game
icon
display
colour emulation good
palette 0
display type raster
orientation vertical
resolution 224x260
frequency 59.541985Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 2 way joystick
buttons 1
coin slots 1
hardware
cpu 8080 @ 1.9968MHz
audio SN76477
audio Discrete
data
version added .008
last change(s) none since version .53
roms
name size crc set flags sha1
invaders.h  2048  734f5ad8  invaders    ff6200af4c9110d8181249cbcef1a8a40fa40b7f 
invaders.g  2048  6bfaca4a  invaders    16f48649b531bdef8c2d1446c429b5f414524350 
invaders.f  2048  0ccead96  invaders    537aef03468f63c5b9e11dd61e253f7ae17d9743 
invaders.e  2048  14e538b0  invaders    1d6ca0c99f9df71e2990b610deb9d7da0125e2d8 
cabinet art
additional information
info 0.08 [Nicola Salmoria, Michael Strutts]

NOTE:
  • Clone Space War (Sanritsu): 1. Game misbehaves frequently, usually on 2nd level. 2. I seem to recall that the flashing ufo had its own sample sound, a sort of rattling noise. Unable to find evidence of this in the hardware.
Bugs:
  • Gray line of pixels on lowest invader head in demo, need overlay adjusted slightly. john_iv (ID 02149)
  • Clone superinv: When set is booted, there is automatically a credit available. Tafoid (ID 02061)
WIP:
  • 0.128u2: More Discrete module optimizations [Derrick Renaud]. This module optimizations speed up Space Invaders 9%.
  • 0.126u4: Robiza fixed built in red color overlay goes too low and shows on top line of invaders heads in Vista only.
  • 0.123u1: RansAckeR added DIP locations for clones Space Invaders (TV Version), Space Invaders (CV Version) and Invasion. Also fixed coin2 for clones Super Invaders and Invasion.
  • 0.117u1: Changed description to 'Space Invaders / Space Invaders M'.
  • 0.114u2: Derrick Renaud added full discrete emulation of Space Invaders. I think people are going to be too used to the current samples and their relative levels. The new relative levels are determined by the mixing resistors. There are all different versions of the sound board, that all have slightly different sounds/components. This should be the proper Midway sounds. Removed Samples sound (1. - 9.wav) and added Discrete sound in Space Invaders and some clones.
  • 0.113u2: Shuttle Invader display is shifted off screen now, but the PCB notes confirm that it's a different hardware, so it will need its own driver anyhow [Zsolt Vasvari]. Changed 8080 CPU clock speed to 1996800 Hz, visible area to 224x260 and VSync to 59.541985 Hz in clones sicv, sisv, sisv2, spacewr3, spcewars and darthvdr.
  • 0.111u4: Zsolt Vasvari and Derrick Renaud added non-memory mapped coin counters to Space Invaders. Changed 8080 CPU clock speed to 1996800 Hz. Added dipswitches 'Unknown' and 3x 'Unused'.
  • 0.111u2: Derrick Renaud added proper watchdog to Space Invaders.
  • 0.111u1: Tomasz Slanina added clone Darth Vader (bootleg). Added new samples (11-18.wav) to the Invaders set. Robert added the game toggle switch to Jatre Specter (move right for game B; otherwise it's game A).
  • 0.109u1: Robert fixed 'Bonus Life' dipswitch in clone Space War Part 3, Super Invaders (EMAG), Super Invaders (bootleg) and Space Invaders (Model Racing). Changed dipswitch 'High Score Preset Mode' to 'Bonus Life' in Space King. Added Speaker sound to clone Space War Part 3.
  • 0.108u4: Robert fixed sound and improved dipswitches in clone Space War (Sanritsu). Added Speaker sound (soundspeaker.c) and 'Bonus Life' dipswitch.
  • 0.105u4: Giuseppe Gorgoglione fixed UI positioning when artwork is enabled (OK screen doesn't fit on the screen, nor does the FPS counter).
  • 0.96u2: Dave Widel added clone Cosmic Monsters 2.
  • 0.95u4: David Haywood added clone Space Invaders (Model Racing).
  • 25th March 2005: Dave Widel - The main difference in Cosmic Monsters II is the mothership drops a row of replacements periodically. Thanks to Art Mallet (http://artsarcadegames.com/index.htm) for loaning the board from one of his machines. Art is the source for Fluke 9010 parts and accessories as well as one of the major sellers of video game parts.
  • 0.88u2: Derrick Renaud added to DISCRETE_555_ASTABLE an option to disable oscillation if R1 (charge) is out of circuit (will be needed by Invaders).
  • 0.87u3: MASH added clone Space Invaders Part Four (bootleg 1978).
