Review: Space Invaders Extreme - Nintendo DS

Space Invaders Extreme DS Review

If you’re ever wondered what Rez would be like in 2D, Space Invaders Extreme is one of the closest examples you will find.   That’s right, this is not another one of those vanilla Space Invaders remakes.  The masterminds at Taito and Square/Enix have put a fresh spin on the pioneering game to bring it more into the league of the modern arcade shooters on XBLA and PSN like Geometry Wars and Everyday Shooter.  Much like Tetsuya Mizuguchi’s masterpiece, Space Invaders Extreme is a wonderful mix of rapid shooting, a juxtaposition of colors, and a dynamic audio experience that is partially created by you’re the rhythm of your shooting..

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Gameplay: 9

si-1While most of the stages in Extreme have the classic Space Invaders enemy patterns, they usually have a unique spin on them in order to keep things fresh and interesting.   There are also a variety of special weapons (lasers, bombs, wide shot, etc) that keeps your appetite for destruction going strong.

Every so often, you will see a flashing rainbow UFO traveling across the top of the screen.  If you shoot it, you are thrown into a bonus stage that takes more liberties with the enemy patters and gives you different objectives to meet within a short period of time.  If you are successful in meeting the goal, you are treated to a Fever Mode back in the normal game that gives you rapid-firing bonus weapons for a limited amount of time.  Not only does the Fever Mode let you fly through some of the level quickly and easily, but it also give you the opportunity to rack up your score – especially with the Jackpot bonuses for shooting UFOs.

Also at the end of every stage, there are bosses to defeat.  Even the bosses remind me a bit of the ones in Rez.  Nothing too difficult (at least in the first part of the game), but a bit more challenging and engaging than your standard enemies.

Space Invaders Extreme also does a great job of increasing the difficulty as you progress through the levels.  Later levels don’t simply get faster, there are also more complex enemy formations, shielded enemies (require more than one shot), and some new types of enemies that will require you to shoot a bit more strategically.

I also felt that Space Invaders Extreme was a very fair game.  I had many moments when I struggled to get past a level, but it was always my fault.  It seemed that if I didn’t stay focused on both what I was shooting at and what projectiles were coming at me, I would get in trouble (primarily when your bullets quickly return back to after bouncing off of certain shields).   I guess many of these game concepts apply to most shmups, but I think it is especially true in this case.

The scoring system in Space Invaders Extreme is also very deep when it comes to chain combos and such.  However, to be honest, I have yet to really memorize/pay attention to them to the point of optimizing my scores just yet.  If you are a modern shmup fan, you’ll probably catch on a lot quicker and will appreciate what Taito has done with the game.  If you’d like to read a more detailed explanation of the scoring system, I would recommend RyanDG’s lengthy review on Arcade Renaissance.

Technicalities aside, Space Invaders is full of extremely fun, challenging, and satisfying gameplay.  Like most great games, it’s extremely easy to pick up but you can spend a long time mastering your skills.

Graphics/Presentation: 8

si-2Space Invaders Extreme is oh so colorful.  It is definitely inspired by the likes of Geometry Wars, Meteos and Rez, but it still has its iconic Space Invaders charm.  The backgrounds are interesting and colorful, but nothing that will blow you away.  To be honest, Extreme could have made a bit better use of the DS hardware while maintaining the 2D look and feel, but I’ll let them off the hook for being a budget title.

The overall presentation and menu system has a modern look that suits the game well and is easy to navigate.  Not big surprise coming from Taito and Square/Enix, but it’s still appreciated.

Audio
As I mentioned before, the audio in Space Invaders Extreme seems to be heavily inspired by Rez, but doesn’t quite go far as far as they could have – It’s more like a watered-down Rez vibe.  Still very good, but there’s room for improvement.  (From what I’ve heard, the PSP version has better audio)

Multiplayer : 7

I heard a few guys in the forums talking about how they liked the multiplayer (whether it be online or local wireless) as it reminded them of a vs puzzle game setup like Puyo Puyo Fever.  Because that word of mouth and my adoration for the single-player game, I had very high hopes for the multiplayer modes.  Now, don’t get me wrong, the Multiplayer mode isn’t bad, it’s just not as good as the single-player mode, in my opinion.

As I mentioned before, some of the aspects that make the single player mode so good is the flood of weapons, bonus rounds/fever modes, and bosses that are sprinkled throughout the core gameplay.   It seemed to me like the Multiplayer modes lacked most of that.

You still have the weapon upgrades, but they seem far less abundant and I often found myself trying to peck away at a bunch of shielded enemies with my normal weapon.  I suppose that’s all well and good if you’re an old-school Space Invaders purist, but it got a bit old for me.

