Posts Tagged ‘bangai-o’
Podcast: The Treasure Box
This week Trees returns and we are talking about the Japanese developer Treasure, best known for some of the most impressive games on Sega’s consoles (Gunstar Heroes, Radiant Silvergun, Guardian Heroes, and Ikaruga) as well as Nintendo’s later consoles (Bangai-O and Sin & Punishment). We discuss the company origins, values, and of course the entire library of this impressive developer.
Download this episode (right click and save)
Subscribe: RSS iTunes Google Podbean
Below is a video of an unreleased (canceled) title, Tiny Toons: Defenders of the Universe. The beta that was presumably used as a trade show demo eventually leaked on the internet. We have acquired it and played it on an original, modded, PS2. Enjoy!
Bangai-O (Treasure)
Up to this point, we’ve had a relatively small number of shmups that don’t fit into a simple criteria: either vertical or horizontal raster arcade shmups. Sure there was some discussion about on-rails titles with Silpheed and even the mention of old school vector graphics in our introductory shmup article, but there are some games technically called shmups that fit a different category. These are games where you control a single character or duo and battle large numbers of enemies in rudimentary level designs. The actual size and shape of the level is irrelevant, the point is that you are getting bombarded on all sides and must survive against a mass of trigger-happy enemies. From a certain perspective, this is considered a shmup and I definitely agree with that sentiment.
It’s important to note that the title originally started as a remake of Hover Attack, a Sharp X1 type-in game from 1983. For those not familiar, a “type-in” game was a program you purchased in book form for a few dollars, you would type in the (often times) hundreds of lines of code. Usually the program didn’t run the first time, various syntax errors would claim responsibility, and it was always because of a single character issue on literally thousands of lines of code. This was before floppy disks, it was a different time. Anyway, Hover Attack was a game that allowed a ship or and carrier to move in all different directions and fire independent of its movement. It was one of the first games to do so and for comparison is a very basic version of a twin stick shooter. This is why the game/level design seems a bit dated for a game that released in 1999 at the end of the N64’s life. It eventually became its own property and remains a unique independent title, although certain concepts like the streaking of bullet patterns remain from Hover Attack.
Bullet Hell Shmups
This is going to be a really short blog post with some videos, so those of you who like flashing lights and hate these word things will be in heaven. “Bullet Hell” shmups (also referred to as “danmaku” by the Japanese and fans of the genre) usually refers to vertical perspective (based on vertical raster effects from arcade monitors of the 70s, 80s and 90s) where a single ship is more concerned with dodging bullets rather than enemies. Sure, enemies still play their part, but they prefer to do it from a distance. It’s pretty hard to bump into an enemy in early bullet hell titles, but thanks to developers like Treasure and Cave, those rules are quickly broken.