  • 0.85u2: Added 'Service Mode' dipswitch to Space Invaders (TV Version).
  • 0.80u1: Pierpaolo Prazzoli added clone Invasion. David Haywood added clone Super Earth Invasion (set 2). Renamed (earthinv) to (searthin).
  • 0.75: Nathan Woods fixed a screenshot handling bug that affected Space Invaders.
  • 0.74u2: Added 'Space Invaders Test ROM' (19??) for region cpu1 ($0).
  • 30th September 2003: Mike O'Malley submitted an addition of Space Invaders and Galaxian test ROMs.
  • 0.53: MASH added clones Space Attack (Video Games GMBH 1978) and Jatre Specter (set 2). Renamed (spaceatt) to (spaceat2).
  • 0.37b3: Major redesign of the artwork support. All the drivers need to do is call overlay_create() or overlay_load() and the rest is handled by the core. Opacity/translucency support in 16-bit mode. Check out Space Invaders for example, the colored strips that make up the overlay is faintly visible under the black areas [Mathis Rosenhauer, Zsolt Vasvari].
  • 0.37b2: Added clones Super Invaders (Zenitone-Microsec) and Super Invaders (bootleg).
  • 2nd May 2001: Lee Taylor added another Space Invaders clone.
  • 0.37b1: Zsolt Vasvari emulated the red saucer/ufo sound in Space Invaders (SN76477 sound), this sample is no longer needed (the other samples are still required). Added SN76477 sound and removed samples (0., 10-18.wav).
  • 22nd March 2000: Zsolt Vasvari added SN76477 support to Space Invaders.
  • 0.36RC2: Renamed (si_tv) to (sitv) and (logitec) to (invaderl).
  • 0.36b16: Pongkang added clones Space King (Leijac 1978), Space War (Sanritsu) and Space War (Leijac).
  • 26th January 2000: Pongkang added clone Space King and two different Space War clone games to the 8080bw driver.
  • 0.36b15: Added clone Jatre Specter (Jatre 1979).
  • 15th January 2000: Frank Palazzolo added clone Jatre Specter to the 8080bw driver.
  • 0.36b11: Added clones Space Invaders (Logitec), Space Invaders (SV Version 2) and Space War Part 3 (bootleg).
  • 0.35b4: Changed description of clone 'Alien Invaders 2' to 'Alien Invasion Part II'.
  • 0.35b2: Lee Taylor added clones Alien Invaders 2, Space Invaders (CV Version), (SV Version) and (TV Version).
  • 0.34b8: David Winter added clone Super Invaders.
  • 0.33b7: Martin Sandiford added Cocktail mode support.
  • 0.30: Lee Taylor added clone Cosmic Monsters (Universal 1979). Aaron Giles support dirty rectangles in Space Invaders & clones. Samples can also be loaded from a common directory for variations of the same hardware. For example, all Space Invaders clones will load samples from the invaders directory.
  • 0.21: Minor adjustment to Space Invaders color strips.
  • 0.20: Dave W. provided a new set of invaders samples. Should be better, though.
  • 0.18: Hiscore save in Space Invaders (Invaders only - not clones).
  • 0.16: Tormod Tjaberg provided updated Space Invaders (+clones) drivers which support sound. They use samples, derived from Michael Strutts' emulator.
  • 0.09: Space Invaders now seems to work correctly. Deluxe version still doesn't work properly.
  • 0.08: Some support for Space Invaders (+ some clones) but it doesn't work well. Added Space Invaders (Midway 1978), Super Earth Invasion, Space Attack II, Space Invaders Deluxe and Galaxy Wars. Space Invaders information gathered from the Space Invaders Emulator by Michael Strutt. Issues: The color stripes are not placed correctly. Bullets and aliens sometimes stop for an instant Interrupts are not handled well. You should run the game with "-frameskip 1", otherwise it will try to refresh at 120 fps.
LEVELS: 1 (endless)

Other Emulators:
  • AAE
  • CottAGE
  • HiVE
  • JAE
  • JEmu
  • JEmu2
  • Laser
  • Retrocade
  • Sparcade
  • Tickle
  • VAntAGE
Recommended Games (Space Invaders):

Space Invaders

Space Invaders Part II

Return of the Invaders

Space Invaders DX

Super Space Invaders '91

Space Invaders '95 - Attack Of The Lunar Loonies

Space Stranger

Super Invader Attack

Invinco

Invinco / Deep Scan

Invinco / Head On 2

Rolling Crash / Moon Base

Space Attack

Space Attack / Head On

Space Fever

Space Fever High Splitter

Space Fighter Mark II

Space King 2

Beam Invader

Rotary Fighter

IPM Invader

Shuttle Invader

Attack Ufo

Space Intruder

Romset: 8 kb / 4 files / 5.24 zip
history Space Invaders (c) 1978 Taito.


