Remaining-enemy speed-up
Enemies get faster or more aggressive as fewer of them remain.
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The fewer enemies remain, the faster or fiercer they get. In Space Invaders the speed-up falls out of the drawing: one alien moves per frame, so the rack steps once per pass over the live aliens1. Galaxian uses a threshold instead: with 3 or fewer aliens in the swarm, attackers other than flagships stop returning to it2.
Games
| Game | Year | How | Note |
|---|---|---|---|
| Space Invaders | 1978 | Draw-bound | one alien moves per frame, so a step of the rack takes one frame per live alien |
| Galaxian | 1979 | Threshold | with 3 or fewer aliens in the swarm, attackers other than flagships stop returning to it |
Every claim about this mechanic, by game (4)
References
- ^ abSpace Invaders moves its rack of aliens one alien per frame. The interrupt at scanline 96 calls
CursorNextAlien, which skips dead aliens to the next live one and waits until the end-of-screen interrupt'sDrawAlienhas drawn it. Only when the cursor passes the last of the 55 slots doesMoveRefAlienstep the reference alien, from which every other alien is drawn. A step of the rack therefore takes one 60 Hz frame per live alien: 55 frames at the start, 1 for the last alien. The listing reads MAME'sinvadersset, Midway's release.CodeComputer Archeology, Space InvadersHow we know
7>>> binary 0000:roms/invaders.h + roms/invaders.g + roms/invaders.f.diag + roms/invaders.econtent/Arcade/SpaceInvaders/Code.md line 7 at 1adc2a7 · upstream ↗ 28If I understand this right then the system gets RST 8 when the beam is *near* the middle of the screen and RST 10content/Arcade/SpaceInvaders/Hardware.md lines 28–33 at 1adc2a7 · upstream ↗ 120; Main game-play timing loop ⋮ 1240078: CD 00 01 CALL $0100 ; {code.DrawAlien} Draw the current alien (or exploding alien)
content/Arcade/SpaceInvaders/Code.md lines 120–124 at 1adc2a7 · upstream ↗ 138; Continues here at scanline 96 ⋮ 15400AB: CD 41 01 CALL $0141 ; {code.CursorNextAlien} Advance cursor to next alien (move the alien if it is last one)
content/Arcade/SpaceInvaders/Code.md lines 138–155 at 1adc2a7 · upstream ↗ 248CursorNextAlien: ⋮ 2600146: 3A 00 20 LD A,($2000) ; {ram.waitOnDraw} Still waiting on ... 2610149: A7 AND A ; ... this alien to be drawn? 262014A: C0 RET NZ ; Yes ... leave cursor in place ⋮ 2670154: 3C INC A ; Have we drawn all aliens ... 2680155: FE 37 CP $37 ; ... at last position? 2690157: CC A1 01 CALL Z,$01A1 ; {code.MoveRefAlien} Yes ... move the bottom/right alien and reset index to 0 270015A: 6F LD L,A ; HL now points to alien flag 271015B: 46 LD B,(HL) ; Is alien ... 272015C: 05 DEC B ; ... alive? 273015D: C2 54 01 JP NZ,$0154 ; {} No ... skip to next alien
content/Arcade/SpaceInvaders/Code.md lines 248–273 at 1adc2a7 · upstream ↗ 319MoveRefAlien: 320; The "reference alien" is the bottom left. All other aliens are drawn relative to this 321; reference. This routine moves the reference alien (the delta is set elsewhere) and toggles ⋮ 32601A5: 21 06 20 LD HL,$2006 ; Set current alien ... 32701A8: 36 00 LD (HL),$00 ; ... index to 0 ⋮ 33101AE: CD D9 01 CALL $01D9 ; {code.AddDelta} Move alien
content/Arcade/SpaceInvaders/Code.md lines 319–331 at 1adc2a7 · upstream ↗ 3910; The game starts with 55 aliens. The aliens are move/drawn one per interrupt which means itcontent/Arcade/SpaceInvaders/Code.md lines 3909–3911 at 1adc2a7 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-21.
Checked by a second AI model, 2026-10-25.
