Information About

Bangai-o





CVG| Information

  Developer Treasure Co Ltd
  Publisher ESP <br /> Swing! Entertainment Media AG<br /> Conspiracy Entertainment
  Released September 3 , 1999 ('''N64''')<br /> December 9 , 1999 ('''DC''')<br /> October 20 , 2000 ('''DC''')<br /> March 21 , 2001 ('''DC''')
  Genre Shoot 'em Up
  Modes Single Player
  Ratings ESRB : Everyone (E)
  Platforms Nintendo 64 , Dreamcast


Bangai-O is a Multi-directional Shooter video game produced by Treasure Co. Ltd . It was first released on the Nintendo 64 only in Japan and later enhanced and released on the Dreamcast worldwide.

Bangai-O in its Dreamcast 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.


GAMEPLAY

Bangai-O, the player's Mecha , is maneuvered via eight-way directional controls and fires in eight directions, controlled by the controller's four face buttons. Two firing modes involve switching between the two siblings piloting the Bangai-O; the player can fire either homing missiles or reflective lasers that bounce off walls.

Bangai-O's special attack consists of 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 while firing. 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 tactic of inviting substantial enemy fire in order to counter with the special attack is key to success at the game.

The two versions of the game have significant differences.


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 touched opens a menu which 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.



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).


The DC version defaults to the simpler but less flexible "AB" control configuration with the variable "ABXY" configuration as the secondary scheme. The game's documentation notes that the default scheme is inferior, and suggests changing it.


EXTERNAL LINKS