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Features caused cannon power-ups (broad, beam, bomb shots and shield) to drop, and pairs of features triggered special Rounds. You could enhance your score by shooting rows or columns of Invaders, and Invaders of the same colour and shape in sequences called Features. A Rez-inspired rhythmic techno makeover spruced up the image, but to be honest, the blocky sprites possess so much retro cool that they hardly needed it - stamped indelibly as they are on pop-culture consciousness (and, thanks to French artist Invader, the street).Ī much bigger impact was had by the devious formations, new Invader types, branching stages, ingenious boss battles, and above all by the wealth of score multipliers (chains of enemies shot, items collected and UFOs destroyed) and the combo system. The basic gameplay was unmistakeable and faithful, not quite as pure a revival as the brilliant Pac-Man Championship Edition, but just as successful at making a faded icon good as new. Your cannon picks them and passing UFOs off. Waves of Invaders creep down the screen from left to right, from right to left, faster the fewer they are, as unhurriedly menacing as ever. Unlike the bold reinvention of the iPhone's Infinity Gene or the bizarre table-turning of WiiWare's Space Invaders Get Even, Extreme took Space Invaders into the 21st century by adding innumerable twists and elaborations to a basically unchanged core. Taito's iconic pixellated aliens have been enjoying a purple patch these last few years, and it was Extreme that set the standard.
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One of the oldest and simplest shoot-'em-ups in gaming became one of the more complex with the original Xbox Live Arcade, PSP and DS game, and in this DS-only sequel, it gets a little more complex yet. Space Invaders Extreme 2 needs a whole lexicon - a strangely camp one at that - to describe its arcane and multi-faceted scoring system. Rounds, Chains, Lamps, Features Roulette, Fever, Bingo and Break.
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