space invaders extreme
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elfhentaifan
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There was an article interview in January's Game Informer with the creator of Space Invaders that asked if there was anything fresh coming for the space invaders series, and the dude was unsure, but apparently, it's came!
I like Space Invaders, but do I like it this much? I'm pretty sure this game is out for the PSP and / or DS. People, impressions!
I like Space Invaders, but do I like it this much? I'm pretty sure this game is out for the PSP and / or DS. People, impressions!
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The in-game papers prove that being the paperboy is actually a position of the greatest importance,
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The in-game papers prove that being the paperboy is actually a position of the greatest importance,
ranking alongside top elected officials for notoriety. -Ed Oscuro
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Super Laydock
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Galaga '08 should do fine too, but I agree.MathU wrote:Great, now Namco should make Galaga Extreme.
20 th anniversary of Galaga 88 to this year. We need some more Galactic Dancing already.

(note to Namco: please do not take this as an endorsement for Galaga Bemani style!

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i have the paddle controller and it fits perfectly fine in my "fat ds". haven't played a game with it yet because i ordered it in anticipation of space invaders extreme. i'm so looking forward to this game!!! 

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dave4shmups
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I would guess that that's pretty accurate. Taito came out with the dial controller well after the DS Lite was released, which is selling incredibly well in Japan. It wouldn't make sense for them to come out with a DS controller that only fits in the fat DS's.Pets0undz wrote:So anyone get a definitive answer about using the Paddle Controller in a DS Phat? play-asia's site says it's compatible with Lite and Phat, but I haven't seen a definitive answer anywhere...
The PSP port may end up having more enemies per screen, due to it's wider screen, and the graphics will probably look sharper. But even if it does end up having more enemies and better graphics, the control will be better on the DS version with the dial.
"Farewell to false pretension
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Farewell to hollow words
Farewell to fake affection
Farewell, tomorrow burns"
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Warp_Rattler
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So I picked up the game on its release day to get a little more use out of the paddle that came with Arkanoid DS. I'm still trying to figure out all the game mechanics, but it's really fun.
Basically, you start a normal game of Space Invaders, albeit with different types of enemies at different times--normal invaders, huge ones which take several shots, explosive ones that also blow up the next few invaders around them, ones with shields, etc. You keep a chain going by killing invaders of the same shape, color, or in the same row or column, and it has a DDP-esque chain meter shown on the top screen that depletes when you're not hitting anything. Killing enemies releases various powerups, such as a bomb shot, spread shot, DDP laser, etc.
Every now and then a flashing UFO will scroll across the screen; shooting it sends you to a time-based mini round, in which you have to do things like shoot ten UFOs in 10 seconds, or destroy 3 formations in as much time. If you clear the objective, it kicks you back to the main game in 'fever mode' in which you get huge point multipliers for keeping your chain going and pegging UFOs. Repeat this cycle a few times (I don't know exactly what triggers it) and you'll be sent to the boss fight, in which you'll be taking apart a giant invader piece-by-piece on the top screen. I haven't played too far into it, but it's really quite fun. It's not been too challenging thus far, but I'll see where it goes later in the game.
As was mentioned before, there is a Rez-like element of music synchronization; mainly your shot sound gets synched up to the music. It's a neat effect that adds to the experience, but it's not something that totally makes or breaks the game. Also, the paddle controller, while not necessary, really makes the game a lot more enjoyable.
I'll try and post anything more as I discover it. For that $19.99 price on a Stateside release, you really can't go wrong, and it will be totally worth the price of admission. Score a loose paddle controller from an import site (unless there's plans to bring that over as well) and you'll be set.
Basically, you start a normal game of Space Invaders, albeit with different types of enemies at different times--normal invaders, huge ones which take several shots, explosive ones that also blow up the next few invaders around them, ones with shields, etc. You keep a chain going by killing invaders of the same shape, color, or in the same row or column, and it has a DDP-esque chain meter shown on the top screen that depletes when you're not hitting anything. Killing enemies releases various powerups, such as a bomb shot, spread shot, DDP laser, etc.
Every now and then a flashing UFO will scroll across the screen; shooting it sends you to a time-based mini round, in which you have to do things like shoot ten UFOs in 10 seconds, or destroy 3 formations in as much time. If you clear the objective, it kicks you back to the main game in 'fever mode' in which you get huge point multipliers for keeping your chain going and pegging UFOs. Repeat this cycle a few times (I don't know exactly what triggers it) and you'll be sent to the boss fight, in which you'll be taking apart a giant invader piece-by-piece on the top screen. I haven't played too far into it, but it's really quite fun. It's not been too challenging thus far, but I'll see where it goes later in the game.
As was mentioned before, there is a Rez-like element of music synchronization; mainly your shot sound gets synched up to the music. It's a neat effect that adds to the experience, but it's not something that totally makes or breaks the game. Also, the paddle controller, while not necessary, really makes the game a lot more enjoyable.
