For the Analog + Dpad format, you turn the controller sideways and it becomes a little easier. Your super shot goes to a trigger for the pinky of your choice to unleash massive devstation. Thats how I prefere it anyway.
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For the Analog + Dpad format, you turn the controller sideways and it becomes a little easier. Your super shot goes to a trigger for the pinky of your choice to unleash massive devstation. Thats how I prefere it anyway.
Eh...no, you're wrong. Let's say it takes five minutes (and that's only possible when you're not playing for score and you know the layout of the levels really well) for each of the game's forty-four levels. 5 X 44 = Over 3 hours, long for any shooter and action/platformer. And then, throw in playthroughs for score, replaying after deaths, and trying to unlock the allegorical subtextures of the poetic script, and what you have here is major bang for eight dollars.Quote:
Originally posted by Roufuss
edit: no, wait, that depends. Do you mean a shooter as in Radiant Silvergun, or a shooter as in, say, Contra? I put Bangai-O in the latter category, and it is quite short then because it's a bit easy.
That's the point of the N64 version being "better".Quote:
Originally posted by Dolemite
I've noticed that, in addition to firing with the DC's face buttons, you can also fire in any direction using the analog stick. However, this would be a pain in the ass to do since you have to control Bangai-O's movement with the D-pad directly below the analog stick on the DC pad. What's the point, then?
That sounds like a pretty dumb idea. I mean, then the D-pad is turned 45 degrees to the right, so up is now left, right is up, down is right, and left is down.Quote:
Originally posted by EightBit
For the Analog + Dpad format, you turn the controller sideways and it becomes a little easier. Your super shot goes to a trigger for the pinky of your choice to unleash massive devstation. Thats how I prefere it anyway.
Better in the control department, you mean...how were the controls set-up on the N64 controller?Quote:
Originally posted by Core Boy
That's the point of the N64 version being "better".
Gee, had no idea you were a Bangai-O fan, Core Boy... ;)
d-pad = movementQuote:
Originally posted by Dolemite
how were the controls set-up on the N64 controller?
analog stick = 8-way fire
you could also use the yellow buttons to fire, which would mimic the dreamcast's control scheme.
Eight bucks is a great price, I don't regret paying $15-$20 when it came out, even though the game does get stale and repetitive. I stopped playing somewhere around level 25-30, or so, it just started to bore me. Oh yeah, I found the little dialouge scenes to be painfully stupid.
"WE WERE BORN IN THE PLANE AND WE WILL DIE IN THE PLANE!"
Haw haw, what a shitty translation!
Pfft.
Yea, but I'm not counting price into this, because I think I paid 40 for mine when it was brand new, and I still thought it was great for that price. Price is irrevalent in this discussion.Quote:
Originally posted by Sqoon
Eh...no, you're wrong. Let's say it takes five minutes (and that's only possible when you're not playing for score and you know the layout of the levels really well) for each of the game's forty-four levels. 5 X 44 = Over 3 hours, long for any shooter and action/platformer. And then, throw in playthroughs for score, replaying after deaths, and trying to unlock the allegorical subtextures of the poetic script, and what you have here is major bang for eight dollars.
The thing is, the game wasn't too difficult, imo, so I didn't find myself playing through any of the levels more than two or three times on my initial run through. Take a game like Contra: Shattered Soldier for existence, that takes a couple of playthroughs to even finish the game, and then even more for better scores to unlock MORE levels, and I'd say it's a much longer game. The scoring in Contra is essential to open the later levels, and it will take quite a while for the average player to start making A's, thus meaning more playtime.
This is disregarding additional playthroughs for "fun score" (i.e trying to top your high score once you've beaten the game), and additional replay after the ENTIRE game is beaten. Because, like I said earlier, Contra: SS will be replayed often to get A's just to advance to the later levels to finish the game, the score is essential. This is just counting the initial playthrough's to even beat the game. But the argument could be made that Contra:SS forces players to play through the same levels every time they play, while Bangai-O saves your progess, so Contra:SS forces replay value down your throat.
Don't get me wrong, if Bangai-O was a bit harder, I would have definately have agreed with you. But as it is, I beat it the day after I got it, with not much trouble. More levels dosen't necessarily mean longer play time, imo though.