From what I’ve heard and read, the key to success in the multiplayer mode was supposed to be shooting the UFOs (which are more abundant) in order to hurt your opponent.  The impression I got was that the more UFOs you shoot, the more enemies will show up in on your opponents screen.  I was trying to watch for this effect, but I just couldn’t see any difference between when I shot lots of UFOs and when I didn’t shoot any.  If this does have some effect on opponents, the developers should have given us a visual cue to this effect like having some enemies swoop from our bottom screen to the top (where we can view our opponent) , much like Puyo Puyo Fever.

si-3Considering how the Bonus Rounds and Fever Modes worked in the single player mode, I was thinking it would be logical to transition that to the Multiplayer just like (again) Puyo Puyo Fever.

Again, most of these complains are due to high expectations and nitpicking.  In the end, my wife has bugged me numerous times to play against her.  That’s gotta be worth something.

Value: 10

If Space Invaders Extreme was $30, I would probably only recommend it to fans of old-school 2D shooting.  However at the budget price of $20, I have to recommend this gem to anyone that would frequent this site.  I’m far from a shmup expert, but I thought Space Invaders Extreme is one of the best values on the DS right now.  The game also happens to be very easy to find even in big retailers like Wal-Mart or Target.
You can also order it easily at Amazon.com

Overall: 9

The bottom line is that if you are into old-school games with a modern flair, Space Invaders Extreme is practically a required purchase for your DS library.  While I haven’t played the PSP port, I would strongly recommend PSP owners give it a try.  At $20, you really can’t go wrong with Space Invaders Extreme.

Together Retro: RC Pro Am

Together Retro RC Pro AM NES

Presented by: Fastbilly1, Marurun, & Racketboy
New To Together Retro? Check out the introduction to the club

If you have been reading Racketboy for the past year you would have already heard some of our opinions on this title. Yes the blockbuster vehicular combat game, R.C. Pro-AM makes yet another appearance on the front page of Racketboy. However this time around we are asking everyone in Together Retro to give it a whirl.

About The Game

Released in 1988 R.C. Pro-AM is an isometric vehicular combat game that in really brought the genre to the general gaming populace. Rareware, known for their amazing Spectrum games, took a bold leap onto the NES and it paid off in spades. While it is not as well known as their later offerings, it did jumpstart a genre and is still a staple of the type. Featuring four different vehicles racing around thirty two tracks of a dastardly caliber, RC Pro-AM is a bare knuckle run of intense RC action.

RC Pro Am Screens

Using simple controls and hard action, RC Pro-AM is simply elegant. Not elegant like a fine wine or an M.G. Turbo, but elegant because of its simplistic approach and expert execution of the genre. With only an accelerator and a trigger, it some how coaxes a level of depth from the controls that is sublime. Drifting, while essential, is an artform. Timing for the attacks is a skill that must be honed, while the timing for the hazards must come from hard experience. While it may seem pale compared to more modern combat racing games, as I have already said, its simplicity is what makes it amazing. With only a handful of powerups and some of the most difficult tracks for any 8bit game, the game is less about winning by a mile and more about winning by a fraction of a second. Quite often you will find that the race comes down to the last corner for atleast three of the racers (Blue is usually alittle slower than Green and Yellow).

If you’d like to learn more about this game, Fastbilly1 actually wrote a full review for the site a while back.

Recommended Ports

We will be playing the NES version, but if you grow weary of the same courses you can give the following sequels/remakes a try:

  • RC Pro-AM 2 - The brilliant NES sequel that features four player action.
  • Super RC Pro-AM – Four player portable sequel care of the Gameboy platform.
  • Championship Pro-AM – The Genesis remake with enhanced graphics, five opponents, and numerous gameplay tweaks.

Emulation for RC Pro AM

If you don’t have an NES, emulation is are very viable option. NES emulators are a dime a dozen and available for just about any platform. The best NES emulators really come down to personal preference.  All of the major ones run the game fine so really it comes down to choice in user interfaces.

For the PC, I like NNNesterJ, namely since it supports Kalleria, however UltraFCE is a very popular choice, and who can forget Nesticle.  They are all drop and play emulators with very little configuration needed.

However if you are clever and would rather play it on a portable or even the Dreamcast, check out the racketboy links below.  If you need assitance setting up any emulator, please post your question in the Emulation section of the forum

How To Play / Controls

This isn’t your typical racer, so the steering might take a little getting used to.  Other than that, it’s pretty straightforward.  Here’s the run-down.

  • D-Pad: Your steering is always relative to you car’s current position, not which way you want to go on the screen.
  • A Button: Horn or Missile/Bomb
  • B Button: Accelerate

There are only a handful of things you will need to keep track of during the races. Most importantly are the three weapons and four powerups.

