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Help Me Enjoy Bangai-O

ZeromusZeromus Registered User regular
edited July 2009 in Games and Technology
Bangi-O!
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Pretty!

... But also, I'm discovering, pretty complicated. Grabbed Bangai-O Spirits with my DSi when it came out, and I haven't really gotten a chance to enjoy it yet, thanks to school and Final Fantasy Tactics A2. But now I want to! I just don't really, uh, know what to do with it. I'm a bit overwhelmed, to be honest.

So guys. Let's talk about Bangai-O. Help me get into it. Share your stories. Your Bangai-O passion. I mean, this shit is crazy, and I'm sure it's awesome, but between the millions of stages, weapon combos, etc., I just don't really even know where to begin. And yeah, I did the tutorial, but I'm not positive that really helped!

What say you, Penny-Arcade?

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Zeromus on

Posts

  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited May 2009
    Practice makes perfect. Mess around with a few of the tutorial levels, you'll eventually get better at it, but it's one very steep hill.


    Personally, I use bullet combos. The 'melee' weapons won't help if you're surrounded by a billion bullets. Wait for them to close in, then bring the rain.

    cj iwakura on
    z48g7weaopj2.png
  • greeblegreeble Registered User regular
    edited May 2009
    I absolutely looooved Bangai-O on the dreamcast. Was one of my favorite games on that system. But I'm not convinced I like the changes they made to the DS version so I haven't picked it up. (Also DS seems like a shitty system to release it on with its small screen.) So to the people that liked the DC version, what is you verdict on the DS one?

    greeble on
    PSN/steam/battle.net: greeble XBL: GreebleX

    Let me tell you about Demon's Souls....
    I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
  • slash000slash000 Registered User regular
    edited May 2009
    BangaiO for NDS is as much strategizing with load-out and figuring out the 'puzzle' to each level as it is a shmup.

    Keep that in mind. It's not as hard as idiot reviewers make it out to be if you're smart and you strategize both with your equipment load-outs as well as your shmup skills.


    This is an excellent, excellent game if you understand these principles underlying the game design.

    If you can understand the strategy involved, the puzzle solving involved, then this is one of the most addicting games ever.


    I did and it's one of my favorite NDS games.

    slash000 on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited May 2009
    It's a very solid successor to the DC port, gameplay wise. There's some slowdown(and almost no story), but a whole lot to do, especially if you count the level creator.

    It's like $15 now at GameStop, so, bonus.


    And the tutorial is hilarious.

    cj iwakura on
    z48g7weaopj2.png
  • slash000slash000 Registered User regular
    edited May 2009
    tons of levels and lots of variety.

    If you ever feel like you just can't beat a level, you should rethink your equipment loadout and try something else. Sometimes I felt like certain levels were impossible until I tried new arrangements and then beat them quickly.


    This is such an extremely satisfying game once you get the hang of it.

    slash000 on
  • greeblegreeble Registered User regular
    edited May 2009
    cj iwakura wrote: »
    It's a very solid successor to the DC port, gameplay wise. There's some slowdown(and almost no story), but a whole lot to do, especially if you count the level creator.

    It's like $15 now at GameStop, so, bonus.


    And the tutorial is hilarious.

    At $15 I'm willing to take the chance I'll hate it. Will be picking it up if I happen to see it, thanks.

    greeble on
    PSN/steam/battle.net: greeble XBL: GreebleX

    Let me tell you about Demon's Souls....
    I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
  • ZeromusZeromus Registered User regular
    edited May 2009
    slash000 wrote: »
    BangaiO for NDS is as much strategizing with load-out and figuring out the 'puzzle' to each level as it is a shmup.

    Keep that in mind. It's not as hard as idiot reviewers make it out to be if you're smart and you strategize both with your equipment load-outs as well as your shmup skills.


    This is an excellent, excellent game if you understand these principles underlying the game design.

    If you can understand the strategy involved, the puzzle solving involved, then this is one of the most addicting games ever.


    I did and it's one of my favorite NDS games.

    Well, as someone who loves RPGs and strategy games, this aspect is pretty appealing to me, but I'm still figuring out the mechanics, I guess.

    Zeromus on
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  • sir_pinch-a-loafsir_pinch-a-loaf #YODORegistered User regular
    edited May 2009
    Take a deep breath.

    Now realize, as I did, maybe...

    it's just not for you.

