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sicv: MAME ROM Information.


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.


Main CPU : 8080 (@ 1.9968 Mhz)

Sound Chips : SN76477 (@ 1.9968 Mhz)

Players : 2

Control : 2-way Joystick

Buttons : 1 (FIRE)


Released in July 1978.

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 'controversy'. 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.)

Space Invaders [Trimline model] (Taito America Corp.)

Licensed products :

Space Invaders [Upright model] [No. 739] (Midway)

Space Invaders [Cocktail Table model] [No. 775] (Midway)

Bootlegs/Hacks list :

Space Invaders (Logitec Co., Ltd.)

T.T 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)

Super Earth Invasion (Electrocoin, Ltd.)

Alien Invasion Part II

Space War Part Three

Invasion (Sidam)

Invasion (RZ Bologna)

Tilt Invader (NPS)

Darth Vader (unknown)

Clones list :

Beam Invader (Tekunon)

Pacom Invader (Pacom Corp.)

IPM Invader (Irem)

Cosmic Monsters [Upright model] (Universal)

Cosmic Monsters [Cocktail Table model] (Universal)

Cosmic Monsters 2 (Universal)

Space Attack [Upright model] (Video Games, Ltd.)

Space Attack [Cocktail Table model] (Sega)

Space Attack [Upright model] (Sega)

Space Attack [Counter model] (Video Games, Ltd)

Space Attack [Cocktail Table model] (Video Games, Ltd)

Space Attack II (Zenitone Microsec)

Jatre Specter (Jatre)

Space War (Sanritsu)

Space King (Leijac)

Space Intruder (Shoei)

Shuttle Invader (Omori)


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).


Large Invader : 10 points.

Medium Invader : 20 points.

Small Invader : 30 points.

UFO : 50 to 300 points.


* 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, they 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!!


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)


Designed & programmed by : Tomohiro Nishikado


* Consoles :

Atari 2600 (1978)

Atari 5200 (1982)

Atari XEGS

Sega SG-1000 (1983)

DynaVision (198?, Space Invaders)

Nintendo Famicom (1985)

Nintendo Game Boy (1991)

Nintendo Super Famicom (1994, "Space Invaders: The Original Game")

Sega Saturn (1996)

Nintendo Super NES(1997)

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")

Sony PlayStation 2 [JP] (August 25, 2005; "Taito Memories Gekan [Model SLPM-66092]")

Sony PlayStation 2 (2005, "Taito Legends")

Microsoft XBOX (2005, "Taito Legends")

Sony PlayStation 2 (2005, "Taito Memories Vol. 2")

Sony PSP [JP] (2005, "Space Invaders - Galaxy Beat")

* 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")


* 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")


Game's rom.

Machine's picture.

F.A.Q. by Kevin Butler A.K.A. War Doc

MAME Info:

0.08 [Nicola Salmoria, Michael Strutts]

Artwork available (invaders, invaddlx)


- spcewars: Wrong colors. MASH (ID 04143).

- During game, when player shoots their laser at the invaders, the sound is way above normal. blkwolf01 (ID 03554)

- spcewars: I seem to recall that the flashing ufo had its own sample sound, a sort of rattling noise. Source (ID 02664)

- superinv, invasion: [possible] When set is booted, there is automatically a credit available. Tafoid (ID 02061)


- 0.143u2: Tafoid corrected clone Cosmic Monsters overlay to match that from a reference video of an actual cabinet.

- 0.138u2: Massive Space Invaders related comment update, documenting various sets, and the various Taito PCBs used by Space Invaders/Tabletop SI/Tabletop SI Color/Tabletop SI II/etc. Update/Correct Space Invaders Comments, particularly regarding Midway Boards [Andrew Welburn, Lord Nightmare].

- 0.136u4: Andrew Welburn, Brian Troha and The Dumping Union added clone Alien Invasion. Renamed (alieninv) to (alieninvp2).

- 27th February 2010: Smitdogg - Andrew Welburn dumped a Space Invaders bootleg called Alien Invasion.

