Space Invaders Extreme (DS)
FAQ v. 1.6
(C) Grant Laughlin

******************************************************************************

Table of Contents

- Acknowledgments
- Version History
- Unknown Items
- Unlockable Features
- General Tips
- Basic Structure of the Game
- Enemies
- Weapons
- Bonuses
- Roulettes
- Round Start and Fever Time
- VS Play
- Contact Information
- Copyright and License Agreement



*******************
* Acknowledgments *
*******************

This document contains many discoveries, most of them by others before me.
I do not claim to be the first or only person to have noticed them, nor to
have found all of the things here by myself. My thanks to all those who have
shared their knowledge about the game.

It also bears mentioning that all things that have been discovered were
originally put there by the developers of the game. It's cleverly designed
and intensely fun to play. Bravo.

- Unlockable Features taken from GameFaqs.
 - Thanks to Opticonal, discoinferno84, and ThePuppeteer.
- Rainbow Bonus info from gs68.



*******************
* Version History *
*******************

Version 1 - July 31, 2008.

Version 1.5 - August 1, 2008.
- Added my friend code.
- Detailed ROUND START info translated.
- 20 waves per round confirmed.
- Tons of info translated and corrected.

Version 1.6 - August 2, 2008.
- Rate & break details.
- Shapes demystified.
- Yellow UFO summoning.
- General tips added.

Version 1.7 - August 7, 2008.
- A little clean-up.
- Rainbow bonus info.


*****************
* Unknown Items *
*****************

- What are the bass, drum, chord (chrd), and lead on the top screen?
- No regional differences... right? (I have the US version)
- Better description for Flash shot.
- Confirm causes for Color Change, Type Change, Flash shot, Roulette?
- Endless mode confirmation?



***********************
* Unlockable Features *
***********************

- Extreme Mode: Complete Stage 5 (any difficulty) of arcade mode.
 Extreme mode offers stages with increased difficulty.

- Stage Mode: Available after completing any stage.
 All stages that you have completed will be available in stage mode.

- Endless Mode: Complete all stages in arcade mode.
 Play all stages successively without boss battles.
 ***Needs confirmation. Might be PSP only.***
 ***I have done this, but cannot access Endless Mode.***
 ***May not exist, is listed for completeness.***



****************
* General Tips *
****************

- You can set your player stock to 5 in the options for Arcade Mode.

- If you find the background distracting, you can turn it off or
   reduce its brightness in the options.

- Fever times are an excellent way to skip the end of your current
   wave, and quickly mow down difficult waves in Arcade Mode.

- If you're having difficulty beating a stage, try to beat the previous
   waves without dying. This will allow you to start the difficult stage
   with a higher level, and possibly extra lives. (See bonuses)

- If you're going for score, breaks and fever times are very important.
   Along with keeping your score multiplier high. Destroying rows and
   columns of invaders can give you an additional score boost.

- For maximum point bonuses from fevers and breaks, try to get the more
   difficult round starts, which have longer fever times and better weapons.

- Against human opponents, the most annoying type of invaders to send are
   usually reflect and assault. Also, consider the color of the invaders
   you are sending. Bomb is great against reflect invaders, while laser
   is weak against them. So when sending red invaders, avoid the blue
   UFO. Blue invaders, on the other hand, are best sent with the blue UFO,
   to avoid giving your opponent a useful weapon.

- Also, watch the top screen. If possible, send a large group at a difficult
   time, like when they've just started a wave.. Avoid sending an attack
   when your opponent has almost finished his or her wave.




*******************************
* Basic Structure of the Game *
*******************************

The game consists of 5 stages, each composed of several 20 waves, and
followed by a special boss round. Stages 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 stage, as I hope the following
crude diagram will illustrate.

                 5A
            4A <
       3A <      5B
1 - 2 <      4B <
       3B <      5C
            4C <
                 5D

After completing a stage, you will be given a rank of D, C, B, A, or S.
The requirement for a certain rank is simply a high enough score.

                  S              A             B             C
__________________________________________________________________
Stage 1        1,200,000       950,000       750,000       550,000

Stage 2        1,200,000     1,000,000       800,000       550,000

Stage 3-A      1,200,000     1,000,000       800,000       550,000
Stage 3-B      1,300,000     1,050,000       850,000       550,000

Stage 4-A      1,200,000     1,000,000       800,000       550,000
Stage 4-B      1,500,000     1,200,000       950,000       600,000
Stage 4-C      1,600,000     1,300,000     1,000,000       700,000

Stage 5-A      1,300,000     1,050,000       850,000       550,000
Stage 5-B      1,300,000     1,050,000       850,000       550,000
Stage 5-C      1,400,000     1,150,000       900,000       650,000
Stage 5-D      1,450,000     1,250,000       950,000       700,000