    In seriousness, I was extremely hyped for Bangai-O Spirits, and when it arrived from Gamefly, it was... not what I wanted. I can see why people like it, but for me, it's just not the kind of thing I like or want to play.

    YMMV, of course.

    sir_pinch-a-loaf on
  • ZeromusZeromus Registered User regular
    edited May 2009
    I think it is for me, though. The learning curve is just a bit steep. :P

    Edit: Ah, this was to pinch-a-loaf. I guess I'll just keep trying to push on through, slash.

    Zeromus on
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  • RainbowDespairRainbowDespair Registered User regular
    edited May 2009
    As someone who just got Bangai-O today and is still a bit confused, I approve of this topic. I just finished the tutorial levels, but I'm thinking I might need to do them again. As far as I can see, hold R, release, shoot while the missiles are clearing the way & then repeat seems to be the key, but I'm sure there's more to it than that.

    RainbowDespair on
  • slash000slash000 Registered User regular
    edited May 2009
    Zeromus wrote: »
    slash000 wrote: »
    BangaiO for NDS is as much strategizing with load-out and figuring out the 'puzzle' to each level as it is a shmup.

    Keep that in mind. It's not as hard as idiot reviewers make it out to be if you're smart and you strategize both with your equipment load-outs as well as your shmup skills.


    This is an excellent, excellent game if you understand these principles underlying the game design.

    If you can understand the strategy involved, the puzzle solving involved, then this is one of the most addicting games ever.


    I did and it's one of my favorite NDS games.

    Well, as someone who loves RPGs and strategy games, this aspect is pretty appealing to me, but I'm still figuring out the mechanics, I guess.


    Well I mean picking out the right tools for the level and then figuring out the best way to go about it.

    The reviewers that didn't "get it" would think, Oh Sweet a baseball bat! Oh cool and some heat seekers! THat's what I want! Then try a new level, get destroyed, and think ZOMG TOO HARD.

    You have to pick what's appropriate for each level.

    You'll start to get a feel for what's useful and whatnot the more you play.

    slash000 on
  • slash000slash000 Registered User regular
    edited May 2009
    Zeromus wrote: »
    I think it is for me, though. The learning curve is just a bit steep. :P

    It is steep and overwhelming at first. But just keep plugging through the begginning levels and when you get stuck try out different combos of items/weapons. And if you're still stuck skip to the next one and come back later and you'll probably have more ideas. It's very enjoyable in this format, if you ask me.

    slash000 on
  • slash000slash000 Registered User regular
    edited May 2009
    As someone who just got Bangai-O today and is still a bit confused, I approve of this topic. I just finished the tutorial levels, but I'm thinking I might need to do them again. As far as I can see, hold R, release, shoot while the missiles are clearing the way & then repeat seems to be the key, but I'm sure there's more to it than that.

    It's definitely confusing as hell at first, but you get real comfy with it over time. Just keep playing through the easy beginning levels.

    As far as destroying enemies, yeah simple basic ones you can take out with the regular pea shooter if you like. Don't forget you can tap and then hold the fire button to stay in place. You can also dash-attack them which helps in some instances.

    But the basic super attack is to hold R to charge, then release as soon as a lot of enemy fire is upon you. If you hold a direction while releasing, you can concentrate the bullets in that direction. This is EXTREMELY useful in MANY levels.


    The key though is knowing what's good for what levels. Sometimes you'll need Bounce. Sometimes you'll need Heat seek. Sometimes you'll need a bat, sometimes the shield. Etc. etc.

    When you start a level, you'll get destroyed quickly. But then ask, ok, I was killed, but what would be best to prevent that kind of death? What are the best tools for this situation? What are the best weapons to take out those kinds of enemies?

    slash000 on
  • CyrixdCyrixd Registered User regular
    edited May 2009
    I'm a huge fan of the DC version, so I was really excited for Spirits. I'm cheap though, so just recently picked it up, and I have to say it's so far dissapointing.

    Many of the levels are just simple puzzles, and only require understanding a certain trick in order to beat them. A lot of them can be beaten in under 10 seconds once you reach that "ah-hah" moment.

    I also feel that the game has way too many missiles/bullets on-screen at once. To those who played the DC version, go play it again and I think you'll agree. There were much fewer enemy bullets at any one time, but they moved a lot faster, and were much more challenging without the enormous slow-down that is way too consistent in the DS version.

    The DC version had very long, complex levels, which required exploring, understanding, and carefully executing a strategy for each map. The DS version feels a lot less well-designed in that regard, instead it relies on very short gimmicks and massive slow-down which dumbs down the experience IMO.

