In what may soon be a game on XBox Live Arcade, this Flash prototype was recently created and released by R. Hunter Gough ("Hunty") on his website, Studiohunty. The game was inspired by the free dojin game: Every Extend.
Pretty Pretty Bang Bang is a simple action game of avoidance, bosses, and chain reactions. It's the pretty chain reactions that occur that gives this game its name.
Control is entirely with the mouse. Move it to control a small white ball around the play field. Red balls will begin to join you, avoid them if you can. Click the mouse button to explode yourself near a red ball to start a chain reaction. Red balls will turn to green balls when they explode. Green balls are good.
The objective of the game is simply to last as long as possible. There is a clock that is always counting down. When it reaches zero (0) the game is over. However, by doing well in the game seconds can be added to the clock; and likewise, some conditions will take seconds from the clock.
Each time you explode yourself you lose 5 seconds from the clock; this is unavoidable so try to start the longest chain reaction you can with each click of the mouse. You will automatically explode if a red ball touches you, and you lose 10 seconds from the clock. So, avoid any non-green balls.
From time to time a boss will appear. Green balls attack bosses so you will have to explode red balls to produce green balls to fight back. Bosses spray purple balls around the play field, which cannot be exploded and, like red balls, you will lose 10 seconds every time one touches you. Killing a boss adds 50 seconds to the clock.
Falling stars will also appear from time to time. They, too, spray purple balls so it's best to steer clear of them altogether. The good news is stars add 10 seconds to the clock.
Analysis: The game is very easy to pick-up and can be a lot of fun to play once the rules are understood. The graphics are a bit rough around the edges, but work just fine for a game prototype. The background music is cute and cheery, though repetitive, and the exploding sound effects add a sense of satisfaction when a long chain reaction occurs. I got a chuckle each time a new boss came out as their names are ridiculous: Hairdresser Corndog and Bumbershoot Evangelist being the first two. Besides their funny names, the bosses showed creativity in style and behavior. I managed to get up to level 7's boss and then lost, because I didn't read the writing on the ball soon enough.
Pretty Pretty Bang Bang is a simple game with gratifying gameplay, bosses and all, and I am definitely looking forward to seeing the game adorned with some very pretty eye candy via DirectX. Click.
Thanks to Willoughby Jackson for the link. =)
Also noteworthy on Hunty's site is another game prototype, Viral Billiards. He created the game in response to a game design article written by Danc of Lost Garden. Nice work, Hunty. ;)
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Comments (may contain spoilers)
I love Every Extend. It's my current favorite game and coincidentally enough I'm in the middle of reviewing it for another free game site. The graphics are much better in the original but the gameplay is still the same which is cool, because its one of the best and most original games I've played in a long time.
Posted by: Gohst | February 3, 2006 6:08 AM
i agree, a very original and addictive game
Posted by: mongle | February 3, 2006 7:27 AM
Awesome game......
On my third try, I got 158012 points. I don't think I've blinked once in the past 10 minutes.
Posted by: MattyI | February 3, 2006 11:11 AM
What a great game! While the graphics are simple, the music is awesome! I do enjoy the chain reactions that occur as more and more red balls join the play field.
Posted by: Glomer
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February 3, 2006 11:44 AM
Matt - Nice. When play testing for the review I managed to get 159,318. ;)
But, as I wrote in the review, I probably could have gone further if I had realized sooner that the boss of level 7...
Posted by: jay
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February 3, 2006 1:04 PM
I continue to love this game! My largest chain reaction was 307
Posted by: Glomer
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February 3, 2006 1:49 PM
Hi Glommie,
I guess I never look at the display long enough during a game to have noticed the chain indicator. It's too bad the game doesn't remember for you what the longest chain was.
I finally got past the Level 7 boss, something Rhinoceros, but died before reaching the Level 8 boss. My final score was less than before, 143K+, which tells me that the score must be significantly affected by the length of the chains.
Posted by: jay
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February 3, 2006 2:02 PM
Very fun idea, and very addictive execution. I even really like the looping music.
Maybe it's my connection, but my only complaint (maybe has something to do with framerate?) is that, especially on busier screens, control of the white dot gets sluggish and unpredictable.
Also, when a chain reaction is still dragging out, seems you can't start a new one. But maybe that adds to the strategy.
Very fun, especially for a proto--dunno much bout programming, but if the interface can be streamlined and the graphics really polished, it will be going on my favorites list.