- ^ abGalaxian counts the aliens still in the swarm, leaving out those in flight, and sets
HAVE_AGGRESSIVE_ALIENSwhen 3 or fewer remain. With the flag set, an attacking alien other than a flagship that reaches the bottom of the screen reappears at the top and attacks again instead of rejoining the swarm, once the player has spawned; before that, it rejoins. Flagships take a separate routine. The disassembly reads the Namco ROM, MAME'sgalaxianset.CodeScottTunstall/GalaxianrevisedHow we know
5058INIT_INFLIGHT_ALIEN: 5059145C: 36 00 ld (hl),$00 ; clear flag in ALIEN_SWARM_FLAGS - effectively removing it from swarm
galaxian.asm lines 5058–5059 at a16b402 · upstream ↗ 5615HANDLE_ALIEN_AGGRESSIVENESS: ⋮ 561916BD: 21 23 41 ld hl,$4123 ; load HL with address of first alien (bottom rightmost) in ALIEN_SWARM_FLAGS 562016C0: 11 06 00 ld de,$0006 ; DE is an offset to add to HL after processing a row of aliens 562116C3: 4B ld c,e ; Conveniently, E is also number of rows of aliens in swarm! (6) 562216C4: 3E 01 ld a,$01 ; A is going to be used to total the number of aliens in the swarm 562316C6: 06 0A ld b,$0A ; 10 aliens maximum per row 562416C8: 86 add a,(hl) ⋮ 563316D4: 06 03 ld b,$03 ; number of ports to write to maximum 563416D6: 3D dec a ; decrement total by 1 563516D7: 28 14 jr z,$16ED ; if total is zero, goto $16ED ⋮ 564016DC: 10 F8 djnz $16D6 ⋮ 564216DE: FE 02 cp $02 ; ⋮
galaxian.asm lines 5615–5658 at a16b402 · upstream ↗ 3747INFLIGHT_ALIEN_REACHED_BOTTOM_OF_SCREEN: ⋮ 3758;if the player has not spawned, the alien will return to the swarm. ⋮ 3772; alien reappears at top of screen and will keep attacking - it will not return to swarm.
galaxian.asm lines 3747–3772 at a16b402 · upstream ↗ the manual above is not correct with the Namco Galaxian ROM
galaxian.asm#L167-L168 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Revised after a check by a second AI model, 2026-10-21.
Checked by a second AI model, 2026-10-25.
- ^When the rack bumps an edge,
RackBumpreverses it and drops it 8 px: it sets the next step's drop from$200E, which the game's RAM copy fills with$F8(-8), andMoveRefAlienclears the drop after one step. Its step to the right is 2 px, or 3 px when one alien is left; its step to the left is always 2 px.CodeComputer Archeology, Space InvadersHow we know
31631597: 3A 0D 20 LD A,($200D) ; {ram.rackDirection} Get rack direction 3164159A: A7 AND A ; Moving right? 3165159B: C2 B7 15 JP NZ,$15B7 ; {} No ... handle moving left ⋮ 317015A5: 06 FE LD B,$FE ; Delta X of -2 317115A7: 3E 01 LD A,$01 ; Rack now moving right ⋮ 317315A9: 32 0D 20 LD ($200D),A ; {ram.rackDirection} Set new rack direction 317415AC: 78 LD A,B ; B has delta X 317515AD: 32 08 20 LD ($2008),A ; {ram.refAlienDXr} Set new delta X 317615B0: 3A 0E 20 LD A,($200E) ; {ram.rackDownDelta} Set delta Y ... 317715B3: 32 07 20 LD ($2007),A ; {ram.refAlienDYr} ... to drop rack by 8 ⋮ 318315BE: CD F1 18 CALL $18F1 ; {} Get moving-right delta X value of 2 (3 if just one alien left) 318415C1: AF XOR A ; Rack now moving left ⋮