I'll try and post anything more as I discover it. For that $19.99 price on a Stateside release, you really can't go wrong, and it will be totally worth the price of admission. Score a loose paddle controller from an import site (unless there's plans to bring that over as well) and you'll be set.
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RoninBuddha
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Necronopticous
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Thunder Force
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The PSP footage I have seen suggests that the actual game screen is square sized with the rest of the screen taken up by a backdrop. I heard the gameplay is similar, but the PSP one has the bosses and bonus rounds on one screen with the bosses' shots slowed down to compensate.Thunder Force wrote:Anyone have a summary of differences between PSP and DS versions? (Is it simply PSP = better graphics/sound?)
Edit: That was just footage from the DS in this trailer, not the PSP like I initially thought. The youtube comments about the PSP in one of the trailers for the DS one there confused me. It seems the PSP one does take up most of the screen. I'm not so sure about the shots being slowed down during boss fights either.
Footage from PSP version
More PSP footage
Footage from DS version
More DS footage
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Warp_Rattler
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Yeah, the DDP laser really helps jack up your combo; also its 'one-size-kills-all' blast can help you net some of the sweet bonuses as well. This game has hidden scoring bonuses out the ass; it seems like each time I play I'm discovering something new. There's a bonus you get for clearing a wave of invaders without missing a shot, something that's really difficult (for me) to do with the normal shot, as I can never get the timing right. But using the laser or the spread shot can help you net that 20,000 bonus without any sweat.
I gave it some time without the arkanoid paddle, and it's just as playable with the D-pad. The paddle gives your ship a bit more of a floaty feel and requires you to be a bit more precise in your movements (as opposed to Arkanoid, where you can achieve a fair amount of success just by slinging your ship back and forth across the screen), but it's not a detrimental feeling in the least.
Also, the difficulty really seems to ramp up in the third level.
I gave it some time without the arkanoid paddle, and it's just as playable with the D-pad. The paddle gives your ship a bit more of a floaty feel and requires you to be a bit more precise in your movements (as opposed to Arkanoid, where you can achieve a fair amount of success just by slinging your ship back and forth across the screen), but it's not a detrimental feeling in the least.
Also, the difficulty really seems to ramp up in the third level.
^^^^^
Thanks for the extra impressions. Craig Harris posted a preview on IGN DS, he bought the import and loves it. He thinks paddle is the way to go and that the speed adds "tremendous precision" when using the lazer to take out a wave. Thanks for stating it can be floaty, that'll temper my expectations should I choose to get one.
Anyone here import the PSP rev or plan to? The rotating and zooming backgrounds in the vids Brian posted look really distracting.
Thanks for the extra impressions. Craig Harris posted a preview on IGN DS, he bought the import and loves it. He thinks paddle is the way to go and that the speed adds "tremendous precision" when using the lazer to take out a wave. Thanks for stating it can be floaty, that'll temper my expectations should I choose to get one.
Anyone here import the PSP rev or plan to? The rotating and zooming backgrounds in the vids Brian posted look really distracting.
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FatalError
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My damn opinion: BUY THIS GAME.
It's really good. I got it for the DS, and with the paddle controller it rocks. There is so much hidden scoring stuff in the game it's insane. Plus the music is awesome, but then again it's Zuntata. There's a few things to mention:
1. For those who find the animated backgrounds distracting, go into the Options menu. There is an option (Movies) to turn it off.
2. Ranking mode is a default setting high score challenge. No continues and you are not allowed to use the paddle controller (in fact, you have to turn off the paddle controller in the Options menu before you can play it).
3. Scoring stuff includes columns, rows, same shape, rate (scoring multiplier), combo, break mode, roulette, fever mode, multiple UFO bonus, same color, perfect shooting bonus, no miss bonus, rainbow color bonus, jackpot, plus others. I haven't figured out the triggers for half this stuff yet. NOTE: The game has a Darius-style branching stage system too.
4. This game is scheduled to be released in the US on June 17th. However, I seriously doubt that they will bring the paddle controller over here, so if you want paddle control with the game, you will probably need to import it (on a semi-related note, Arkanoid DS is being released the same day).
The release date is via the Gamestop webpage:
http://www.gamestop.com/product.asp?product%5Fid=180508
It's really good. I got it for the DS, and with the paddle controller it rocks. There is so much hidden scoring stuff in the game it's insane. Plus the music is awesome, but then again it's Zuntata. There's a few things to mention:
1. For those who find the animated backgrounds distracting, go into the Options menu. There is an option (Movies) to turn it off.
2. Ranking mode is a default setting high score challenge. No continues and you are not allowed to use the paddle controller (in fact, you have to turn off the paddle controller in the Options menu before you can play it).
3. Scoring stuff includes columns, rows, same shape, rate (scoring multiplier), combo, break mode, roulette, fever mode, multiple UFO bonus, same color, perfect shooting bonus, no miss bonus, rainbow color bonus, jackpot, plus others. I haven't figured out the triggers for half this stuff yet. NOTE: The game has a Darius-style branching stage system too.