Quite simply the most influential video-game of all time. A single player moves an armed 'base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth.


There are 4 buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields.


The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.


- TECHNICAL -


The various versions of Space Invaders came in a lot of different cabinets. The upright version was blue and white and had painted side-art of several 'werewolf' looking aliens, the 'Deluxe' version had similar art, but in red and blue instead of blue and white. The control panel used a metal overlay and had buttons for movement and firing. Most non-US versions of the game had a 2-Way joystick instead of movement buttons. The monitor bezel and marquee were a single piece of glass with a nice detailed planetary scene. The monitors were supposed to have a set color overlays. The cabaret (or mini), version had woodgrain sides, and was almost completely unadorned. There were many different cocktail versions made. Most of them used small 2-Way joysticks, and did not have a lot of decoration.


Clones and bootlegs were usually cocktails. Most 1970s era cocktails were simple rectangles with small control panels that were almost straight up and down. The exact designs varied a bit from manufacturer to manufacturer, but they all looked very similar. Upright clones and bootlegs were often conversions of earlier monochrome games such as "Boot Hill" and "Shark JAWS".


Main CPU : 8080 (@ 1.9968 Mhz)

Sound Chips : SN76477 (@ 1.9968 Mhz)


Screen orientation : Vertical

Video resolution : 224 x 240 pixels

Screen refresh : 60.00 Hz

Palette colors : 2


Players : 2


(most non-US versions)

Control : 2-way Joystick

Buttons : 1 (FIRE)


(US version)

Buttons : 3 (LEFT, RIGHT, FIRE)

(The US version had no joystick)


- TRIVIA -


Released in July 1978.


Licensed by Midway for US production (Game ID : 739).


The development of Space Invaders only took 3 months, but developing the programming environment alone took almost 6 months.


Space Invaders was so popular in Japan that it caused a yen shortage and more coins had to be minted. Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A true classic in every sense of the word.


Invaders contains the first attract mode with a sense of humour. It would first display 'PLAY SPACE INVADERS' with the 'Y' in 'PLAY' upside-down, and an invader would come along taking the offending upside-down 'Y' and carrying it off the screen, and then coming back with the 'Y' right side up and putting it back in place. The invader would then disappear from the screen. The attract mode would also display 'INSERT CCOIN' and an invader would come along and bomb the offending extra 'C'.


There are exactly 55 invaders per screen and exactly 11 different in-game sounds.


Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.


The Space Invaders phenomenon stunned many conservative adults of the time who were convinced that video-games soured the minds of their youngsters. Residents of Mesquite, Texas, pushed the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. A number of reported incidents of juvenile crime began to surface shortly after Invaders' release, adding to its 'controvosy'. A girl was caught stealing $5000 from her parents and gangs of youths were reported to have robbed grocery stores just so they would have money to play the game.


About 65,000 units were produced in the U.S. and a reported 350,000 world wide.


Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980.


A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', and in the 1991 movie 'Terminator 2 - Judgment Day'.


A Space Invaders unit appears in the ZZ Top music video, 'Legs'.


An upright unit of the Taito release of Space Invaders appears in the Nazareth music video 'Holiday'.


Original products :

Space Invaders (Taito Corp.)

T.T Space Invaders (Taito Corp.)


Bootlegs/Hacks list :

Space Invaders (Logitec Co., Ltd.)

Space Invaders (Model Racing)

Space Invaders Part Four

Super Invaders (EMAG corp.)

Super Invaders (Zenitone Microsec)

Super Earth Invasion (Competitive Video)

Alien Invasion Part II

Space War Part Three


Clones list :

IPM Invader (Irem)

Cosmic Monsters [Upright model] (Universal)

Cosmic Monsters [Cocktail Table model] (Universal)

Cosmic Monsters 2 (Universal)

Space Attack [Upright model] (Video Games GMBH)

Space Attack [Cocktail Table model] (Sega)

Space Attack [Upright model] (Sega)

Space Attack [Counter model] (Video Games GMBH)

Space Attack [Cocktail Table model] (Video Games GMBH)

Space Attack II (Zenitone Microsec)

Jatre Specter (Jatre)

Space War (Sanritsu)

Space King (Leijac)

Space Intruder (Shoei)


- UPDATES -


Clones "CV Version", "SV Version", and "SV Version 2" use the same color monitor and color generator board as "Space Invaders Part II", where anything not black will turn red during the explosion of the player's base once the player has been hit by enemy fire (during actual gameplay only, not during attract mode).