content/Arcade/SpaceInvaders/Code.md lines 3163–3185 at 1adc2a7 · upstream ↗ 368418F1: 06 02 LD B,$02 ; Rack moving right delta X 368518F3: 3A 82 20 LD A,($2082) ; {ram.numAliens} Number of aliens on screen 368618F6: 3D DEC A ; Just one left? 368718F7: C0 RET NZ ; No ... use right delta X of 2 368818F8: 04 INC B ; Just one alien ... move right at 3 instead of 2
content/Arcade/SpaceInvaders/Code.md lines 3684–3689 at 1adc2a7 · upstream ↗ 39301E4: 06 C0 LD B,$C0 ; Number of bytes 39401E6: 11 00 1B LD DE,$1B00 ; RAM mirror in ROM 39501E9: 21 00 20 LD HL,$2000 ; Start of RAM 39601EC: C3 32 1A JP $1A32 ; {code.BlockCopy} Copy [DE]->[HL] and return
content/Arcade/SpaceInvaders/Code.md lines 393–396 at 1adc2a7 · upstream ↗ 40721B00: 01 00 00 10 00 00 00 00 02 78 38 78 38 00 F8 00content/Arcade/SpaceInvaders/Code.md line 4072 at 1adc2a7 · upstream ↗ 32601A5: 21 06 20 LD HL,$2006 ; Set current alien ... ⋮ 32801AA: 23 INC HL ; Point to DeltaX 32901AB: 4E LD C,(HL) ; Load DX into C 33001AC: 36 00 LD (HL),$00 ; Set DX to 0 33101AE: CD D9 01 CALL $01D9 ; {code.AddDelta} Move alien
content/Arcade/SpaceInvaders/Code.md lines 326–331 at 1adc2a7 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-21.
Checked by a second AI model, 2026-10-25.
- ^Each pass of the game loop,
SpeedShotschecks the number of aliens left; below 9 it sets the alien shots' step ($207E, added to a shot's Y each move) to$FB, -5 px, in place of the$FC(-4 px) that the game's RAM copy puts there, so the aliens' shots fall faster.CodeComputer Archeology, Space InvadersHow we know
150308D8: 3A 82 20 LD A,($2082) ; {ram.numAliens} Number of aliens on screen 150408DB: FE 09 CP $09 ; More than 8? 150508DD: D0 RET NC ; Yes ... leave shot speed alone 150608DE: 3E FB LD A,$FB ; Normally FF (-4) ... now FB (-5) 150708E0: 32 7E 20 LD ($207E),A ; {ram.alienShotDelta} Speed up alien shots
content/Arcade/SpaceInvaders/Code.md lines 1503–1507 at 1adc2a7 · upstream ↗ 14050825: CD F3 15 CALL $15F3 ; {code.CountAliens} Count aliens (count to 2082) ⋮ 14120838: CD D8 08 CALL $08D8 ; {code.SpeedShots} Adjust alien shot speed
content/Arcade/SpaceInvaders/Code.md lines 1404–1412 at 1adc2a7 · upstream ↗ 109305E5: 3A 7B 20 LD A,($207B) ; {ram.alienShotYr} Get shot's Y coordinate 109405E8: 47 LD B,A ; Hold it 109505E9: 3A 7E 20 LD A,($207E) ; {ram.alienShotDelta} Get alien shot delta 109605EC: 80 ADD A,B ; Add to shots coordinate 109705ED: 32 7B 20 LD ($207B),A ; {ram.alienShotYr} New shot Y coordinate
content/Arcade/SpaceInvaders/Code.md lines 1093–1097 at 1adc2a7 · upstream ↗ 39301E4: 06 C0 LD B,$C0 ; Number of bytes 39401E6: 11 00 1B LD DE,$1B00 ; RAM mirror in ROM 39501E9: 21 00 20 LD HL,$2000 ; Start of RAM
content/Arcade/SpaceInvaders/Code.md lines 393–396 at 1adc2a7 · upstream ↗ 40831B70: 0F 0B 00 18 26 0F 0B 00 18 04 11 24 1B 25 FCcontent/Arcade/SpaceInvaders/Code.md line 4083 at 1adc2a7 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-21.
Checked by a second AI model, 2026-10-25.
Sources
Code
- Cantrell, Christopher. 2026. “Computer Archeology: Space Invaders.” Commit 1adc2a7. topherCantrell/computerarcheology @ 1adc2a7 · licence, all uses
- Tunstall, Scott. 2025. “Galaxian: annotated reverse engineering.” Commit a16b402. ScottTunstall/Galaxian @ a16b402 · licence, all uses