ie8 fix

Review by 94067

"A charming game that reminds you why you still buy games"

Big Bang Mini is a game with a lot of charm, addictive and fair gameplay, and beautiful and varied graphics. It plays like a Shmup, along the lines of Nemesis, Gradius, or R-Type. However, this game is not nearly as hair-rippingly difficult, and it's a lot, for lack of a better word, cuter. There are a few gameplay mechanics that distinguish it from the rest of its genre, and this helps to provide a more unique experience. While the game may seem slow for the first level or two, it quickly picks up, and the fast-paced nature of the levels means that dedicated players could finish it in a day (I took about a week), and that you will never get too bored with the levels you have.

The goal of each level in Big Bang Mini is to shoot fireworks from your ship (though it would be more appropriate to call it a sphere) to hit enemies. The enemies drop stars which fill up a gauge whose completion ends the level. There are a few catches, however: Unlike most shmups, the screen stays in the same position, that is, there is no 'progress' in the level. The enemies come to you in controlled waves and the next wave comes when you beat all of the current enemies. Enemies appear on the top screen and with few exceptions remain there; your ship likewise stays on the touch screen, shooting fireworks (yes, fireworks) at them, in a sort of Space Invaders way. However, you cannot simply launch fireworks willy nilly; should a firework miss its target, it will explode and debris will fall down. This adds something to Shmups that we usually don't see: precision is key. If you think you're skilled enough, you can simply launch fireworks like a pyromaniac, but in the later levels, it gets very difficult to avoid both the enemies' projectiles and your own.

This concept might seem to get dull, and I'll admit that the first level is a little slow, but each world in BBM has its own unique elements, adding a weapon or ability to distinguish itself from the monotony. In one level, you can make a line to reflect bullets, but this is not simply a defensive maneuver because there are enemies that can be destroyed most quickly if their projectiles are reflected back at them. There are never more than three abilities to keep track of and this is a great step in BBM's simplicity. At each level's end there is a boss who strips BBM back to its shmup fundamentals: your fireworks are no longer a threat to yourself, and you have none of your abilities, creating a wild, fun, shoot out with, say, a walrus decked in 1980s punk garb.

Each level is also presented with its own unique host of enemies, drawn in various styles from level to level. One level features enemies that look as though they were made with Flash, while another looks as though they were watercolors. The outstanding variation in the enemies really shows the creativity of the small team that worked on this game, and makes you keep wanting to play. Backgrounds and even the style of the fireworks change as the levels progress, from the skylines of Hong Kong to the depths of an ocean, and it's surprising how well they can give an atmosphere: the staccato notes in New York combined with its fast-moving dark skyline really makes you think as though the city were in a massive battle against the aliens. The music is mostly percussive and short, though it certainly entrances you into the game; some songs made me tap my feet. Best of all, the soundtrack is available for free download at the game's site.

Because both moving your ship and firing fireworks depend on the stylus (only the shoulder buttons are used to fire homing missiles), you would expect this game to feature extraordinary precision, and it does, for the most part. It's inevitable that you will once or twice accidentally fling yourself into an enemy's attack, but since the levels take less than a minute or so to complete (and four are open at a time), it's not terrible. You learn how to avoid such situations by positioning yourself in the lower part of the screen and using the upper part (of the touchscreen) to fire fireworks. There are definitely times when you must go on the defensive, firing only just a few shots, but these happen much later in the game. Firing fireworks is done with a quick flick of the stylus, and they can be shot independently of the your position (anywhere on the touchscreen). While they are precise to a point, the DS's touchscreen is not as precise as you want it to be; there are a few missions (unlocked after beating the game) that require precision (beating a level in less than X shots), and these take a while to practice.

Fans of the shmup genre and competitive players will be disappointed to find that there are almost no scores in this game at all, but I find that it relaxes the feel and competition of it. There a mode unlocked about halfway through the main game called challenge mode, which sends wave after wave of enemy for you to defeat which does feature a score, though. The other bonus modes (relax and alarm clock) are more difficult to unlock, however. Relax mode features fireworks being launched continuously, and the alarm clock comes with a sound-test. To unlock Relax mode, you must beat every level's bonus zone; an area presented automatically after the completion of each level. Every bonus zone follows the same theme, connect the numbered dots, but there is a twist each level's, appropriate to its theme: in Aurora, the icy world, you must tap to free the dots of ice, but if you tap too many times, you'll end up breaking the dot; in New York you have to navigate around in the dark to find each number, and not a trap dot. The bonus zones are fun and yet another variation from level to level, engaging you further in the game, but be warned;it's best to do the bonus zones when you're presented with them, as going back to do them is a major pain.
The alarm clock is unlocked by completing all 20 missions in mission mode. The missions usually follow one of a few themes: defeat X level within an amount of time, only using however many shots, or not missing. There are a few that differ, but for the most part it follows these general rules. There are a few that are frustrating because of the not-quite-so-precise nature of the touchscreen, but overall, it's a nice addition that adds to the replay value of the game.

Big Bang Mini is really a fantastic game that reminds you of why you took up this hobby. Its low price (only $20 and with a cool box at time of writing) is really a bargain, especially since it doesn't take too long to beat. I never felt cheated by a death, and oftentimes, the collision detection seems to cheat in your favor (I've had many experiences where I was literally touching a bullet without dying). The one-hit kills may take a little getting used to for those unfamiliar with arcade games of old, but for me it only adds to the simplicity of the game. Allowing the player a life bar would be to allow them to simply weather torrents of projectiles and would make the game less fun. There's a unique charm to this game and a zeal that the developers put into it (try reading the manual); it really feels like they want you to beat the game.

Breakdown:

Music- 7/10
Graphics- 9/10
Gameplay- 7/10

Overall: 9/10.

Reviewer's Score: 9/10, Originally Posted: 04/07/09

Game Release: Big Bang Mini (US, 01/21/09)

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Game Detail

Big Bang Mini

Titles rated E (Everyone) have content that may be suitable for ages 6 and older.

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