I have been playing a lot of Space Invaders Extreme on the DS lately. It is an excellent game. What I enjoy the most about it is that, in addition to polished graphics, sound, and control, the game has incredible appeal both as a casual game and as a very in-depth game. Simply put: It is as casual as you want it to be.
One of the most pleasant parts of playing it is that there are so many little touches. Even now, I'm still noticing new little quirks and techniques. Some of them I would not have noticed without looking through several forums. I'd like to present this material here.
The MANY things marked with a question mark require confirmation.
BASIC STRUCTURE OF THE GAME
The game consists of 5 levels, each composed of several (20?) waves, and followed by a special boss round. Levels have one 'extreme' version, and one or more 'normal' versions that can be accessed via branching pathways if you score well enough on the previous level, as I hope the following crude diagram will illustrate.
5A
4A <
3A < 5B
1 - 2 < 4B <
3B < 5C
4C <
5D
ENEMIES:
Enemies consist of invaders and UFOs.
All INVADERS have a shape and a color, in addition to type.
COLORS are red, blue, green, white, and black.
SHAPE is hard to describe. There are four of these, maybe?
TYPE is one of the following:
- Normal
- Shield - Has a thick, white bar in front of it that can absorb three hits.
- Reflect - Has a yellow, curved barrier in front of it. This barrier will be destroyed by the first non-laser shot that hits it, but only after reflecting that shot directly back. Impervious to laser, and when shot with a laser will generate a slow-moving purple laser downwards.
"Parting shot" invaders will fire three shots (one vertical, two diagonal) when they are destroyed.
UFOs occasionally fly by, as well; usually they go by at the top of the screen, above the invaders, but will, on some waves, fly by in the middle of the screen. They are worth bonus points when shot, and some of these have special properties.
- White: No special properties.
- Blue: Will charge up, and find a laser.
- Green: Will add white invaders to the current wave.
- Yellow: Will trigger the ROULETTE.
- Red: Will trigger a ROUND START.
- Flashing: Will trigger a ROUND START. Only appears when summoned.
Shots fired by enemies are of various types, as well. There are normal shots, that either appear as squiggles or vertical lines, and diagonal shots. Both can be shot down. Ball shots break into two diagonal shots when shot. Purple lasers are fired vertically and horizontally, and cannot be shot. Blue lasers are only fired downwards, and require charging before they are fired, but cover the distance between the invader or UFO and the player instantly.
WEAPONS:
If you destroy four invaders of the same color in a row, they will drop a power-up. All power-ups are temporary, and are effective only until the meter on the left of the screen depletes.
RED: "Bomb" Wider than normal shot, and has a blast effect. Kills 'reflect' enemies instantly.
GREEN: "Broad" Several normal shots in a row.
BLUE: "Laser" Damages all enemies in a vertical line from the player.
BLACK: Provides the player with a shield. The player is invulnerable to normal shots and explosions while the shield is present. The player's shot is unmodified. The shield lasts longer than other power-ups.
You can deactivate these power-ups by holding down L or R. You will lose all effects of the power-up by doing this, but the power-up's meter will not deplete while it is deactivated.
Extra powerful versions of these available by successfully completing a ROUND START.
One additional power-up is only available through the roulette, and is seperate from other power-ups: Multi-player creates a 'shadow' player that follows behind you, shooting one regular shot when the player shoots. This shadow is unaffected by other power-ups, has no time-limit - it lasts until you die. If you receive multi-player twice, there is no additional effect.
BONUSES:
First, notice that there is a 'level,' 'rate,' and a 'chain' on the top screen. The 'chain' is how many invaders and UFOs you've destroyed without a large delay. The 'rate' is a score multiplier. I don't know exactly what increases it. If you increase your 'level,' your normal shots become better. They always do the same amount of damage, but they will be thicker and faster at a higher level. At very high levels, you are not limited to one shot on the screen at a time. The minimum level is 1, and the maximum is 10. Your level will decrease by two if you die.
If you rate is increased beyond 5x, it triggers a 'break.' During a break, your score multiplier will temporarily be 10x. If you can complete a ROUND START during a break, your fever time will last 150% as long as normal, which allows you to get super-jackpot UFOs.
SAME COLOR x 10 (one) - 10,000 Points?
SAME SHAPE x 10 (one) - 10,000 Points?
ROW (three) - 500 Points, 15,000 points for the third?
COLUMN (five) - 500 Points, 15,000 points for the third?
