Taito's take on the self-spoofing style done in Konami's Parodius series.
Debug Functions#
Crash Handler#
This game has a basic exception handler for the standard set of exception vectors. It prints data for the program counter, status register, fifteen of the sixteen data/address registers, and the stack pointer at the point of exception.
Level Select#
This game uses the Taito Code:
- Hold the Service Coin button upon booting, and wait until a "SERVICE SWITCH ERROR" message pops up on the screen.
- Press 1P Start (×3), Service Coin, 1P Start.
If successful, a stage select menu will appear, which can be navigated with the 1P Joystick. Additionally, upon selecting a stage, the player gains 9 credits.
(Source: RyogaMasaki)
Expanded Input Test#
|
Normal |
Full |
|---|---|
|
|
|
Entering the Taito Code on the switch test will greatly expand the number of inputs tested to include every possible input that the F3 system supports.
(Source: Original TCRF research)
Running Debug#
Put the following two codes in MAME's spcinv95.xml cheat file to enable a Tilt-triggered debug menu.
|
|
It's a Joke#
Exits the menu.
Appear#
Brings up a prompt in the lower-left corner. The user picks which object to spawn with 1P Up/Down and spawns that object by pressing 1P Button 1.
No Hit#
When toggled, getting hit by an enemy shot or colliding with an enemy won't kill the player.
Reset#
Resets the game. Makes sense.
Otamesi SCR#
Displays the raw contents of the game's foreground and background graphics ROMs.
Controls
- 1P Up/Down: Scrolls through tiles (1 row per frame).
- 1P Left/Right: Adjusts the width of each row of tiles.
- 1P Button 1 / 1P Button 2: Adjusts palette number.
- 1P Button 3 + 1P Left/Right: Scrolls through tiles (1 screen per frame).
Otamesi OBJ#
Displays the raw contents of the game's sprite graphics ROMs.
Controls
- 1P Up/Down: Scrolls through tiles (1 row per frame).
- 1P Left/Right: Adjusts the width of each row of tiles.
- 1P Button 1 / 1P Button 2: Adjusts palette number.
- 1P Button 3 + 1P Left/Right: Scrolls through tiles (1 screen per frame).
Otamesi OBJTBL#
Displays properly assembled sprites from the game's sprite table.
Controls
- 1P Up/Down: Adjusts sprite number by 01 per frame).
- 1P Left/Right: Toggles horizontal and vertical flip bits.
- 1P Button 1 / 1P Button 2: Adjusts palette number.
- 1P Button 3 + 1P Left/Right: Adjusts sprite number by 10 per frame.
- 2P Joystick: Repositions the sprite.
Carnage / Mongol#
Both options destroy all on-screen enemies. "Carnage" jumps to a subroutine (0x01EC5E) that just jumps to an enemy-clearing subroutine (0x00503C) and exits, while "Mongol" jumps to 0x00503C directly.
(Source: Original TCRF research)
Regional Differences#
|
International |
US |
|---|---|
|
|
|
On the Continue screen, non-US sets have a referee-like creature that points his finger down in rhythm with the countdown. The US sets instead have Taito's typical Continue instructions in its place.
References#
|
The Space Invaders series | |
|---|---|
|
Arcade |
Space Invaders • Space Invaders Deluxe • Return of the Invaders • Majestic Twelve: The Space Invaders Part IV • Mini Vaders • Space Invaders DX (B System, F3 System) • Space Invaders '95: The Attack of Lunar Loonies |
|
NES |
|
|
Game Boy (Color) |
Space Invaders (Game Boy) • Space Invaders (Super Game Boy) • Space Invaders (Game Boy Color) |
|
Genesis |
|
|
SNES |
|
|
TurboGrafx-CD |
|
|
Virtual Boy |
|
|
Windows |
|
|
WonderSwan |
|
|
Sega Saturn |
|
|
PlayStation |
|
|
Nintendo 64 |
|
|
Game Boy Advance |
|
|
PlayStation 2, GameCube |
|
|
Plug & Play |
|
|
iOS, Android |
|
|
PlayStation 3, Xbox 360 |
|