Total 5-A      5,750,000     4,800,000     3,900,000     3,000,000
Total 5-B      6,250,000     5,200,000     4,200,000     3,200,000
Total 5-C      6,750,000     5,600,000     4,500,000     3,400,000
Total 5-D      7,000,000     5,900,000     4,700,000     3,500,000

EXTRA STAGES        S             A             B             C
__________________________________________________________________
Stage 1        1,000,000       800,000       600,000       350,000
Stage 2        1,000,000       800,000       600,000       350,000
Stage 3        1,100,000       900,000       700,000       450,000
Stage 4        1,400,000     1,150,000       900,000       650,000
Stage 5        1,400,000     1,150,000       900,000       650,000
Total          6,000,000     4,900,000     3,800,000     2,700,000

If you had zero fever times for a stage, your rank will be decreased
by one.

You will not be given a choice of your next stage if you didn't achieve
at least rank B.




***********
* Enemies *
***********

Enemies consist of invaders and UFOs.

All invaders have a shape and a color, in addition to type.
The colors are red, blue, green, white, and black.

The shape determines the point value of the invader.
- 100 pt. invaders look kind of like a mushroom cloud.
- 200 pt. invaders look like they have arms, legs, and antennae.
- 300 pt. invaders look like squid, and are slightly narrow.


TYPE is one or more of the following:
- Normal
- Bomb
- Armor - Has a white bar in front of it. There are two varieties:
   Armor that takes 2 hits, and armor that takes 4 hits.
- Reflect - Has a yellow, curved barrier in front of it. Two varieties:
   Barrier type 1 is destroyed by, but reflects the first shot that hits it.
   Barrier type infinity can only be destroyed by shooting it when its
       barrier opens, or by aiming at the exact center.
   Both types are impervious to laser.
- Color Change - Changes color.
- Split - Comes in split-2 and split-3 types.
- Assault - When hit once, will begin to fall. Comes in two varieties:
   Direct assault invaders move straight down when hit.
   Indirect assault invaders move in a stair-step pattern.
- Huge - Takes 10 hits to kill.
- Fast Shot - Fires a fast bullet.
- Three-way - Fires a spread of three bullets at once.
- Short Laser - Fires a short laser directly down.
- Twin Laser - Fires two diagonal lasers.
- Intruder - Enters from the side, and pauses to fire twin lasers.
- Teleport - Teleports in front of the player before firing.
- Dash - Moves in a circular pattern.
- Micro - A very small invader.
- Bound - Stuck inside a bubble, the first hit will send it careening.


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 *
***********

Your normal shot's effectiveness depends on your level, which can be seen on
the top screen. When you get enough points, you'll be promoted to the next
level.

As your level increases, your shots will become faster and more powerful.
Plus, you'll be able to fire them faster, and you'll be able to have more on
the screen at a time.

If you die, your level will be decreased by two.

Level  Score   Speed   On-Screen   Firing Delay   Shot Power
 1        0    1.00           1           0.25          1.0
 2     100K    1.00           1           0.25          1.1
 3     200K    1.17           1           0.25          1.2
 4     500K    1.00           2           0.25          1.0
 5     500K    1.00           2           0.25          1.1
 6     500K    1.17           2           0.25          1.1
 7     500K    1.17           2           0.25          1.2
 8     500K    1.33           2           0.25          1.2
 9     600K    1.17           2           0.17          1.3
10     600K    1.33           2           0.17          1.3

Speed is relative, as is shot power. Firing delay is in seconds.
This information is from the official site. I have not confirmed it.


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.

There are also special weapons available by completing a ROUND START.
These weapons will only be available for the duration of FEVER TIME.



***********
* Bonuses *
***********

First, notice that there is a 'rate' and a 'chain' on the top screen. The
'chain' is how many invaders and UFOs you've destroyed with less a delay
of two seconds or less between kills.

The 'rate' is a score multiplier. When it's bar becomes full, it goes up.

If you rate is increased beyond 5x, it triggers a 'break.' Breaks last for
seven seconds, during which your score will 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. When a break ends, your rate
is reset.


1 COLUMN:                100 pts.
2 COLUMNS:               250 pts.
3 COLUMNS:             1,000 pts.
4 COLUMNS:             7,500 pts.
5 COLUMNS:            10,000 pts.
   Awarded for clearing a column.
   Must be

1 ROW:                   500 pts.
2 ROWS:                2,500 pts.
3 ROWS:               10,000 pts.

SHOOT UFO QUICKLY:     5,000 pts.
   For shooting a UFO within .8
   seconds of its appearance.

SAME SHAPE x 10:       7,500 pts.
SAME COLOR x 10:      10,000 pts.
UFO x 10:             10,000 pts.

