Reverse = A
Thrust = W
Fire = Q
Smart Bomb = E
Hyperspace = D
Invisio = S
Are you sure?
Controls.xml shows:
<label name="P1_BUTTON1" value="FIRE"/>
<label name="P1_BUTTON2" value="THRUST"/>
<label name="P1_BUTTON3" value="SMART BOMB"/>
<label name="P1_BUTTON4" value="REVERSE"/>
<label name="P1_BUTTON5" value="INVISO"/>
<label name="P1_BUTTON6" value="HYPERSPACE"/>
The default mappings for the player one buttons are left control, left alt, space, left shift, z, and x.
Here's the relevant excerpt from the mame source:
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON1, "P1 Button 1",
SEQ_DEF_5(KEYCODE_LCONTROL, CODE_OR, JOYCODE_1_BUTTON1, CODE_OR, MOUSECODE_1_BUTTON1) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON2, "P1 Button 2", SEQ_DEF_5(KEYCODE_LALT, CODE_OR, JOYCODE_1_BUTTON2, CODE_OR, MOUSECODE_1_BUTTON3) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON3, "P1 Button 3", SEQ_DEF_5(KEYCODE_SPACE, CODE_OR, JOYCODE_1_BUTTON3, CODE_OR, MOUSECODE_1_BUTTON2) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON4, "P1 Button 4", SEQ_DEF_3(KEYCODE_LSHIFT, CODE_OR, JOYCODE_1_BUTTON4) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON5, "P1 Button 5", SEQ_DEF_3(KEYCODE_Z, CODE_OR, JOYCODE_1_BUTTON5) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON6, "P1 Button 6", SEQ_DEF_3(KEYCODE_X, CODE_OR, JOYCODE_1_BUTTON6) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON7, "P1 Button 7", SEQ_DEF_3(KEYCODE_C, CODE_OR, JOYCODE_1_BUTTON7) )
INPUT_PORT_DIGITAL_DEF( 1, IPG_PLAYER1, BUTTON8, "P1 Button 8", SEQ_DEF_3(KEYCODE_V, CODE_OR, JOYCODE_1_BUTTON8) )
Unless I'm missing something.