April 19, 1978
Space Invaders has an April publication anchor
Some sources cite April 19 as Taito's first publication date, while many popular histories describe a June Japanese release.
Invader publication card
Gaming History, One Month at a Time
GTM-1978-04
Space Invaders enters the record, though sources disagree on whether April publication or June release should be treated as the beginning.
Timeline archive
1978 month drawer
Installed months are active; empty drawers are held for future exhibits.
Gallery 01
Five researched moments from an early videogame year, with broad context separated from confident month-level claims.
April 19, 1978
Some sources cite April 19 as Taito's first publication date, while many popular histories describe a June Japanese release.
Invader publication card
April 1978
Toshihiro Nishikado's cabinet will soon make one screen, one gun and descending aliens feel like a cultural event.
Alien formation
April 1978
The British arcade experience will absorb Space Invaders as it spreads, not on a neat global day-one schedule.
UK arrival caveat
April 1978
The famous accelerating aliens are bound up with the limits of the arcade hardware as enemies disappear.
CPU timing label
April 1978
This is exactly why the archive keeps certainty fields visible.
Curator pencil
Gallery 02
A deliberately sparse shelf: only releases supported by the sources reviewed are displayed.
Arcade phenomenon
Taito's landmark shooter. Included here because April publication is documented, while the wider release story is often framed around June.
Gallery 03
Four objects explaining the month: public cabinets, home consoles, microcomputers and control technology.
By April 1978, Taito's cabinet represents the new centre of arcade gravity, even where local rollout is still uneven.
The cartridge console exists, but it has not yet received the arcade conversion that will transform its sales.
Atari Football helps make the trackball a memorable public control surface.
Home computer games still travel through listings, ads and specialist computing magazines more than through ordinary game retail.
Gallery 04
Paper remains the map: computing, electronics and arcade context before games media fully settles.
April 1978
BYTE represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
April 1978
CREATIVE COMPUTING represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
April 1978
PERSONAL COMPUTER WORLD represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
April 1978
PRACTICAL ELECTRONICS represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
Gallery 05
Networked play exists at the edges, but ordinary players live in a world of paper, cabinets and local knowledge.
For most players in April 1978, games are discovered through arcades, shops, magazines, clubs and word of mouth rather than online services.
PLATO, university systems and early networked computing matter historically, but they are not normal UK consumer gaming.
Magazines, adverts, catalogues, manuals and club newsletters explain what machines and games exist.
High scores, queues and overheard advice make the cabinet a public information system.
Gallery 06
A young medium, a patchy record, and a future split between public machines and home hardware.
01
The arcade suddenly feels invaded: one cabinet can pull a room into a shared rhythm of shots, shields and descending pressure.
02
Home games still feel smaller than the public machine. The VCS is promising, but the arcade owns the spectacle.
03
In Britain, this is a public memory first: cafes, arcades, seaside amusements, coins and the sound of aliens advancing.
04
Exact dates are often regional, trade-led or retrospective. The exhibit keeps month-level certainty separate from year-level context.