This whole thing is in my opinion, and I typed it very fast will watching things outside, so don't anybody jump down my throat or yell because it dosen't make the best of sense. This is all my opinion, remember.
That being said, I still love Bangai-O, one of the best games for the DC.
Meh.. works for me.Quote:
Originally posted by Dolemite
That sounds like a pretty dumb idea. I mean, then the D-pad is turned 45 degrees to the right, so up is now left, right is up, down is right, and left is down.
Well, in the N64 version you had 4 options of controls, and that was one of them..Quote:
Originally posted by Dolemite
Homing missles in wide open spaces, the reflecting lasers in tight quarters.
I've noticed that, in addition to firing with the DC's face buttons, you can also fire in any direction using the analog stick. However, this would be a pain in the ass to do since you have to control Bangai-O's movement with the D-pad directly below the analog stick on the DC pad. What's the point, then?
Taken from CJayC's FAQ..
As for your question about the differences between the N64 and DC, I would say there are 5 BIG differences, but A LOT of small ones too.Code:Method 3D Stick Set Move Shoot Special Switch
------------------------------------------------------------
Left Side Shooting D-Pad 3D Z L
Right Side Move 3D CX4 R Z
Digital Only Either D-Pad CX4 R L
Uncomplicated Either D + A B R L
1. Graphic Upgrade...big time. Bangaioh himself looks a lot cooler, let me just link you to a couple screenshots. Lots of Slow Down was fixed as well. You'll also see in the screens that Bangioh's life bar in the N64 is cut up into 10 sections.
First level
Fighting
2. There is also a "Combo Service Station" , Taken from CJayC's FAQ again..
The options are..Quote:
When you destroy 100 or more enemies with a single shot, special shot, or while invincible, a combo meter will pop up behind your robot and display a counter. Once your combo stops, a yellow vortex will appear where your character is. Enter this vortex to power up your robot thanks to Level no Okan. You will be presented with several options, depending on how large your combo was. You can power up "n" levels, where "n" is your combo size divided by 100 (rounded down).
Shot Damage n-up
Shot Penetration n-up
Life n-up
V (only if you get 500+ combo)
Points (n x 10000)
3. Instead of just pressing a button to unleash the Special Shot, you have to power it up. Special Shots take up 50 Special Points (get to Special Points next). Just hitting the button like the DC version will only release 20 bullets. If you hold the button down though, it will charge up to 100 shots (there is a little counter above your head). Now if extra bullets get near you like the DC version, then you will shoot even more. But if you only have 20 charged up, it still won't be very many. Note that during this entire time you can't move. Charging to 100 doesn't take forever (just a second or two), but it is very different because you have to time your Special Shot ahead of the bullets unlike the DC version.
4. In the DC version you just have 5 levels of Special Shots, giving you 5 shots. In the N64 version you can get up to 500 Points, each Special Shot taking up 50 points. So you can actually shoot more Special Shots in the N64 version (10 in all), but there is a catch. Like previously stated, to get your Special Points back, instead of just blowing shit up, you need to collect Fruit! This makes fruit much more important, because I know when I played the Dreamcast version, fruit was just a way to show me how much I just owned everyone in the room!
5. Mami only does 80% of Riki's damage. Not only that, but her shots will first bounce of a wall ONCE, and THEN home in on enemies.
Those are the main changes that really make the N64 version different. But take a look at CJayC's DC FAQ for a lot more (this isn't a complete list, because I know a found some more myself.)
Oh, and by far the best two quotes in the DC version are,
Riki:
The beautiful world of 2D! The tension is getting good! Three
cheers for Bangai-o!
Miss W:
I'll pulverise you with my ultimate weapon The End of Treasure!
Now that sounds nice. One of the few good uses of the N64's goofy controller.Quote:
Originally posted by epmode
d-pad = movement
analog stick = 8-way fire
More power to you, then. :)Quote:
Originally posted by EightBit
Meh.. works for me.
$15-$20 when it came out? Most places had it for, like, $40, I think.Quote:
Originally posted by Regus
Eight bucks is a great price, I don't regret paying $15-$20 when it came out
I assume that this is a typical Treasure game in that there's no saving (except for high scores) and you have to beat the game in one sitting?