The Weapons

  • Rockets (forward attacks)
  • Bombs (rear attacks)
  • Roll Cages (invulnerability)

While Powerups

  • Gears (acceleration)
  • Engine (top speed)
  • Tire (grip)
  • Letters (car upgrade)

While the powerups effectiveness is debatable, except for the Letters (after completing the word NINTENDO your car is upgraded - Truck to Van to Racecar). Weapons are always useful and while some prefer bombs to rockets the majority find rockets the easiest to use. As for the obstacles, I will leave those up for you to discover on during your races.

Together Retro Discussion

Instead of posting in the comments section of the blog, we will be using the forum for all of our discussion in order to keep things more organized. So play RC Pro-AM and talk to us about your thoughts and play experiences in the forums. We want to know your tactics, your strategies, your successes and your failures

Together Retro Special Weekend Edition: Diablo II

together-retro-diablo-2

Presented by: Mozgus, Ivo, and Racketboy
New To Together Retro? Check out the introduction to the club

What’s The Deal With This “Special Weekend Edition”?

Motivated by Blizzard’s announcement of Diablo 3 (and the rather enticing gameplay video), forum regular Mozgus suggested a revival of playing Diablo 2 on Battle.net (most likely, playing with the expansion, Lord of Destruction which noticeably improves the original). Also, Blizzard recently released patch 1.12, which conveniently lets you play without the CDs (you obviously still need to have legit CD-keys!)

The idea was basically to play with other members of our community rather than with unknown people. Anyone interested in this is welcome to join channel “racketboy” on Battle.net’s US East. Other members will hopefully gather in that channel before / between games, or try directly joining games named “racketboy”, (or, if there’s need for it “racketboy1″ etc), with password “retro”.

Although anyone is obviously free to join whenever and create their “racketboy” games, without set times and dates it is relatively unlikely that many people will be online to play together - for this reason we decided to make this blog post to give the idea more notoriety, and also to suggest weekend “official” sessions, which I decided dub with a silly name to help people remember it: ORDERS (”Official” Racketboy Diablo 2 East Revival Sessions).

diablo-2-screens

The Goal

The idea is to play D2+LoD from start to finish with the same party of seven players, one with each class (details: normal difficulty only, Ladder characters on Battle.net’s realm US East. Those characters are meant to only be used in the group sessions, until it is finished when you can then use them for anything else)

When To Play

I’m counting on two Sundays. I want to start on the Sunday 13th, and conclude on Sunday 20th (we might have to play a bit more to complete Act 5 on the 20th).

Starting Time of First Session

9:30 EST = 15:30 BST = 14:30 GMT

(then after finishing Act 1 on the session 1 (13th) we decide together how much time we need for a break and reconvene for Act 2;
the session 3 (20th) starts again at 9:30 EST, and we decide how much time until we reconvene for Act 4, and Act 5.
Depending on how long each Act takes us, we don’t need to be too strict in this other than everyone showing up on the STARTING TIME)

Further Details

This concept was kinda a spontaneous idea, so not all the information has been finalized for this post.  Check these forum threads for more discussion of times, teams, and other details…

Obtaining Diablo II from Blizzard

Mozgus writes, “I suggest also mentioning that people with legit keys can register them at http://blizzard.com/store/, after registering for an account. This lists the game as legally owned and gives you access to the new digital download version of Diablo 2 and Lord of Destruction. This disc-less installer is much more modern and slick, installs much faster thanks to it not asking you to swap multiple discs during the process, and it also installs pre-patched to 1.12, which obviously will never ask you for a disc. When you register your CDkey, there will be a link that says Show Key, which actually shows a new 26 digit key, which replaces your old 16 digit CDkey.

diablo-blizzard

I followed this process with Warcraft 3, Frozen Throne, StarCraft, and Brood War. All 6 games nicely fit on one DVD-R, if you remove the Direct X installers. You can always use the 300KB DX web update exe from Microsoft. Some installers will mention the DX portion is missing, but just proceed anyway.
Another tip: All my machines run Diablo 2 poorly in Direct3D mode, so run the Vid Test from the Start menu, then select DirectDraw instead. Runs much better, and looks the same aside from D3D’s “perspective” mode being enabled, which just makes me go cross-eyed anyway.”

Finding Diablo II In Retail

Even though the game has been around for a while, you should be able to find it in just about any major retailer that sells games.  This includes the likes of Wal-Mart, Target, and GameStop.  You will probably be most likely to find the Diablo II Battle Chest.

How To Play Diablo II

Instead of spending too much time trying to explain the games, check out these guides at the useful StrategyWiki


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