o0O. O8##8o ,O O####0 ,08#O O####0, o 0###O ,O080, 0####8, O#0 ,8##8OO08####0o ,0####8o o#0.o80o O############8o ,0#####O o80,o88O ,O08#########800Oo ,0#####O oO.O#0, oo o8O 080 oOo,8########0Oo. .o, o8#####0 O0Oo., .8#8O oOo 00 O8, O8##0 O800#####0, ,OO00##0, o8#####0 O####8 o08#O ,0Oo 0#0 ,O oo oO##00O. 0######0..0######8o O8#####0, ,O8###0 ,. O##o 0008#8000O, ,08###8, O###8####0..08000OOO O8#####8, .8###0 0#8,.OOO##8OOO##o 00OO##O o8##0,8####O O######8o O####O 88000OO8#0 .,,,##0 .O##0 ,8#0 .0##8, O#####O O#######O o8####O O########0O O#####0 O###0 0##o O##8o O#####O B A K U R E T S U M U T E K I B A N G A I O H ------------------------------------------------------------------------------- Bakuretsu Muteki Bangaioh (Explosive, Invincible Bangaioh) A shoot-'em-up for the Dreamcast Developed by Treasure, Published by ESP FAQ/Walkthrough Version 0.1 December 10, 1999 Jeff "CJayC" Veasey The latest version of this document may always be found at GameFAQs: http://www.gamefaqs.com If you see this document on _any_ other site, it's an illegal copy. THIS DOCUMENT MAY NOT BE REPRODUCED WITHOUT ADVANCE PERMISSION. SEE THE FINAL SECTION OF THIS DOCUMENT FOR DETAILS. ------------------------------------------------------------------------------- I. Introduction/Version History II. Differences Between the Nintendo 64 and Dreamcast Versions III. Menu Translations IV. Controls & Gameplay V. Administrivia ------------------------------------------------------------------------------- I. Introduction/Version History ------------------------------------------------------------------------------- Wow. What a difference a console makes. The Nintendo 64 version _looks_ like this one, but with a few minor tweaks, plays nothing like it. Still, this one's a winner, even though it will take some getting used to. This doc is a work in progress. I have personally only progressed through the first 22 levels so far, so there's a lot more for me to cover. Version History --------------- 0.1 (10/8/99) : First version. Controls & Gameplay, Version Differences, Menu Translations. ------------------------------------------------------------------------------- II. Differences Between the Nintendo 64 and Dreamcast Versions ------------------------------------------------------------------------------- The Dreamcast version of Bangaioh is NOT a port of the Nintendo 64 version. The two look similar, but the strategy for the game has changed completely. So far, this is what I've noticed. -Superficial Differences- * Music has been remixed, and is played off of the GD-ROM (instead of through the system's sound card) * Background and sprite graphics are enhanced over the N64 version. * Missiles (Riki's and enemy) now turn before actually moving in that direction (which looks very nice indeed). * "Replay Mode" has been added to allow you to skip over all dialog sequences. * There are 16 new characters in the game to meet. * The life gauge is a solid bar with no way to count hits remaining. * Mami now shoots lasers instead of small missiles. -Scoring Differences- * There is no longer a percent-destroyed bonus. * Fruit pickups are now a contstant value (instead of growing). -Gameplay Differences- * Riki's missiles home in more accurately. * Mami's shots no longer home in after hitting a wall; they always travel in a predetermined direction based of the angle of the wall. * Riki and Mami's shots now have the same power. * The combo system has been removed, and replaced by the Baku meter. * Energy and V powerups are automatically given for large Baku levels. * You can no longer increase Bangiaoh's shot power or penetration. * V powerups no longer end when encountering a boss. * You can now only hold 5 Super Shots in reserve instead of 10. * Super shots are powered up by shot hits, not by picking up fruit. * Super Shots are no longer powered up by holding the button. * The number of bullets releaed in a Super Shot is determined solely by the number and power of incoming attacks. -Level Differences- * There are minor tweaks in all levels, although the layout of the levels remain the same. * There are new building and block types. * Some walls can now be destroyed. * Level 15 has been completely redesigned. -Enemy Differences- * There are two new enemy types: a rotating flamethrower and a spinning "egg" that grows and explodes when you shoot it enough times. * Most bosses have been redesigned and now behave very differently. * Missile Flak