Three experiments are reported which examined the temporal stability of cardiac reactions to a video game of the ‘space invaders’ genre. Experiment 1 also addressed the matter of inter-task consistency; in addition to the video game, subjects were presented with an unsignalled reaction time task and led to believe that relatively quick reactions attracted financial reward, while slower ones brought either a burst of loud noise or withdrawal of money previously earned. Forty-two male subjects were tested on both tasks on two occasions, a week apart. Of the two tasks, the video game elicited the greater reactivity. In addition, individual variations in reactivity showed striking temporal stability for both tasks. However, inter-task consistency was much less marked; in fact, a significant inter-task correlation was obtained only on the first occasion of testing. It is probable that limited consistency here was in some measure due to the ineffectiveness of our reaction time task in eliciting substantial reactivity. Finally, reactivity was independent of baseline heart rate level. In experiment 2, three extreme high and three extreme low cardiac reactors were selected from an initial sample of 23 male subjects, on the basis of reactivity during an initial session with the video game, and subsequently studied during four further sessions. Once more, impressive stability of heart rate reactivity was apparent over sessions. In experiment 3, we examined the reliability of individual variations in cardiac reactivity in women and the issue of whether temporal stability is constrained by menstrual cycle effects. Twenty-four females were tested on the video game both preovulatory and postovulatory, with half being tested first during the preovulatory phase and half being tested first during the postovulatory phase. Again, the most striking finding was the marked stability of individual variations in cardiac reactivity over both time and menstrual cycle phase.