PERFECT SHOOTING:     20,000 pts.

NAGOYA ATTACK:        Points x 20
   For shooting invaders on the
   lowest part of the screen.

RAINBOW BONUS:        10,000 pts.
  During break, for shooting the last 100 pt invader that is leaving a trail.

ALL LIGHTED:           EXTRA LIFE
   Awarded if the three row lamps,
   five column lamps, and the same
   color and same shape lamp are lit.

JACKPOT:              10,000 pts.
SUPER JACKPOT:        20,000 pts.


FEVER BONUS:  Enemies x 2000 pts.
   Awarded at the end of a fever time.
   If it was caused by ROUND 16,
   the bonus will be 2750 each.

STAGE END BONUS:  Seconds x 10,000 pts.
   Awarded if you finish a stage
   while still in fever time.

BOSS BONUS:   1:      15,000 pts.
             2:      20,000 pts.
             3-A:    25,000 pts.
             3-B:    30,000 pts.
             4-A:    25,000 pts.
             4-B:    30,000 pts.
             4-C:    50,000 pts.
             5-A:    30,000 pts.
             5-B:    50,000 pts.
             5-C:    75,000 pts.
             5-D:   100,000 pts.
             E-1:    20,000 pts.
             E-2:    25,000 pts.
             E-3:    45,000 pts.
             E-4:    70,000 pts.
             E-5:   125,000 pts.




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 shoot many enemies with your normal shot without missing, you will
receive a 'SNIPE COMMANDER' bonus.

CHANGE TO UFO: All Invaders will become UFO-shaped, and will drop power-ups
   if they are not white. Lasts for five seconds. Caused by shooting 100 pt.
   invaders without two of the same color in a row.

COLOR CHANGE: All invaders will become the same color. Lasts for six seconds.
   Caused by shooting 200 pt. invaders without shooting two of the same color
   in a row.

TYPE CHANGE: All invaders will become normal type. Caused by shooting 300 pt.
   invaders without two of the same color in a row.

FLASH SHOT: I haven't seen this.
   Caused by shooting four 200 pt. invaders, followed by four 100 pt.
   invaders. Again, you must not shoot two of the same color in a row.

ROULETTE: A yellow UFO will be summoned, which will allow access to the
   roulette. Caused by shooting four 300 pt. invaders, followed by four
   200 pt. invaders, with no color repeats.




*************
* 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.

If you complete a ROUND START, the end of your previous wave will be skipped,
and you will begin the next wave with your fever time weapon. If you fail a
challenge, you simply return to the previous wave as you left it.

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.


Round Time: The amount of time you'll be given to complete the round.
   The first number is the time you'll be given the first time you are given
   that challenge. The second time, you'll receive the second time.
   Subsequent times, you'll have the last number.
Fever Time: The amount of time the succeeding fever time will last.
   This is the basic amount. The full total will be:
       Basic Amount + Rate x 1sec. + Remaining round time * 0.5 sec
   If you get a fever time during a break, your time will be:
       Basic Amount + 5 sec. + Remaining round time * .5 sec


1) 4 Red, 4 Blue (Any shape)
Name: ?
Description: Normal invaders fall from the top screen. Your ship has momentum
   in this mode only.
Goal: Destroy 15 invaders.
Round Time: 15 sec. / 14 sec. / 13 sec.
Fever Time: 8 sec.
Weapon: Double-fire Bomb

2) 4 Green, 4 Blue (Any shape)
Name: SHOOT UP FORMATION
Description: Large groups of invaders appear on the top screen.
Goal: Destroy 3 groups.
Round Time: 20 sec. / 19 sec. / 18 sec.
Fever Time: 9 sec.
Weapon: Double-fire Broad-shot

3) 4 Blue, 4 Green (Any shape)
Name: ?
Description: Invaders pour down from the top screen.
Goal: Destroy 12 invaders.
Round Time: 13 sec. / 11 sec. / 10 sec.
Fever Time: 9 sec.
Weapon: Double-fire Broad-shot

4) 4 Green, 4 Red (Any shape)
Name: Snipe Commander?
Description: Red UFOs and white invaders will travel diagonally down the
   screen, then back up again.
Goal: Shoot 8 Red UFOs.
Round Time: 14 sec. / 13 sec. / 12 sec.
Fever Time: 9 sec.
Weapon: Double-fire Broad-shot


5) 4 Red, 4 Green (Any shape)
Name: ?
Description: Large numbers of burst invaders pour down from the top screen.
   You have bomb.
Goal: Destroy 32 invaders.
Round Time: 16 sec. / 15 sec. / 14 sec.
Fever Time: 9 sec.
Weapon: Double-fire Bomb