Turrets shoot about half as many missiles. ------------------------------------------------------------------------------- III. Menu Translations ------------------------------------------------------------------------------- Title Screen and Intro Story ============================ -> Press any key to start. Main Menu ========= Tatakai no Door o Akeru (Open the Door of Battle) -> Name Entry (Begin Playing) Himitsu no Sono o Nozoku (Look in the Secret Garden) -> Options Menu Play Niha Hakkiri Kototte Akinano de Internet de... -> Post High scores on Treasure's web page (for competition) Name Entry ========== Watashi to Ninin Dake no Angou o Kimeru You. (Let's Choose a Password.) -> Enter a three letter code by moving right and left and press A. Korede Ninin ha Eikyuu ni Tomodachi Dane. Soudayone? (Is this correct?) Unsoudayo (Yes) Sonhachotto (No) -> Left is "Yes", Right is "No". You can also select with "B". Stage Select ============ -> Move left and right to select a stage from the ones you've completed plus the next one you have yet to complete. Totsugeki Dei! -> Begin the battle! Zentai Zu -> See a map of the entire stage (only available after completion) Kyuu ni Hara Gaa! -> Return to the main menu Options Menu ============ Otoko Hoshi Koukaidou (Man Star Town Hall) -> Sound Test Menu Shot Mode -> Choose "XA" or "ABXY" mode. See section IV for more info. Replay Mode -> The purple option is normal play, the red plays without interruptions for M-Ko/W-Ko messages or Boss dialogues. Sound Mode -> The purple option is Stereo, the red is Monaural. Kiroku Masshou (Record Erasure) -> Do you really want to do this? If so, select it, move the controller right, and press A (on the Kanji option). Just pressing A on the Kana option returns you to the option menu. Mou Akita (?) -> Return to the Main Menu Sound Test ========== -> The top selection is for music, the second is for sound effects. Option three stops all sound, and the bottom option returns to the Options menu. ------------------------------------------------------------------------------- IV. Controls & Gameplay ------------------------------------------------------------------------------- Controls ======== There are two different control pad configurations to choose from, selected from the options menu, depending on which Shot Mode is chosen (see Section III for more information). Control XA Shot Mode ABXY Shot Mode ------------------------------------------------ D-Pad 8-way Movement 8-way Movement 3D Stick 8-way Shooting 8-way Shooting L Button Switch Modes Switch Modes R Button Special Shot Special Shot A Button Thrusters (Jump) Shoot Down B Button Shoot Shoot Right X Button Shoot Shoot Left Y Button Special Shot Shoot Up Start Pause Pause With a standard Dreamcast controller, there's really only two ways to play the game. Method Mode Move Shoot Special Switch ------------------------------------------------------------ 8-Way Shooting ABXY D-Pad ABXY R L Uncomplicated XA D + A B/X R L The 8-way method is the only way to go, in my opinion. Full control over your shots is a must in this game, especially with all the tweaks it's been through. How to Play =========== Destroy everything. Actually, it's only slightly more complicated than that. In each level, you must fight and fly your way to the boss at the end of the level and destroy it to move on. The catch is to get to the boss in relatively good shape and with few enemies remaining in order to make that final fight that much simpler. Move: Move the selected direction pad in any of 8 directions. Gravity exists here, so you are constantly being pulled downwards. Dash: Move the direction pad twice quickly in the desired direction. Great for speeding through dangerous areas. Thrust: Press the A button to thrust upwards (in XA mode only). Pressing up on the control pad does the same thing. Pressing A twice quickly performs an upward dash. 3D Stick 8-Way Shooting: Move the 3D Stick in the direction of your shots. AXBY 8-Way Shooting: Press the buttons in the direction of your shots. Press two adjoining buttons to fire diagonally. AX Shooting: Press the B or X Button to fire in the current direction. Hold the button to continue firing in that direction. Switch Modes: Press L to switch between Riki and Mami. More information on the modes can be found below. Special Shot: Press R (and Y in XA mode) to fire multiple bullets at once. Each Special Shot uses up 1 gauge level points, regardless of how many