    However, as I play more I've encountered a number of longer, more involved levels. Although they still involve too many missiles on-screen, I'm having a lot of fun playing through them. I hope my verdict changes by the time I've seen all the stages, but Spirits has so far been a step-backwards from Bangai-O's original brilliance.

    I'd still recommend it though, since there's plenty of content, and what's there is fun (hey, it's Treasure), I just want a Bangai-O sequel which stays truer to form.

    Cyrixd on
    Nintendo ID/PSN: CyrixD
    SteamID: FronWewq
    Battle.net: Orange#1845
    3DS Friend Code: 1289-9498-5797
  • ZombiemamboZombiemambo Registered User regular
    edited May 2009
    It's a very solid successor to the DC port, gameplay wise. There's some slowdown(and almost no story), but a whole lot to do, especially if you count the level creator.

    I wonder how many people know it was originally an N64 game? I liked it more on the 64, myself.

    Zombiemambo on
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  • slash000slash000 Registered User regular
    edited May 2009
    The early levels are short as hell but the later levels get longer.

    slash000 on
  • SixfortyfiveSixfortyfive Registered User regular
    edited May 2009
    Bangai-O keys to success:

    1) The EX weapons are your primary weapons. Treat them as such.
    2) The more recklessly you play, the easier the game is. (more immediate danger = stronger EX shots)
    3) Use the slowdown to your advantage.
    Cyrixd wrote: »
    I also feel that the game has way too many missiles/bullets on-screen at once. To those who played the DC version, go play it again and I think you'll agree. There were much fewer enemy bullets at any one time, but they moved a lot faster, and were much more challenging without the enormous slow-down that is way too consistent in the DS version.

    The DC version had very long, complex levels, which required exploring, understanding, and carefully executing a strategy for each map. The DS version feels a lot less well-designed in that regard, instead it relies on very short gimmicks and massive slow-down which dumbs down the experience IMO.
    This is entirely false.

    - There was hardly any variety or strategy required in the DC game, though I didn't mind it all that much.
    - There were more bullets on screen in the DC game (DC max = 400, DS max = 100).
    - The DC version is also plagued by slowdown if you're playing the game correctly (maximum destruction and carnage).

    EDIT: Thinking on it, "too many bullets" is the silliest complaint you could ever lodge against Bangai-O in the first place. Comically high bullet counts and explosions with a complete disregard for logic or even the system's ability to properly render it all is the entire point of the game.

    Sixfortyfive on
    poasting something foolishly foolish.
  • CyrixdCyrixd Registered User regular
    edited May 2009
    Bangai-O keys to success:

    1) The EX weapons are your primary weapons. Treat them as such.
    2) The more recklessly you play, the easier the game is. (more immediate danger = stronger EX shots)
    3) Use the slowdown to your advantage.
    Cyrixd wrote: »
    I also feel that the game has way too many missiles/bullets on-screen at once. To those who played the DC version, go play it again and I think you'll agree. There were much fewer enemy bullets at any one time, but they moved a lot faster, and were much more challenging without the enormous slow-down that is way too consistent in the DS version.

    The DC version had very long, complex levels, which required exploring, understanding, and carefully executing a strategy for each map. The DS version feels a lot less well-designed in that regard, instead it relies on very short gimmicks and massive slow-down which dumbs down the experience IMO.
    This is entirely false.

    - There was hardly any variety or strategy required in the DC game, though I didn't mind it all that much.
    - There were more bullets on screen in the DC game (DC max = 400, DS max = 100).
    - The DC version is also plagued by slowdown if you're playing the game correctly (maximum destruction and carnage).

    EDIT: Thinking on it, "too many bullets" is the silliest complaint you could ever lodge against Bangai-O in the first place. Comically high bullet counts and explosions with a complete disregard for logic or even the system's ability to properly render it all is the entire point of the game.

    Strategy may be a subjective term, but I think it's clear that the Dreamcast levels were much longer and more complex. Lots of levels were long, intricate mazes with constantly firing turrets in place, guarded by various enemies which required some thought before approaching. There were also a lot of traps and triggers which the player had to careful avoid, or race against once an explosion chain had been activated.

    Your second point is only about the amount of missiles a max'ed EX attack fires, which doesn't say anything about enemy bullets (which is my complaint). With so much enemy fire (specifically, I feel that each enemy can shoot way too many missiles individually), often times the game just becomes painfully slow moving while you chain EX attacks to clear out enemies. There's a definite lack of bobbing and weaving unlike in the first game, since my only recourse against the oncoming onslaught of bullets is to EX.

