 processor, introduced in 1974 .

This chip, equipped with approximately 5,000 transistors and running at a frequency of 2 MHz, handled all the game’s operations: from calculating positions to redrawing on the screen, to detecting collisions between bullets and aliens.

At the start of each match, the CPU had to simultaneously process the movements and actions of 55 aliens . This resulted in a heavy workload and slowed down frame rendering. However, each time an alien was destroyed, the amount of calculations required decreased, and the processor was able to execute instructions more quickly. The result was a natural acceleration of gameplay: fewer aliens, faster gameplay.

Interestingly, the original source code contains no instructions designed to intentionally increase the game’s speed. The effect that players perceived as a crescendo of difficulty was therefore an unintended consequence, but one that was extremely effective in generating tension and immersion.

In later versions and modern emulators, programmers had to manually introduce speed limits to faithfully replicate the original feel . With current hardware, Space Invaders would feel excessively fast without artificial regulation.

Tomohiro Nishikado , creator of Space Invaders, discovered that the game’s processor was able to render each frame of the alien’s animated graphics faster when there were fewer aliens on screen.

Since the aliens’ positions were updated after each frame, this caused the aliens to move across the screen at an increasing speed as more and more of them were destroyed.

Rather than design a compensation for the speed increase, he decided that it was a feature and not a bug and kept it as a gameplay mechanic.

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The editorial staff of Red Hot Cyber is composed of IT and cybersecurity professionals, supported by a network of qualified sources who also operate confidentially. The team works daily to analyze, verify, and publish news, insights, and reports on cybersecurity, technology, and digital threats, with a particular focus on the accuracy of information and the protection of sources. The information published is derived from direct research, field experience, and exclusive contributions from national and international operational contexts.