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In the Dreamcast version, from what I am told, the number of missiles your special shot produces depends on how close you are to danger, and how many bullets there are on screen. I have limited experience with this version.
I also have limited experience with the N64 game, though I breezed through the game to level 33 or so many moons ago before returning it to the owner. . . but I seem to remember the number of shots was based on how long you held the special shot button.
Do I remember incorrectly? Can someone with the N64 version refresh my memory about the special 360 missile shot?
EDIT: Don't think about things and try to read wikis late at night or you'll miss your answer. It seems I remembered mostly-correct.
http://en.wikipedia.org/wiki/Bangai-O
I also have limited experience with the N64 game, though I breezed through the game to level 33 or so many moons ago before returning it to the owner. . . but I seem to remember the number of shots was based on how long you held the special shot button.
Do I remember incorrectly? Can someone with the N64 version refresh my memory about the special 360 missile shot?
EDIT: Don't think about things and try to read wikis late at night or you'll miss your answer. It seems I remembered mostly-correct.
http://en.wikipedia.org/wiki/Bangai-O
Nintendo 64 Version
The original version of the game, released only in Japan and limited to 10,000 cartridges, has significant differences to the Dreamcast version.
* Utilizes a combo system instead of the explosion meter. After destroying at least 100 enemies in quick succession with a special attack or otherwise, the player gets a combo meter that tracks the number of enemies destroyed. When the combo stops, a portal opens that when touched opens a menu which allows the player to choose to upgrade their firepower, refill their life, take a large point bonus, or gain temporary invincibility. The level of the upgrades, life refill, and point bonus are determined by the size of the combo, invincibility is only given as an option from very large combos.
* The special attack is generally less effective. It must be charged (by holding down the button) in order to reach its full potential.
* Riki's shots do more damage than Mami's shots. Mami's shots are semi-homing in that they target enemies after bouncing off a wall.
[edit] Dreamcast Version
The second version of the game saw release in Japan, Europe, and North America. As a result, it is the version that the title is primarily identified with.
In addition to major graphical and audio improvements, the gameplay was altered significantly.
* The explosion counter replaced the combo system, and the "shop" was done away with entirely. Life and Invincibility powerups automatically drop with high explosion counts.
* The special attack's strength is based only on the amount and proximity of incoming fire, no charging required. However, the player can only hold up to five special attacks at a time instead of the N64 version's 10.
* Riki and Mami's shots do the same damage. Mami's shots are lasers instead of missiles, and rebound off walls at fixed angles at all times.
* There are additional boss characters, two new enemies (flamethrower and giant egg), a solid life bar, and myriad small changes to the levels (though the layouts remain mostly the same).
The Dreamcast version defaults to the simpler but less flexible "AB" control configuration (one button to shoot in the direction of movement and one to shoot backwards) with the variable "ABXY" configuration (one button to shoot in each direction, with combinations of two buttons for diagonals) as the secondary scheme. The game's documentation notes that the default scheme is inferior, and suggests changing it.
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