bullets are fired. Hold the button to ready the shot. You cannot move during this time, and you can still take damage. If you are not in danger of being hit, the shot will release only 40 bullets. If there are enemy bullets or missiles near you when you release the button, you will automatically shoot an extra number of bullets, up to a maximum of 400. Cancel a Super Shot by pressing any shoot button while holding down R or Y. Riki Mode ========= * "Attack" mode. Best used in wide-open areas. * Shots home in on enemies shortly after being fired. * Shots disappear when they hit a wall. When Riki is in charge, your bullets begin homing in on enemies shortly after they are fired. They can curve around walls and will circle and will home in on the nearest enemy. Unfortunately, the homing signal doesn't immediately kick in, so you can miss enemies that are very close to you that are just off your line of fire. Mami Mode ========= * "Defense" mode. Best used in narrow areas. * Shots do not home in on enemies. * Shots rebound when they hit a wall. When Mami is driving, your shots will rebound off of walls. If you're not near any walls, however, your shots travel in a straight line. This isn't so good for attacking enemies, but it's great for taking out incoming fire. Screen Layout ============= At the top of the screen, you'll see the following: * The currently selected character's portrait (Riki or Mami). * Your Score (which is reset each level) * Your Life Meter (10 blocks of energy represented as a solid bar) * The Baku Meter (which counts the current number of explosions) * The Boss's Life Meter and Portrait (when facing a boss) At the bottom of the screen, you'll see: * Your Special Shot Meter (0-5, each special shot uses 1 level) * The level timer (points are deducted if it runs out) * The Boss's Special Shot Meter (only certain bosses) The Baku Meter ============== The Combo system of the N64 Bangaioh has been replaced by the Baku meter. Baku, the red kanji in the upper middle of the screen, is Japanese Kanji representing "explode". The number beneath represents how many explosions are currently taking place. The higher the number of explosions, the higher the count. When the count breaks 100, the meter triples in size and stars handing out prizes. For each 100 simultaneous explosions, a blue E (life energy) powerup is placed on the screen where the 100th explosion took place. When the count breaks 500, you are automatically granted a V (invincibility) powerup. Pausing ======= When you hit the Start button, the game is paused. The left option continues the current level, and the right option returns you to the Stage Select menu. Game Over ========= When you run out of life points, the game ends. From there, select the left option to return to the Stage Select menu and try again, or select the right option to return to the title screen. End-Of-Level Results ==================== At the end of each level, you are shown a results screen outlining your final score and statistics for that round: Biggest Baku Count --blank-- Your Score In blue, you then might see bonus points that are added to your score: Biggest Baku Bonus Points (Count * 100) No Damage Taken Bonus (100000 if you took no damage) Time Penalty (-10000 per second under 0) At the bottom of the screen is your total score for the stage. Additionally, if you beat (or tied) your previous high score for that level, you'll see the background picture of the Ultraman-like robot beating up the Godzilla-like creature. Finish lower than your best score, and you get a different picture with the tables turned. ------------------------------------------------------------------------------- V. Administrivia ------------------------------------------------------------------------------- Contacting Me: If you have stuff to add, please do send it along to cjayc@gamefaqs.com for inclusion in the next revision. Copyright Notice: This document is Copyright 1999 Jeff "CJayC" Veasey. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site outside of GameFAQs without advance permission from the author (cjayc@gamefaqs.com). It may not be distributed electronically outside of the GameFAQs web site, and it may not be distributed otherwise at all. At some point in the near future, this document may be released for free public distribution. The latest version of this document on the GameFAQs web site will hold the current Copyright and distribution information. -EOF-