6) 4 Blue, 4 Red (Any Shape)
Name: ?
Description:  Groups of 5 UFOs will fly past, firing lasers.
Goal: Destroy 16 UFOs.
Round Time: 15 sec. / 14 sec. / 13 sec.
Fever Time: 9 sec.
Weapon: L-Laser

7) 4 Red, 4 Blue (1 shape each)
Name:
Description: Bomb invaders surrounded by normal invaders fall from the top
   screen.
Goal: Destroy 10 bomb invaders.
Round Time: 19 sec. / 17 sec. / 16 sec.
Fever Time: 9 sec.
Weapon: Triple-fire Bomb

8) 4 Blue, 4 Green (1 shape each)
Name:
Description: Huge invaders fall from the top of the screen while reflect
   invaders pass back and forth overhead. You have laser.
Goal: Destroy 10 huge invaders.
Round Time: 18 sec. / 16 sec. / 15 sec.
Fever Time: 9 sec.
Weapon: Mega Laser

9) 4 Green, 4 Red (1 shape each)
Name: SHOOT POPPING INVADERS ?
Description: Invaders hide in the space between screens, popping out
   occasionally.
Goal: Destroy 6 invaders.
Round Time: 15 sec. / 14 sec. / 13 sec.
Fever Time: 10 sec.
Weapon: Triple-fire Broad-shot

10) 4 Blue, 4 Red (1 shape each)
Name:
Description: Red UFOs, each paired with a single white invader, float upwards.
Goal: Destroy 8 UFOs.
Round Time: 16 sec. / 15 sec. / 14 sec.
Fever Time: 10 sec.
Weapon: Short Laser

11) 4 Green, 4 Blue (1 shape each)
Name:
Description: A UFO hovers overhead. When shot, it drops yellow items.
Goal: Collect 50 items.
Round Time: 15 sec. / 14 sec. / 13 sec.
Fever Time: 10 sec.
Weapon: Triple-fire Broad-shot

12) 4 Red, 4 Green (1 shape each)
Name:
Description: Six UFOs circle overhead while invaders fall down.
Goal: Destroy all UFOs.
Round Time: 16 sec. / 14 sec. / 13 sec.
Fever Time: 9 sec.
Weapon: Triple-fire Bomb

13) 4 Green + 4 Blue (All same shape)
Name:
Description: Bomb invaders flanked by reflect invaders float upwards.
Goal: Destroy 10 bomb invaders.
Round Time: 19 sec. / 17 sec. / 14 sec.
Fever Time: 11 sec.
Weapon: Triple-fire Broad-shot + Multiplayer

14) 4 Blue + 4 Red (All same shape)
Name:
Description: Bomb invaders and reflect invaders fall downwards slowly.
   You have L-Laser.
Goal: Destroy 8 bomb invaders.
Round Time: 20 sec. / 18 sec. / 17 sec.
Fever Time: 10 sec.
Weapon: T-Laser

15) 4 Red + 4 Green (All same shape)
Name:
Description: Many normal invaders fly left and right above you. You have bomb.
Goal: Destroy all invaders.
Round Time: 16 sec. / 14 sec. / 13 sec.
Fever Time: 12 sec.
Weapon: Big Bomb

16) Encounter all prior 15 challenges, then have a new ROUND START.
Name: SHOOT TWINS
Description: Two huge invaders fire lasers at you.
Goal: Destroy both huge invaders.
Round Time: 21 sec. / 19 sec. / 17 sec.
Fever Time: 12 sec.
Weapon: Short Laser.
*** All UFOs during this fever time will be super jackpot UFOs ***


*** Double-fire X is like the normal X, except that you can have two shots
   on screen at once.
*** Triple-fire, similarly, allows for three shots on screen at a time.
*** Big bomb and mega laser have drastically increased areas of effect.
*** L-Laser turns to the left or right when it strikes an enemy.
*** T-Laser branches to the left and right when it strikes an enemy.


***********
* 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.

They appear in this order.

WHITE: Normal
RED: Three Way
GREEN: Armor
BLUE: Reflect
YELLOW: Assault

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 tallied,
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.

My name online is 'GRANT.' Maybe I'll see you online!



***********************
* Contact Information *
***********************

If you have any corrections or additions to this document, please send me an
email at this address, AFTER REMOVING THE Z.

[email protected]

Please put 'Space Invaders Extreme' in the subject line for prompt response.
I will happily credit all those who send me information that I include.



***********************************
* Copyright and License Agreement *
***********************************

This document may not be reproduced under any circumstances except for personal
or private use.  It may not be placed on any website or otherwise distributed
publicy without advance written permission.  Use of this guide on any other
website or as a part of any public display is strictly prohibited and is a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2008 Grant Laughlin