- 0.135u3: f205v and ANY added clones Invasion (bootleg, set 1, normal graphics), (bootleg, set 2, no copyright), (bootleg, set 3, R Z SRL BOLOGNA) and (bootleg, set 4, R Z SRL BOLOGNA). Changed description of clone 'Invasion' to 'Invasion (Sidam)'.

- 7th December 2009: Mr. Do - Space Invaders artwork was updated for no other good reason than I finally had a better way to render the moon and backdrop together. The end-user won't notice any difference whatsoever, other than the file size went from 11MB to 6MB.

- 18th November 2009: f205v dumped Invasion (bootleg 1979). This PCB is manufactured in Italy as a bootleg based on the same hardware design of the classical Sidam PCB.

- 3rd October 2009: Smitdogg - Andrew Welburn dumped the Electrocoin version of Super Earth Invasion. Actually he dumped a bunch of stuff that still needs to be looked at but I checked this one out and it drops right over 'searthin' in MAME.

- 0.133u2: Team Japump fixed rom names in Space Invaders (CV Version), Space Invaders (SV Version) and Space Invaders (SV Version 2). Added new proms ($0, 400) to clone Space Invaders (CV Version). Added new maincpu roms ($800, 1400, 1800,1c00) to clone Space Invaders (SV Version). Added new maincpu rom ($1400) to clone Space Invaders (SV Version 2).

- 0.133u1: Renamed (searthia) to (searthina) and (jspectr2) to (jspecter2).

- 28th July 2009: Mr. Do - Kiltron got busy this summer and recently cranked out Space Invaders (Midway Cocktail version) artwork, also on loan from Gene.

- 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.

- 11th March 2007: Mr. Do - Two additions to Space Invaders. First, we have the cabaret bezel version, based on Polaris; the instructions and colors based on a photo contributed by btribble. The other is the Taito version of the bezel, contributed awhile ago by ClassicArcadeGrafix. I've been holding out on this because I had actually tracked down someone who had a full-size scan of the Taito moon. Things looked up at first, but it's been four months now, and emails haven't been returned for at least the last two months, so I grabbed the version from MAME.net and put that in for now, until the full scan turns up later.

- 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).

- 10th December 2006: Mr. Do - Midway Space Invaders actually looks like Space Invaders now. We got the bezel from VAS, and the moon and backdrop from CAG, all cleaned up by Addy. It's shinier than it's ever been. Where's Taito? He made it back to Kansas, but the wizard is still out looking for Dorothy, so it's taking a little while longer.

- 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.

- 25th September 2006: Mr. Do - Added medium-res bezel for Space Invaders, recreated by Retro27 (I'd still eventually like to get a scan of it, though). Various photographs we have found so two versions (?), one light blue, one dark. I also added the color overlay for the SI cocktail, based on other various photographs, and added the instruction cards for JPN and USA, thanks to Bottleknife and Antny.

- 0.108u4: Robert fixed sound and improved dipswitches in clone Space War (Sanritsu). Added Speaker sound (sound\speaker.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).

- 14th April 2005: f205v and Matteo dumped 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). Changed description of clone 'Super Earth Invasion' to 'Super Earth Invasion (set 1)'. 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)'. Changed parent description to 'Jatre Specter (set 1)'. 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. Changed description of clone 'Super Invaders' to 'Super Invaders (EMAG)'.

- 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: Changed description of clone 'Space Invaders Colour (CV Version)' to 'Space Invaders (CV Version)'. 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 clones 'Alien Invaders 2' to 'Alien Invasion Part II' and '(CV Version)' to 'Space Invaders Colour (CV Version)'.

- 0.35b2: Lee Taylor added clones Alien Invaders 2, Space Invaders Colour (CV Version), Space Invaders (SV Version) and Space Invaders (TV Version).

- 0.34b8: David Winter added clone Super Invaders.

- 0.33b7: Cocktail mode support in some games (invaders, etc.) [Martin Sandiford].