4. This game is scheduled to be released in the US on June 17th. However, I seriously doubt that they will bring the paddle controller over here, so if you want paddle control with the game, you will probably need to import it (on a semi-related note, Arkanoid DS is being released the same day).
The release date is via the Gamestop webpage:
http://www.gamestop.com/product.asp?product%5Fid=180508
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Warp_Rattler
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It'll probably be the stupidest marketing move of all ever if the porting company (Taito?) doesn't at the very least include the paddle controller with Arkanoid DS for the US release. If nothing else, you could probably find one of the single paddles from Play-Asia, NCSX, or even for a few dollars more on eBay. Plus, if you get the individual paddle, you'll have a choice of colors to fit or clash with your DS (if that's your thing) rather than be stuck with the default white one in the Arkanoid pack. That said, Arkanoid's not even worth playing without the paddle.
In response to Fatal Error's post above, a lot of the bonus modes are triggered by shooting various-colored UFOs. The flashing one will always bring you to the "round start" stage where you have to destroy X number of invaders/formations in X seconds with some sort of novel gimmick (my favorite is where it halves your movement speed. I first thought there was something wrong with my paddle), while the yellow one will always bring you to the roulette option. I'm not sure about what the red and green ones do yet, the white UFO is just the usual point bonus, and the blue bastard shoots the DDP laser back at you.
In response to Fatal Error's post above, a lot of the bonus modes are triggered by shooting various-colored UFOs. The flashing one will always bring you to the "round start" stage where you have to destroy X number of invaders/formations in X seconds with some sort of novel gimmick (my favorite is where it halves your movement speed. I first thought there was something wrong with my paddle), while the yellow one will always bring you to the roulette option. I'm not sure about what the red and green ones do yet, the white UFO is just the usual point bonus, and the blue bastard shoots the DDP laser back at you.
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Pixel_Outlaw
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I don't know. They did change enough stuff to alter the dynamics of how you play. I always thought the problem with the original and Space Invaders 98 for PCE was that "last invader" that went by very fast when it was the last on screen. Now you would want to keep on chaining colours since it would allow you to avoid that situation from happening using said DDP laser or other powerups. They put the emphasis from survival to scoring.Pixel_Outlaw wrote:DO NOT WANT.
Just another title riding the coattails of a broken arcade game.
Space Invaders could be thought of as shooting through a wooden fence with a muzzle loading riffle at Mexican jumping beans.
From what I've observed, Red = Balistic (allowing you to destroy 3 front rows instead of an entire colum), Greem = Multiple.Warp_Rattler wrote:I'm not sure about what the red and green ones do yet, the white UFO is just the usual point bonus, and the blue bastard shoots the DDP laser back at you.
Last edited by sfried on Wed Feb 27, 2008 5:16 pm, edited 1 time in total.
Warp_Rattler wrote:In response to Fatal Error's post above, a lot of the bonus modes are triggered by shooting various-colored UFOs. The flashing one will always bring you to the "round start" stage where you have to destroy X number of invaders/formations in X seconds with some sort of novel gimmick (my favorite is where it halves your movement speed. I first thought there was something wrong with my paddle), while the yellow one will always bring you to the roulette option. I'm not sure about what the red and green ones do yet, the white UFO is just the usual point bonus, and the blue bastard shoots the DDP laser back at you.
The thing about the UFOs is that each of the UFOs is unlocked through certain tasks in game. For example, the flashing multi-colored UFO (rainbow UFO) is unlocked by destroying 4 invaders of one color followed by 4 invaders of another color in a row with the Feature meter. Once this is completed, the rainbow UFO will be sent across the screen and if destroyed will send you to the bonus round.
The feature meter has a couple of other effects as well - it can switch all the invaders to UFOs (if you shoot 8 of one type of invader in a row), it can switch invaders to all one color (if you shoot 4 of one type of invader followed by 4 of another type of an invader in a row), and I'm sure that it also determines when the gold UFO is released (though I haven't verified this yet).
easy to miss if you can't read the manual: while holding L or R your current power-up deactivates, and stops depleting. let go and it kicks back in (and resumes depleting). allows you to conserve your power-up while you're not shooting, and i think you actually need it on stage 4 at times, cause some enemies there seem to have a shield which blocks the blue laser, but can be destroyed with normal shot.
so i went with the pink one.
and i hated every version of space invaders ever, but i'm loving this one a lot.
also, OST coming out on march 19th. yay! ^__^
but somehow Taito appears to have forgotten about us blue DS lite owners.Warp_Rattler wrote:Plus, if you get the individual paddle, you'll have a choice of colors to fit or clash with your DS (if that's your thing)
so i went with the pink one.
and i hated every version of space invaders ever, but i'm loving this one a lot.
also, OST coming out on march 19th. yay! ^__^
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angrycoder
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