    And of course there was slowdown in the DC version (moreso in the N64 version, or so I've read), but there is considerably more in Spirits, and it is much more consistent and persistent. That's why I am not digging the amount of bullets, it removes a lot of the finer movement skill since you're required to spam EX attacks.

    Like I said earlier, I haven't really experienced all the levels, so it's good to hear that later ones are larger (thanks slash). And again, I still think it's a great game, I just have those nitpicks.

    Cyrixd on
    Nintendo ID/PSN: CyrixD
    SteamID: FronWewq
    Battle.net: Orange#1845
    3DS Friend Code: 1289-9498-5797
  • slash000slash000 Registered User regular
    edited May 2009
    I think they designed it like this to be more amenable to portable pickup/play form.

    I think it's a huge success in that regard, personally.

    slash000 on
  • SixfortyfiveSixfortyfive Registered User regular
    edited May 2009
    The DC's stages are a lot larger, that's for sure, but they're not complex (the trickiest they ever get is simple "race the fuse" type stuff that Spirits takes much further), and they certainly don't require any "thought before approaching." This is an old replay of mine of the DC version's final level:

    http://video.google.com/videoplay?docid=1825226527047943283

    It's a typical (but much more linear than average) level in the DC game: charge headfirst into enemy fire > explode > repeat. There is almost no thought to it, and that was a lot of the appeal, actually. Spirits is a much more methodical game at times, and that's fine too. But you seem to be arguing the opposite (that the stages in Spirits are simpler), and that is just crazy.

    The one thing the original game definitely has over Spirits is its story. I can't get enough of those barely-comprehensible cutscenes.

    Sixfortyfive on
    poasting something foolishly foolish.
  • MoioinkMoioink Registered User regular
    edited May 2009
    Sadly Treasure kind of suck at making sequels which makes me fear for S&P2. They should have stuck to their no sequels policy they used to have because whilst they can always put out a decent game, they never nail the charm or design of their originals.

    Moioink on
  • SixfortyfiveSixfortyfive Registered User regular
    edited May 2009
    Moioink wrote: »
    Sadly Treasure kind of suck at making sequels which makes me fear for S&P2. They should have stuck to their no sequels policy they used to have because whilst they can always put out a decent game, they never nail the charm or design of their originals.
    They never had a no sequel policy, and they're not any more hit-or-miss than they've ever been.

    - Bleach DS beats the shit out of Yu Yu Hakusho, if you want to count that as a sequel.
    - Bangai-O Spirits is at very least on equal footing with its predecessor.
    - Gunstar Super Heroes has highs and lows and probably could have been better if it hadn't shipped before it was close to being finished.
    - Advance Guardian Heroes is sort of a disaster and I make no excuses for it.

    Sixfortyfive on
    poasting something foolishly foolish.
  • RainbowDespairRainbowDespair Registered User regular
    edited May 2009
    Okay, I played a few more levels & now I'm really digging this game. It just feels so good when a level thrashes you the first time, but then you come back with a different weapon setup and strategy and just steamroll it.

    RainbowDespair on
  • MoioinkMoioink Registered User regular
    edited May 2009
    Moioink wrote: »
    Sadly Treasure kind of suck at making sequels which makes me fear for S&P2. They should have stuck to their no sequels policy they used to have because whilst they can always put out a decent game, they never nail the charm or design of their originals.
    They never had a no sequel policy, and they're not any more hit-or-miss than they've ever been.

    Maybe not a strict policy but in the past there was a real reluctance to make sequels to their games and I think they were better for it. Whilst they've always been capable of duds the outright masterpieces have always made up for them but the last four years haven't been great for Treasure.
    - Bleach DS beats the shit out of Yu Yu Hakusho, if you want to count that as a sequel.
    - Bangai-O Spirits is at very least on equal footing with its predecessor.
    - Gunstar Super Heroes has highs and lows and probably could have been better if it hadn't shipped before it was close to being finished.
    - Advance Guardian Heroes is sort of a disaster and I make no excuses for it.

    Yu Yu Hakusho was never a particularly good game and it's not as fondly remembered as the other three anyway :P And yeah I really wish GSH had been given more time.

