Bangai-O
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Bangai-O | |
---|---|
Developer(s) | Treasure Co. Ltd |
Publisher(s) | ESP Swing! Entertainment Media AG Conspiracy Entertainment |
Release date(s) | September 3, 1999 (N64) December 9, 1999 (DC) October 20, 2000 (DC) March 21, 2001 (DC) |
Genre(s) | Shoot 'em up |
Mode(s) | Single player |
Rating(s) | ESRB: Everyone (E) |
Platform(s) | Nintendo 64, Dreamcast |
Bangai-O is a shoot 'em up video game produced by Treasure Co. Ltd. It was first released on the Nintendo 64 and later ported to the Dreamcast.
Bangai-O in its Western releases, or Bakuretsu Muteki Bangaioh (Explosive, Invincible Bangaioh) in Japan has all the innovation that has built Treasure its reputation as one of the worlds best regarded developers.
Initially looking like an Amiga game (the small sprites recall Team17's Worms, for example), the innovation in the title only becomes apparent once the controller is picked up. Controls are like a cross between Thrust - Bangai-O, the player's mecha, is affected by gravity and needs to be pushed into the air - and Robotron - eight-way directional controls on the pad's cross and independent eight-way weapon controls on the four face buttons. There are two firing modes - by switching between the two siblings piloting the Bangai-O, the player can fire either homing missiles or reflective lasers that bounce off walls.
The game's main draw is its special attack - a 360 degree burst of the current shot type (missile or laser). The number of shots fired by the special attack depends on how many enemy bullets are on the screen and how close the player is to them when it is fired. A large number of close bullets can result in an attack of up to 400 shots. Furthermore, the number of explosions taking place at any given time is tallied at the top of the screen and determines how much the special attack meter recharges and what type of fruit is left behind by destroyed enemies. Higher numbers of explosions yield more special energy and more valuable types of fruit. Therefore, the near-suicidal tactic of baiting large numbers of enemies to fire at the player then counterattacking at the last second with the special attack is the key to success at the game.
It should be noted that the two versions of the game are substantially different.
[edit] Nintendo 64 Version
The original version of the game, released only in Japan (Limited only to 10,000 carts).
- Utilizes a combo system instead of the explosion meter. After destroying at least 100 enemies in quick succession with a special attack or otherwise, the player gets a combo meter that tracks the number of enemies destroyed. When the combo stops, a portal opens that when entered allows the player to choose to upgrade their firepower, refill their life, take a large point bonus, or gain temporary invincibility. The level of the upgrades, life refill, and point bonus are determined by the size of the combo, invincibility is only given as an option from very large combos.
- The special attack is generally less effective. It must be charged (by holding down the button) in order to reach its full potential.
- Riki's shots do more damage than Mami's shots. Mami's shots are semi-homing in that they target enemies after bouncing off a wall.
[edit] Dreamcast Version
The second version of the game, it saw release in Japan, Europe, and North America. As a result, it is the version that the title is primarily identified with.
In addition to major graphical and audio improvements, the gameplay was altered significantly.
- The explosion counter replaced the combo system, and the "shop" was done away with entirely. Life and Invincibility powerups automatically drop with high explosion counts.
- The special attack's strength is based only on the amount and proximity of incoming fire, no charging required. However, the player can only hold up to 5 special attacks at a time instead of the N64 version's 10.
- Riki and Mami's shots do the same damage. Mami's shots are lasers instead of missiles, and rebound off walls at fixed angles at all times.
- There are additional boss characters, two new enemies (flamethrower and giant egg), a solid life bar, and myriad small changes to the levels (though the layouts remain mostly the same).
Strangely, the DC version defaulted to the simpler but less flexible "AB" control configuration. The proper "ABXY" configuration was actually the secondary scheme.