- 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.

- 0.25: Known issues: The colors used in Invaders Revenge may be wrong.

- 0.22: Fixed all Invader's clones bugs and charset of all Invader's clones.

- 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: High score saving support in Space Invaders (Invaders only - not clones) [Nicola Salmoria].

- 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 [Nicola Salmoria]. 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 and Space Attack II. Control: Arrows = Move around and CTRL = Fire. Space Invaders information gathered from the Space Invaders Emulator by Michael Strutt. Known 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.

- 30th October 1996: Dumped Super Earth Invasion (set 1).

LEVELS: 1 (endless)

Other Emulators:


* CottAGE

* HiVE


* JEmu

* JEmu2

* Laser

* Retrocade

* Sparcade

* Tickle


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 Invaders Anniversary

Space Invaders II

Space Stranger

Super Invader Attack


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 / 5.16 zip

MAME XML Output:

       <game name="sicv" sourcefile="8080bw.c" cloneof="invaders" romof="invaders" sampleof="invaders">
              <description>Space Invaders (CV Version)</description>
              <rom name="cv17.36" size="2048" crc="3dfbe9e6" sha1="26487df7fa0bbd0b9b7f74347c4b9318b0a73b89" region="maincpu" offset="0"/>
              <rom name="cv18.35" size="2048" crc="bc3c82bf" sha1="33e39fc97bd46699be1f9b9741a86f433efdc911" region="maincpu" offset="800"/>
              <rom name="cv19.34" size="2048" crc="d202b41c" sha1="868fe938ef768655c894ec95b7d9a81bf21f69ca" region="maincpu" offset="1000"/>
              <rom name="cv20.33" size="2048" crc="c74ee7b6" sha1="4f52db274a2d4433ab67c099ee805e8eb8516c0f" region="maincpu" offset="1800"/>
              <rom name="cv01.1" size="1024" crc="037e16ac" sha1="d585030aaff428330c91ae94d7cd5c96ebdd67dd" region="proms" offset="0"/>
              <rom name="cv02.2" size="1024" crc="8263da38" sha1="2e7c769d129e6f8a1a31eba1e02777bb94ac32b2" region="proms" offset="400"/>
              <sample name="1"/>
              <sample name="2"/>
              <sample name="3"/>
              <sample name="4"/>
              <sample name="5"/>
              <sample name="6"/>
              <sample name="7"/>
              <sample name="8"/>
              <sample name="9"/>
              <chip type="cpu" tag="maincpu" name="8080" clock="1996800"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="snsnd" name="SN76477"/>
              <chip type="audio" tag="samples" name="Samples"/>
              <display tag="screen" type="raster" rotate="270" width="260" height="224" refresh="59.541985" pixclock="4992000" htotal="320" hbend="0" hbstart="260" vtotal="262" vbend="0" vbstart="224" />
              <sound channels="1"/>
              <input players="2" buttons="1" coins="1" tilt="yes">
                     <control type="joy" ways="2"/>
              <dipswitch name="Lives" tag="IN2" mask="3">
                     <dipvalue name="3" value="0" default="yes"/>
                     <dipvalue name="4" value="1"/>
                     <dipvalue name="5" value="2"/>
                     <dipvalue name="6" value="3"/>
              <dipswitch name="Bonus Life" tag="IN2" mask="8">
                     <dipvalue name="1000" value="8"/>
                     <dipvalue name="1500" value="0" default="yes"/>
              <dipswitch name="Coin Info" tag="IN2" mask="128">
                     <dipvalue name="Off" value="128"/>
                     <dipvalue name="On" value="0" default="yes"/>
              <configuration name="Cabinet" tag="CAB" mask="1">
                     <confsetting name="Upright" value="0" default="yes"/>
                     <confsetting name="Cocktail" value="1"/>
              <driver status="imperfect" emulation="good" color="good" sound="imperfect" graphic="good" savestate="supported" palettesize="0"/>

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