Last year when I was told this game was coming out I did not believe it. There was no reason for me to believe it after all. Bangai-O was an obscure action title for the Nintendo 64 (in Japan) and the Dreamcast (International release) and the Dreamcast version was the one I had originally played. It doesn't look like a Dreamcast game with tiny little 2-D sprites and fairly mediocre graphics but once the action starts to ramp up you realize why serious hardware is required to play it.
The game was developed by Treasure, a small privately owned developer in Japan. Ever since one of my favorite games, Gunstar Heroes, Treasure has dedicated themselves to making the games that they want to play, catering to a hardcore video game crowd not just by making difficult arcade style games, but making difficult arcade style games that reak of quality. Their shooter hit Ikaruga has made them synonymous with oldschool style games. Though it wouldn't be fair to say they're trapped in the past as they take old concepts and twist them with new and innovative game mechanics and graphical experiments to create something positively unique.
Though they often times make licensed games, or even work as a second party to big companies like Sega, Nintendo, and Konami, Treasure has even managed to make excellent games with licenses and under pressure from much larger developers. They're the little team that could, and every once in a while one of their sought after original titles is released. Unfortunately, Treasure games are targetted at a niche audience, so often times they're not produced in high numbers and quickly become rare. In any case I could talk about Treasure for hours, but I'm here today to talk about Bangai-O Spirits.
Up until about the Gameboy Advance era, Treasure wasn't known for releasing sequels. Their policy was that once a game is finished, it's a complete work, and there's no need for a sequel. This changed a bit as Treasure said if they feel like they can improve upon a game they're revisit it. Though you can argue whether or not they have improved upon past games with their sequels is up for debate, but we'll save that for another time.Bangai-O didn't seem like an obvious choice for a sequel. It was well recieved but not very widely known. There was room for a sequel with more levels and what not but it was also fine as a stand-alone title. The premise of the game is that you fly around in this little (at least the sprite on the screen) robot and you'd launch either homing missiles or reflective lasers at your enemies. The gimmick was the more danger you put yourself in the more missiles (up to 400!) you could launch when you used your special attack. The sprite-based game could cause so many bullets and explosions to fill the screen that it would even cause the Dreamcast to grind to a hault with slowdown. Some people would say this is a bad thing, but when you're playing a Treasure game you'd feel ripped off without slowdown because it means they weren't trying hard enough. It also helps you adjust to the frantic pace of the game so its mostly intentional. In any case the game was also filled with horrible Engrish which was hilarious and a, well, sort of a story? All that mattered was that the game was ass seeringly difficult yet it was one of the funnest, most addictive, and unique games on the Dreamcast.
Bangai-O Spirits isn't a direct sequel, but it expands on the original in almost every way. Obviously, you've got more levels and new weapons which make the game a bit deeper and more strategic than the original. The weapons allow you to mix and match like Gunstar Heroes with varying results and melee weapons like the sword and the baseball bat change the dynamic of the gameplay completely. Some weapons are perfect for one level, and completely useless in the next, forcing you to use your head and promoting trial and error. For most games trial and error sounds like a bad thing, but in Bangai-O and Spirits the levels short enough that even if you die for the umpteenth time you don't get frustrated and you usually know what you did wrong which is amazing in a game where most deaths come from being swarmed by bullets. Another interesting thing about Bangai-O is that not all levels are balls-out action, but rather slower paced puzzles, which really helps mix things up and keep it interesting.
Besides your regular shots which you have a selection of mixing and matching now with the regular homing and bounce shots to the more exotic drill-tipped break bullets or napalm missiles, you can do the same for your special "EX" slowdown-creating-screen-clearing-blast-of-death. Reflect works sort of like the game Giga Wing where instead of launching your own missiles you send the enemy projectiles back at them. There's also an EX move that lets you freeze time for three seconds which doesn't seem like a lot but in this game it's an eternity. Direct is another EX choice, which clumps all your shots together for one devestating forward blast. The game's tutorial references the "Wave Motion Cannon" from Space Battleship Yamato when explaining Direct EX. The EX attack works a little different from the original game. Not only do you have to put yourself in direct danger to make a bigger blast, but also you need to have a few seconds to charge up before releasing in order to get the full potential. Because of the DS's graphical limitations it can't do the 400 missile shots, so instead it makes your missiles larger and larger for the maximum of 100 of the largest missiles that are about three times the size of Bangai-O itself and it's truly a sight of devistation to behold. In the original game you also refilled your EX bar simply by causing explosions, here however the "space fruit" isn't just for points, and you need to collect it in order to refill your EX bar making things a little more challenging.
Unlike the original game there isn't really a story, which is fine because there really shouldn't be one. The tutorial introduces a few characters and makes some self-referential humor, definitely displaying that they know what kind of gamers they're targetting with this niche game. It's pretty amusing I don't want to spoil it, and there's even an "ending" of sorts after you beat the "Treasure's Best" levels. Speaking of levels, I didn't count, but there's apparently over 160 in the US version which has been tweaked and improved over the Japanese one which is also common for Treasure titles.I haven't tried to multiplayer yet, but it exists, and the game also comes with a level editor which is Treasure's wat of addressing the original game coming to an end. Interstingly, the game uses a "sound transfer system" and you can save custom levels to your computer by recording the sound, then put them on the Internet for other people to download by playing the sound through headphones over the DS microphone. I have tried this with some custom Japanese levels and it works great. Lots of American levels are popping up on Youtube already and I hope the trend continues so I'll have an excuse to keep playing this game for years to come.