***When you perform one of these, a marker will light up in the background.
***If you can perform all of them, you'll receive an extra life.
***This is called the 'ALL LIT' bonus.
When you destroy an invader that is not white, that invader's color will be recorded on the right hand side of the screen. If you destroy four invaders of the same (non-white) color in a row, they will drop a power-up corresponding to their color. If you destroy four RED, GREEN, or BLUE invaders followed by a different-colored four RED, GREEN, or BLUE invaders, it will summon a flashing UFO that will trigger a ROUND START if shot.
If you destroy an entire wave without firing a shot that does not hit any UFOs or invaders, you will receive a 'PERFECT SHOOTING' bonus. 30,000 points for the first one, possibly more for successive bonuses?
If you shoot many enemies with your normal shot without missing, you will receive a 'SNIPE COMMANDER' bonus.
If you shoot 8 of the same shape in a row, it will transform all enemies into UFO SHAPE for a short time. Once transformed, they will continue moving and firing like normal, but will lose any barriers they may have had. Also, if they are not white, they will drop a power-up when shot without being shot in sequence. In fact, it is impossible summon the flashing UFO during this. If you can get to the next wave before the time runs out, the next wave will be UFO-shaped as well. When time runs out, UFO-shaped enemies do not transform back to their prior shape.
ROULETTES
Roulettes are triggered by shooting yellow UFOs. What causes yellow UFOs to appear is unknown.
When roulette is triggered, the bottom screen is frozen, and the player is given 10 seconds to fire a shot at a spinning wheel of invaders on the top screen. Depending on what color of invader is shot, the player will receive a bonus before resuming play on the bottom screen.
- BLACK: No bonus.
- WHITE: 100,000 points.
- BLUE: Freeze. The invaders on the bottom screen are frozen for a short time.
- YELLOW: Extra life.
- GREEN: Multi-player power-up.
- RED: Triggers a ROUND START.
ROUND START and FEVER TIME
A ROUND START can be triggered by shooting a red invader during a roulette, or shooting a red or flashing UFO. Afterwards the player will be given a certain challenge. This challenge is completely removed from the normal game - You will be not have any power-ups from the normal game, your level does not apply, and you will not receive points for your score. On the other hand, being hit will not result in your death, but only incur a time penalty for your challenge.
The challenge you are given seems to be related to the wave you are on, and how you trigger it, but this needs more research.
These are the challenges. They each have an associated weapon you will be given for fever time, if you are successful. If you fail, you simply return to the bottom screen with no effects.
SNIPE COMMANDER
SHOOT SCRAMBLING ALIENS
SHOOT SHOWERING ALIENS
SHOOT FALLING ALIENS
SHOOT POPPING ALIENS
SHOOT ASSAULTING UFOs
SHOOT UP FORMATIONS
SHOOT 10 HUGE ALIENS
During fever time, UFOs that appear are Jackpot UFOs that will yield a large point bonus. If you get a fever time during break, you can get Super-Jackpot UFOs that are worth even more points.
During fever time, no power-ups appear. If you die during fever time, it will not end fever time, but your fever time meter will continue to decrease even while the invaders stop and your new player appears.
VS PLAY
When you play against another human opponent, some elements of the game are changed. You can no longer summon flashing UFOs, and the effect of UFOs is different. Instead of providing you with bonuses, instead they serve to send attacks at your opponent.
When you shoot invaders, they will be placed in a line at the bottom of the top screen. The next time you shoot a UFO, they will be sent to your opponent's screen. Their color will be maintained, however their type will depend on the color of UFO that you shot.
I think.
WHITE: Normal?
RED: Parting shot?
YELLOW: Drop?
BLUE: Reflect
GREEN: Barrier?
If one player dies 3 times, then the other player is the winner. If not, then after a period of time (?), the player with the higher score (?) will be declared the winner.
If you play via wi-fi connection, your wins (but not losses) will be recorded, and your rating will be modified with each win or loss. Your rating starts at 5,000, and is increased with every win; decreased with every loss. If your opponent is ranked above you, you will be rewarded more for a win, and penalized less for a loss. The reverse is true if your opponent is ranked below you.
Opponents whose rank is much, much higher or lower than you will not be provided through the wi-fi matching service. I don't know what the cut-off or allowed difference is.
UNKNOWN; YET TO DO
- What triggers yellow UFOs? It might be related to shooting UFOs of the same color?
- What are the bass, drum, chord (chrd), and lead on the top screen?