Big Bang Mini

Preview: Big Bang Mini


"By keeping things simple and not over embellishing things the developer has made the gameplay more enjoyable and exciting, having new things to do in each level that complement the existing controls rather than complicating them."

Sometimes the simplest of concepts are the greatest of platforms to build an idea upon, in the case of games it's these basic mechanics that can often go a long way to creating an engaging interface ultimately making for a game that's initially simple to pick up but hard to put down. This has happened a good few times before in recent times with games such as Meteos and Geometry Wars both proving that the most simple idea can go a long way if executed correctly and now it's the turn of developer Arkedo Studio who are looking to replicate this kind of success with it's latest project, Big Bang mini.

It starts off easy with something as simple as using your stylus to launch fireworks from the bottom screen to the top with the goal of eliminating enemies in the process; stars then drop to the bottom and you must attempt to catch them with a small shape shifting icon (it changes on each stage) which you move by sliding your stylus over it. Collecting these fills up a meter on the left-hand side of the play area (the meter can be shunted aside temporarily when things get hectic) and once the meter is full you can then move onto the next level, it's that simple... well almost.

As well as destroying enemies you also need to be aware of returning fire not only from what you're trying to destroy but also from your own fireworks because if they fail to hit your chosen target then they explode in the sky, raining down debris for you to dodge. The main catch is that your ship of sorts remains stationary while you are firing so all the while you need to be aware of its location at all times, lest you forget it's there and get hit by an incoming projectile; it's this simple yet tactical style of play which sets the game apart from everything else.

Just as you get the hang of the basic concept, new things will be introduced at the beginning of the first level of the new stage you begin, there are many stages set across various locations across the world and in each you will find no less than ten stages (nine standard and one boss) each providing a decent challenge. The various power-ups which are bestowed upon you at the start of each new stage range from homing missiles which are a permanent upgrade to things such as snowball sucking spirals which only exist on one stage before they are replaced with another for the next.

By keeping things simple and not over embellishing things the developer has made the gameplay more enjoyable and exciting, having new things to do in each level that complement the existing controls rather than complicating them. At certain points you will get permanent upgrades such as the homing missiles and fireballs which you can use on most levels apart from boss stages; while the homing missiles will hit their nearest target every time they are weaker than standard shots also charged fireballs split into three projectiles but they also bounce around the screen and can hit you instead so there is always a balance to everything which prevents you from becoming too overpowered.

Each level based on the various world locations in the title has its own vibrant visual style and unique enemy set ranging from Hong Kong with its bright lights as a neon metropolis scrolls in the background and you do battle against flying Pigs, Pandas on clouds that fire green fireballs at you and even Chinese Dragons. It gets better though with the second level Aurora which features ice aplenty, snowmen with multicoloured frogs, Pirate Penguins! And a giant punk walrus complete with a mohican, there truly is a lot of visual flare to this title and I haven't even begun to talk about the pastel pixel pyramid paradise that is the games fourth level Luxor.

Indeed there are many other levels to the game, each with their own unique style that is executed extremely well even from the opening level animation where it's as if you're looking through the window of a train and each level is part of a wonderful journey not to mention the excellent music by Yubaba, Smith & Fortune (nominated for best soundtrack in 2007 for Nervous Brickdown) which fits each level perfectly adding to the overall experience along with the well chosen sound effects which never sound out of place.

Overall this is one title for the DS which is shaping up to becoming an original and potentially classic shoot-em-up experience; with a multitude of modes and much more yet to be revealed, stick with N-Europe for the full review early next year.


Special Animated Gif Version of Boxart. If only the physical Boxart could do that on release.


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