- SCORING -


Large Invader : 10 points.

Medium Invader : 20 points.

Small Invader : 30 points.

UFO : 50 to 300 points.


- TIPS AND TRICKS -


* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.


* A good strategy is to start blasting out the columns on the opposite edge of movement. This is if the invaders are moving right, the start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.


* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.


* Speaking of shots, you can only have one shot out at a time so make it count.


* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.


* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.


* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right than going right to left. Keep this in mind when trying to shoot it.


* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.


* The Hidden Message Trick : To get the hidden message, you must do the following :

1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.

2) Continue to press these keys rapidly as fast as you can.

3) If you are successful, the message ('TAITO COP') will appear under the high score.


* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :

1) Once the new level begins, start counting the shots from your base.

2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.

3) Use the 23rd shot to blast the mystery saucer.

4) After this, start counting shots again, this time count only to 14.

5) Use the 15th shot to hit the mystery saucer.

6) Continue using the 14 shot rule until the level is finished.

7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.

8) Remember, all shots count regardless of hits or misses.


* Eric Furrer writes : Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the invaders are too low. If you wait around for the ship after 22-14, then the invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.



My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.


Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50,000 points!



1st wave - 22, 14, 14, 14, 14, 14 (bonus = 3000 + 990 = 3990 first wave)

2nd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 6180)

3rd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 8370)

4th wave - 22, 29, 14 (bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row)

5th wave - 22, 29, 14 (same as 4th wave)

6th wave - 22, 14

7th wave - 22 14

8th wave - 22

9th wave - 22



Then back to the first wave!!