Posted by: hiram archibald | February 3, 2006 3:37 PM
Inspired by Every Extend? It's an inferior clone, both aesthetically and in the mechanics and design of the game. I'm glad that the creator of EE has already collaborated on a commercial version of the game (Every Extend Extra) because he really deserves the credit. The kamikaze-chain reaction concept is interesting and worth exploring, with the proper credit and gameplay variations. Unfortunately this game does neither.
Posted by: Luke | February 3, 2006 3:41 PM
Hiram archibald - try using the text link rather than the image for a smaller version that may give you better performance.
Hi Luke - I realize the original Windows version does indeed look better, but those without Windows would otherwise miss out on the gameplay were it not for this simple Flash clone.
And how would you describe "proper credit and gameplay variations?" You've piqued my curiosity, though I am unsure of what you mean. Cheers!
Posted by: jay
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February 3, 2006 3:59 PM
Got i think 347000, first try :)
got stuck at a boss called "the inquisitor"... i think i know how to beat it, but its such a long way to get there...
Posted by: Scept | February 3, 2006 5:11 PM
Could somebody clarify the time-bonuses in this game? Sometimes blosing up a bunch of red guys nets extra time and sometimes it doesn't. What's the rule I'm missing?
Posted by: AP | February 3, 2006 6:29 PM
From the author's game page:
I am sure he meant "level score" since using total score would mean the earning of multiple 5-second bonuses following each boss, which doesn't appear to be happening.
Also, by "total number of extra 5 seconds you've gained," I believe he counts "5" for each, and not merely the number of bonuses awarded.
Posted by: jay
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February 3, 2006 7:09 PM
I'm still unsure of the 5 second bonus rule, but I did find that the game becomes unbalanced after you beat Inquisitor. I suspect the problem is too many red dots making it too easy to form long chains, but I quit after level 18 with nearly 600 seconds and ~350,000 points.
Posted by: AP | February 3, 2006 7:44 PM
Got 224360 but after a few "redundant" bosses Internet Explorer screwed up and closed. Argh!
Posted by: Gordon McStats | February 3, 2006 7:56 PM
Too easy. I got to 600,000 and had 700+ seconds remaining and decided to kill myself. Too bad when I tried to kill myself I kept starting chain reactions. By the time the game was actually over I had 815,000. The later levels repeat bosses and it becomes a drag with so many red balls that chain reactions continue forever.
Posted by: Jondoogin | February 3, 2006 8:58 PM
having trouble making it to the Redundant Duplicate? Clicking the mouse takes away 5 seconds, so use it only when the time is right. But the most important thing you can do which will allow you to play this game indefinitely is....
.
.
Posted by: daveypc | February 3, 2006 10:29 PM
Hunty has just put up a new version (v0.31) of the game, accessible via the links above.
Posted by: jay
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February 4, 2006 1:26 AM
The new version is much better. It gets more exciting quicker and maintains its challenge.
As far as viral billiards goes -- the game's pleasant. I'd suggest starting each round with a single infected cell and only letting the player shoot with already infected cells. Accidently curing all of your cells would then end the game. I think I'd also vote for turning up the friction a bit.
Posted by: AP | February 4, 2006 2:24 AM
Every Extend Extra, the sequel to Every Extend, is being released for the PlayStation Portable later this year.
Posted by: Charlie | February 4, 2006 6:04 PM
Thanks, Charlie. I'll bet it will look great on the PSP, and I'm looking forward to it! =D
I will surely pick it up to show support for the original designer of the game, as Luke pointed out.
Posted by: jay
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February 4, 2006 6:15 PM
Another new version is now available (v0.4):
Posted by: jay
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February 4, 2006 11:36 PM
Thanks for all the great comments! I'm glad people like the game so much, and am sorry it got "spoiled" for some of you before I fixed the star bonus. :)X
If there are any more questions please post them either here, or at the article on Inverted Castle (which I will be checking more often), and I'll do my best to get them answered.
Posted by: Hunty | February 5, 2006 3:33 PM
I liked the gameplay a lot, but would like to see an option to turn off all sound and not just music. I found it entirely too jarring.
Posted by: Wilford | February 8, 2006 6:22 PM
Anybody notice the timetable for getting to each boss is just the level * 1000? YOur level score needs to be >1000 to get the first boss, >2000 for the second, etc.
Posted by: Mattyi | February 9, 2006 1:58 PM
I just had a breakthrough: when the green sprites exit the field, they come in on the opposite side as red. thats why there are huge clusters at the bottom when fighting underwear ventriloquist (did I spell that right?)