Treasure has delivered one of the best titles on the DS, though it isn't for everyone. Casual gamers might find themselves scratching their heads at the difficulty, the unique gameplay elements, and non-linearity and lack of any kind of story. Hardcore shooter fans and even puzzle-gamers might find a lot to like about Bangai-O Spirits however. Though it doesn't replace the original game, it makes a lot of adjustments and improvements to the formula that really makes this a must have for fans of the first Bangai-O. At first I griped because it doesn't control the same, using two x/y axis in a sort of Smash TV or Robotron sort of way. Once you get used to it though it becomes second nature and the game gets a bit easier. Once you learn the pros and cons of the various weapons and attacks and the weaknesses of the enemies the difficulty shouldn't scare you away like it would for say, Contra 4, though this game was designed with Treasure's fanbase in mind, so expect to die... a lot... Unlike Contra however the deaths never seem cheap or frustrate from the addicting gameplay.In any case don't be afraid to try something new and support one of the most dynamic privately owned video game developers in the business. I've been getting reports that this game is difficult to find in stores due to it being a niche title and not being heavily produced, so grab it before it becomes rare! Trust me, if your mind is sharp and and your reflexes are in need of a workout then Bangai-O Spirits will deliver. BANGAI-O! GO!
Score: 10/10, it's not for everyone but it perfectly achieves what its set out to do and is one of the best, and most unique, games on the DS.
Number 10 on any list is usually the least serious, the one that only made the cut because the writer couldn't think of anything else to put here. This is true for the Nadesico, a ship that in one way or another parodies all of the others on this list. Nadesico takes the features from many famous capital ships like the big main gun, the unique form of travel (which is explained throughout the plot of the show and believe it or not doesn't involve going faster than light) and like most anime battleships a platoon of robots to do its fighting.
Why so low for the famous Millennium Falcon? Well I wrestled over whether to include it or not, as a freighter it's not technically a capital ship. Size doesn't always matter however, it's importance that gives the ship its nature as a capital vessel and with the "modifications" made by Han Solo this baby isn't just a simple freighter anymore. Also after serving as a command ship in battle I think it's safe to list the Millennium Falcon here in its rightful place alongside other capital ships of note.
Probably the silliest ship on this list, in my opinion at least. Basically in a future where the Earth is destroyed by aliens, you take the ruins of the Japanese World War II battleship Yamato and slap a faster-than-light engine onto it and a really, really big gun.
Well this ship has worked its way into so many episodes and movies of Star Trek that it would be a shame not to include it here. Fans argue about its size and its specifications mainly because nobody really cared about keeping the scale consistent in all of its appearances but we won't be getting into that here. The bird of prey combines the best of Klingon and Romulan designs from classic Star Trek to create one of the coolest bad guy ships in science fiction. Oh, and did I mention the sucker can cloak?
If Mobile Suit Gundam is the Star Trek of Japan, the White Base is the Enterprise. Called the "Trojan Horse" by its space colony inhabiting Zeon rivals due to its strange silhouette the White Base is indeed a unique ship that might not be terribly pretty but it gets the job done. Though heavily armed and armored White Base's true trump card was the cargo it was specifically designed to carry, large mecha called mobile suits, and in particular the Earth Federation's fearsome prototype, the Gundam.
Speaking of aircraft carriers in space, that's what the main vessels of Wing Commander literally are. Bare with me here, I'm talking about the games not that god awful 1999 movie. I mulled over which ship deserved to be on the list and I came to the conclusion that by virtue of being the first and the most often referenced that the Tiger's Claw deserved the spot. The original inspiration was to have a World War II esque naval war in space and the Tiger's Claw certainly does capture that feeling a bit. You get a real sense of pride for your mothership as you attack and defend your way through the Vega sector in a bold campaign to block the cat-like alien Kilrathis' clearest path to Earth.
Macross is perhaps the most important or at least noteworthy ship in the history of Japanese animation. It’s the main attraction of what’s probably the single greatest space opera in all of anime. This powerful vessel has a main gun that would make the Yamato blush and a giant robot battle mode. Its compliment of normal and transformable mecha adds to its firepower along with a (nearly) impenetrable barrier system. Yet none of that really matters. The Macross is but one ship rebuilt from alien wreckage and pitted against a fleet of hostile giant aliens called the Zentradi who only live to wage war. Deep inside the ship, which is massive for humans but just a tiny gunboat to the Zentradi, is a rebuilt city of refugees making a futile attempt to survive.
One of the most imposing ships of all time, the Imperial Star Destroyer needed to be near the top of this list. Nothing makes rebel scum shit their pants like a fleet of these massive vessels, armed to the teeth with giant blaster cannons and hundreds of TIE fighters and Storm Troopers. Their design is so simple, basically just a triangle with a bridge attached, yet something is so cold and brutal about them that they’re the perfect ship to symbolize the iron fist of the Galactic Empire.
There was never any doubt what number one would be on this list. The USS Enterprise in all its many incarnations as it’s difficult to pick just one and they all share the same design lineage anyway. No matter what angle you view its silhouette the Enterprise is easily recognizable. The genius design by Matt Jefferies made certain that it would be unique and memorable and after all these years that hasn’t changed a bit. The Enterprise introduced us all to the idea of large capital ships in science fiction and to many except for people reading novels and short stories it introduced the idea of a space navy as well even though the Enterprise was on a peaceful exploration mission it was still a warship as well when it needed to be.