    Moioink on
  • greeblegreeble Registered User regular
    edited May 2009
    I forgot how much I loved seeing those 400 missles swarm out... its pisses me off to no end that Bangai-O is like the only DC game I have that won't work with the VGA adaptor. (Where I currently have my DC set up)

    greeble on
    PSN/steam/battle.net: greeble XBL: GreebleX

    Let me tell you about Demon's Souls....
    I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
  • CyrixdCyrixd Registered User regular
    edited May 2009
    It's a typical (but much more linear than average) level in the DC game: charge headfirst into enemy fire > explode > repeat. There is almost no thought to it, and that was a lot of the appeal, actually. Spirits is a much more methodical game at times, and that's fine too. But you seem to be arguing the opposite (that the stages in Spirits are simpler), and that is just crazy.

    I may be glorifying the DC's level selection as a whole, but I do have distinct memories of some fairly complicated levels which did require more thought before plunging in (like ones where you were seperated by bullet-permeable barriers, or the close-quarters mazes). Maybe that's not representative of the game as a whole.

    But the real thing that bugs me is the amount of missiles on screen. Even in the last DC level, which we can all reference now, each enemy shoots a paltry amount of bullets compared to an average mobile robot in Spirits. Combine this with epic slowdown happening constantly, and the game is very different. The DC's slowdown came less frequently, meaning the majority of the game was played at its highest speed, something missing from Spirits.

    Cyrixd on
    Nintendo ID/PSN: CyrixD
    SteamID: FronWewq
    Battle.net: Orange#1845
    3DS Friend Code: 1289-9498-5797
  • SixfortyfiveSixfortyfive Registered User regular
    edited May 2009
    My strategy against Longai-O (fire an EX, Longai-O fires his EX, I use Reflect EX on the very next frame of gameplay) wouldn't even work if the game didn't slow down to a 1 FPS crawl.

    It's bullet time, not slow down. :P I don't see it as a bug. (The tutorial even pokes fun at that idea.) It's useful.

    Sixfortyfive on
    poasting something foolishly foolish.
  • ViscountalphaViscountalpha The pen is mightier than the sword http://youtu.be/G_sBOsh-vyIRegistered User regular
    edited May 2009
    Okay, I played a few more levels & now I'm really digging this game. It just feels so good when a level thrashes you the first time, but then you come back with a different weapon setup and strategy and just steamroll it.

    Unlike battletoads.
    *rimshot*

    I need to pick this one up. I keep hearing good things about it and it sounds like a neat concept.

    Viscountalpha on
  • slash000slash000 Registered User regular
    edited May 2009
    Okay, I played a few more levels & now I'm really digging this game. It just feels so good when a level thrashes you the first time, but then you come back with a different weapon setup and strategy and just steamroll it.

    Awesome! I'm glad you're starting to get the hang of it. It's really satisfying once you start figuring things out like this. I had the same kind of "ahhh!" moment. I thought it was weird and hard to "get" at first, but after playing through the short/easy beginner levels and started figuring out how to make use of different load-outs and what have you, it just gets so satisfying. Then you start to move from level to level, figuring out and conquering them, and it's just fantastic.

    Don't forget, though, if you get stuck or frustrated with a level, you can always skip it and come back later! I did this periodically, and always had new strategies when coming back to levels I skipped earlier.

    slash000 on
  • slash000slash000 Registered User regular
    edited May 2009
    Also I love the epic [strike]slowdown[/strike] bullet time :D

    slash000 on
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited May 2009
    It's also worth mentioning that when you clear the tutorial,
    the main character says he's going to go trade it in at the used game store.

    cj iwakura on
    z48g7weaopj2.png
  • ZeromusZeromus Registered User regular
    edited May 2009
    I am starting to get the hang of this, guys.

    And I like it.

    :^:

    Zeromus on
    pygsig.png
  • SlayerVinSlayerVin Registered User regular
    edited July 2009
    Well... this was the most recent Bangai-O Spirits thread I could find, and I wanted to talk about this game to let everyone know that I feel that this game is the game most perfectly suited to the DS I've ever played.

    I just finished the tutorial yesterday, and while it was overwhelming, diving straight into the levels did not leave me bewildered or twitching and drooling in the corner, muttering obscenities about robots and omgbullets.

    One question I have is what's the difference between the "Treasure's Best" levels and the other ones (I forget what they're called)? I've really only been playing the Treasure's Best so far, and they're fun as hell. Sending off 70-100 missiles/balls in a hellish firestorm of robo carnage is the best thing I've ever done on my DS.

    SlayerVin on
    BE ATTITUDE FOR GAINS!
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