- SERIES -
  1. Space Invaders (1978)
  2. Space Invaders Deluxe (1979)
  3. Return of the Invaders (1985)
  4. Majestic Twelve - The Space Invaders Part IV (1990)
  5. Space Invaders DX (1994)
  6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
  7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
  8. Space Invaders Anniversary (2003)
  9. Space Invaders Evolution (2005, Sony PSP)
  10. Space Invaders Revolution (2005, Nintendo DS)
  11. Space Invaders Extreme (2008, Nintendo DS, Sony PSP)
  12. - STAFF -
    • Designed & programmed by : Tomohiro Nishikado
    • - PORTS -
    • * Consoles :
    • Atari 2600 (1978)
    • Atari 5200 (1982)
    • Emerson Arcadia (1982) : title later changed to "Alien Invaders".
    • Atari XEGS
    • Sega SG-1000 (1983)
    • Nintendo Famicom (1985)
    • Nintendo Game Boy (1991)
    • Sega Saturn (1996)
    • Nintendo Super Famicom (1997, "Space Invaders - The Original Game") : This port is actually "Space Invaders DX" sans the "Parody Game Mode".
    • Sony PlayStation (1999) : Remake by Activision
    • Nintendo 64 (1999) : Remake by Activision
    • Nintendo Game Boy Color (1999) : Remake by Activision
    • Bandai WonderSwan (1999)
    • Nuon (2000, "Space Invaders XL")
    • Nintendo Game Boy Advance (2002) : Remake by Activision
    • Sony PlayStation 2 (2003, "Space Invaders Anniversary")
    • Nintendo DS (2005, "Space Invaders DS") : Contains Classic and New Age mode.
    • Sony PlayStation 2 (2005, "Taito Memories Vol. 1") : Japanese release
    • Sony PlayStation 2 (2005, "Taito Legends")
    • Microsoft XBOX (2005, "Taito Legends")
    • Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
    • Sony PSP (2005, "Space Invaders - Galaxy Beat") : Japanese release.
    • * Computers :
    • Exidy Sorcerer (1978, "Invaders")
    • Microtan 65 (1980, "Space Invasion")
    • TI99/4a (1981, "TI Invaders" – Texas Instruments)
    • Tandy Color Computer (1981, "Space Assault")
    • Tandy Color Computer (1981, "Color Space Invaders")
    • Vic 20 ("Avenger")
    • Commodore C64 (1982, "Avenger")
    • BBC B (1982, "Super Invaders" – Acornsoft)
    • Sinclair ZX-Spectrum (1982, "Spectral Invaders" – Bug-Byte)
    • Sinclair ZX-Spectrum (1982, "Space Raiders" – Sinclair Research)
    • Sinclair ZX-Spectrum (1982, "Invaders" - Artic Computing (UK))
    • Oric (1983, "Oric Invaders" – Arcadia Software)
    • MSX (1984)
    • Tandy Color Computer (1985, "Super Vaders")
    • Commodore C64 (1987, "Arcade Classics")
    • Tandy Color Computer 3 (1988, "Space Intruders") : wave 9 is similar to wave 5 of "Phoenix".
    • Commodore Amiga (1988, "Amoeba Invaders") : included in the cover disk that came with the ST/Amiga Format Magazine (November 1988, Issue number 5).
    • Atari ST (1989)
    • X68000 (1989)
    • Zx-Spectrum (1993, "Invaders" - Design Design Software (UK)) : published exclusively on magazine covertape, appeared on side A of covertape "Your Sinclair issue 85: Christmas Collection 2".
    • PC [MS-DOS] (1997, "Champ Invaders" - CHAMProgramming)
    • PC [Windows] (1999) : Remake by Activision
    • VTech Laser-VZ ("Vz Invaders")
    • Apple II ("Apple Invader")
    • PC [MS Windows] (2003, "Space Invaders Anniversary")
    • PC [MS Windows] (2005, "Taito Legends")
    • PC9801
    • * Others :
    • LED handheld game (1980 - Entex (black version))
    • LED handheld game (1981 - Entex (grey version))
    • LCD handheld game (1982 - Tiger Electronics)
    • LCD handheld game with calculator (1982 - Tiger Electronics)
    • LCD handheld game (larger LCD) (1984 - Tiger Electronics)
    • VFD handheld game (19?? - Gakken)
    • LCD handheld game (1999 - Systema)
    • Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
    • Mobile Phones (2007, "3D Space Invaders")
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • F.A.Q. by Kevin Butler A.K.A. War Doc
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=space-invaders&page=detail&id=2537&o=2
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cheats
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code comments
00000000:2009:00000078:FFFFFFFF  Invaders never drop
00100000:2069:00003000:FFFFFFFF  Invaders don't fire
20800000:0293:000000C3:FFFFFFFF  Bullet Invincibility
00010000:2094:00000000:00000004  Bullet Invincibility (2/3)
00010000:2015:000000FF:FFFFFFFF  Bullet Invincibility (3/3)
62000000:0000:00000000:00000000  Bullet Speed always =
00010000:202C:00000002:FFFFFFFF  Slow
00010000:202C:00000004:FFFFFFFF  Normal
00010000:202C:00000006:FFFFFFFF  Fast
00010000:202C:00000008:FFFFFFFF  V Fast
00010000:202C:0000000A:FFFFFFFF  Turbo
20800000:163E:00000000:FFFFFFFF  Autofire Mode
60000000:0000:00000000:00000000 
00000000:21FF:00000007:FFFFFFFF  Infinite Lives PL1
00300001:2100:00000000:FFFFFFFF  Kill All Invaders Now! PL1
00310001:2104:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (02/14):1st Line 2100 to 210A
00310001:2108:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (03/14):2nd Line 210B to 2115
00310001:210C:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (04/14):3rd Line 2116 to 2120
00310001:2110:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (05/14):4th Line 2121 to 212B
00310001:2114:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (06/14):Top Line 212C to 2136
00310001:2118:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (07/14)
00310001:211C:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (08/14)
00310001:2120:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (09/14)
00310001:2124:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (10/14)
00310001:2128:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (11/14)
00310001:212C:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (12/14)
00310001:2130:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (13/14)
00210001:2134:00000000:FFFFFFFF  Kill All Invaders Now! PL1 (14/14)
00000000:22FF:00000007:FFFFFFFF  Infinite Lives PL2
00300001:2200:00000000:FFFFFFFF  Kill All Invaders Now! PL2
00310001:2204:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (02/14):1st Line 2200 to 220A
00310001:2208:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (03/14):2nd Line 220B to 2215
00310001:220C:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (04/14):3rd Line 2216 to 2220
00310001:2210:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (05/14):4th Line 2221 to 222B
00310001:2214:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (06/14):Top Line 222C to 2236
00310001:2218:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (07/14)
00310001:221C:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (08/14)
00310001:2220:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (09/14)
00310001:2224:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (10/14)
00310001:2228:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (11/14)
00310001:222C:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (12/14)
00310001:2230:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (13/14)
00210001:2234:00000000:FFFFFFFF  Kill All Invaders Now! PL2 (14/14)
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