Posted by: Gryph | February 12, 2006 3:04 PM
I really like this game except I have a problem. I have a 2.6 GHz HT Pentium with 1GB dual channel RAM and a Radeon 9200. Not the best graphics card but still Pretty Pretty Bang Bang runs very slowly on my machine. The white ball lags very far behind the cursor even on the first level. Is it possible I have some setting incorrect on my machine?
Posted by: mmd | February 18, 2006 7:18 AM
Anyone know of any decent strategies to pull off mad combos? :P
Posted by: Z | February 18, 2006 8:31 AM
mmd - I don't believe the white ball is supposed to move as fast as the cursor, there is indeed a lag that I think is part of the design.
Z - take advantage of the fact that you can run into red balls to explode yourself during a combo, which could, if planned well, extend the combo even further.
Posted by: jay
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February 18, 2006 1:22 PM
Any clear ways in which... to take down the bosses qickly? Every time I defeat them, the timer's usually pretty darn low.
I'm sure there is a way to pull of a lasting combination in between and during boss fights.. But how?
Posted by: Jigman | February 27, 2006 10:05 AM
By the way to everyone, especially Jay, this game is now hosted by Newgrounds if you want to change the link accordingly. Or not. Whatever.
Posted by: BobSmith1486
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April 18, 2006 5:03 PM
Thanks, Bob! Actually it was being hosted over at the Experimental Gameplay Project. I've contacted Hunty about hosting the game here and have updated the links accordingly.
Posted by: jay
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April 18, 2006 5:37 PM
I suck... i utterly suck... i got past the 2nd boss then i died... -_-... maaan i suck!! lols, cool game tho... i luv the music!~!!!
Posted by: Annie | April 21, 2006 10:17 AM
Here are the bosses for levels 1-5
and the ways to deafeat them
Posted by: AJ | January 19, 2007 5:41 AM
Sorry! Bumbershoot Evangelist moves on a pinball motion, not a clover motion. Also, you don't need close shots to beat Undearwear Ventriliquist; you just need far shots.
Posted by: AJ | January 20, 2007 12:24 AM
This game is frighteningly addictive, very stylized, and I LOVE the boss names! "Hairdresser Corndog," "Underwear Ventriloquist," this is hilarious stuff. Great job Hunty!
Posted by: Sylocat | April 2, 2007 6:53 PM
Hello?
What are the names of the last 3 bosses?
Posted by: AJ | May 30, 2007 3:10 AM
Love this game! The bosses are a hoot, specially the "Laughing Man" one. Tricky. Great find, Jay!
Posted by: Jo'n | June 4, 2007 1:21 AM
Okay, here's a "walkthrough" of sorts, for the game.
General tips:
When you blow up a red ball (and there is no boss to fight at the moment), it turns into two green balls that fly out and loop as red, unless there are too many red balls currently in play, in which case it just disappears without making any greens. The object seems to be to keep the number of enemy sprites on the screen in roughtly the same region.
When you blow up a red ball and there IS a boss to fight, it turns into one green ball that flies in the direction of the boss and attempts to strike it. However, it does not home in on the boss if the boss moves, and if it misses, it will fly off the edge of the screen and loop red again.
Purple balls can hurt you like red balls, however unlike red balls, they cannot be destroyed. However, like green balls, they LOOP red, and then they can be destroyed. Given that bosses spit purple balls at you exclusively, this is important.
When you voluntarily blow yourself up, it costs you five seconds. However, when an enemy blows you up, it costs you ten. There are three ways to add time to your clock:
In other words, x is the number of five-second bonuses you've reached since the most recent boss was defeated, and y is the level number. (x+y)^3 = z. Any time your level score (the score you've accumulated since the last boss battle) is higher than z, five seconds are added to the clock.
The trouble is that once you blow yourself up, you cannot voluntarily blow yourself up again until after the chain reaction has subsided. However, you can still blow yourself up by steering into a red ball. This takes a 10-second penalty instead of 5, but at times it could be worth it to prolong a combo that is about to fizzle out.
All right, here are the bosses in order:
Boss one:
Boss two:
Boss three:
Boss four:
Boss five:
Boss six:
Boss seven:
That's the first seven. All clear now? Good, because the eighth and final boss is different. Quite a bit different.
Final Boss:
Okay, that's the game in a nutshell. Oh, by the way, on kongregate you can find a "remix" of the game that uses lives instead of a clock, I tried that and it's pretty fun, although the strategy is different.
Posted by: Sylocat | January 11, 2008 6:38 PM