July 1978
North American Space Invaders timing appears in some release summaries
Some sources describe limited North American availability around July, with wider patterns continuing later.
Regional import card
Gaming History, One Month at a Time
GTM-1978-07
Space Invaders begins its wider regional journey, while the exact North American timing remains staggered and source-dependent.
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.
July 1978
Some sources describe limited North American availability around July, with wider patterns continuing later.
Regional import card
July 1978
The game is becoming the cabinet everyone wants to locate, buy or imitate.
Operator wish list
July 1978
Space Invaders is not just a game; it is a template.
Clone stencil
July 1978
The machine's sound, pace and crowd are the important facts in a pre-internet arcade culture.
Soundscape label
July 1978
The month is dominated by one event rather than a broad modern release calendar.
Single cabinet focus
Gallery 02
A deliberately sparse shelf: only releases supported by the sources reviewed are displayed.
Regional rollout
Included as limited/regional rollout context rather than a clean worldwide release.
Gallery 03
Four objects explaining the month: public cabinets, home consoles, microcomputers and control technology.
By July 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.
July 1978
BYTE represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
July 1978
CREATIVE COMPUTING represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
July 1978
PERSONAL COMPUTER WORLD represents the paper network around early games: computing, electronics, arcades and the pre- or early-specialist games press world.
July 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 July 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.