Interviews

January 23, 2009

Designing Fireworks: Q&A with Big Bang Mini Artist Aurelien Regard
By Louis Bedigian

"What can be done to bring back the fun and speed of the shoot-'em-up genre, not only for spaceship fans but for everyone, and with a fresh gameplay twist?"

Released this week, Big Bang Mini is a shoot-'em-up (or shmup) of a different kind. The gameplay won't remind you of Galaga or 1942 (popular shmups of the past), but it might bring back memories of Fourth of July fireworks. Using a wide range of colors and level types, players must guide their ship through danger and launch fireworks at dozens of unexpected adversaries.

"It's very simple," says Aurelien Regard, who was in charge Big Bang Mini's creative elements (art/levels). "First, you control your avatar with your stylus. Just drag it where you want on the bottom screen. It's a very sharp control system, because you easily dodge bullets, maybe like never done before. Then, to attack your enemies, you just dash on the touch screen, like striking a match. It's very intuitive. You can shoot from anywhere on the screen, in any direction or angle.

"The twist is, if you hit a baddie, you get a cool explosion, then a flashing star to grab in order to progress in the level. But if you miss the bad guy, your shot generates some bullets to dodge. There is no time limit, so when starting the game for the first time, beginners can play at their own style, more like snipers, and advanced shooter fans will shoot like hell and dodge thousand of bullets."

Big Bang Mini promises to have classic arcade-style gameplay that's wrapped in a fireworks theme, which brings Fantavision (one of PS2's launch titles) to mind.
I assume you're shooting for a much different experience with Big Bang Mini?

Aurelien Regard: Actually we didn't think about Fantavision. It's a great game, but it was far in our memories when working on BBM. We were more about: "What can be done to bring back the fun and speed of the shoot-'em-up genre, not only for spaceship fans but for everyone, and with a fresh gameplay twist?" The stylus controls, mixed with simple but challenging gameplay rules, bring something really unique, I think. We hope you'll like it!

What made fireworks an appealing theme for this game? Were you lured by their explosive but non-destructive nature?

AR: Exactly. Shooting at things like stupid 80's themed animals, abstract techno forms, cute characters or flat stylized African masks, and watching their pretty explosions, it was a nice thing to work on. I really love spaceships (oh, the gerwalk in Macross...), but we have enough games with futuristic bump mapped things. Let's try something different!

Each level is said to have a different set of gameplay rules. Could you give us some examples of this?

AR: Yes, on the previously explained gameplay basis, we add specials abilities in each world. Like, giant whirls, homing missiles, bouncing shields, time-stop, charge shot, steal of weapons by picking enemies with your stylus... Even shot in rhythm to get a bullet repeller! But you're not the only one to evolve, in some worlds the enemies draw moving and burning light cones, shoot sticky slime splashes, ask to reverse their shots to them, or... Hey, I'm spoiling all the game right now! Let's just don't forget the boss fights, they are 10 waiting for you.

Levels conclude with a Final Bouquet feature. What can you tell us about this?

AR: In fact, it was inspired by games like Picross, in a way. After a short and simple (or surprising) little connect the dot game, it reveals a small and unique picture. When you're in this bonus phase, your level is already saved. It's just for fun, like a small reward after all this epic bullets dodging.

When you'll have your game completed, you will look at all these pictures and say, "oh, I remember this one, it was when the bubble fluosquids were trying to kill me with their friends the lasersharks." Or something like this. We like Picross.

What is the end goal for this game? Who exactly are you battling, and what is the ship trying to accomplish?

AR: We have a very strong storyline. It's very important for a shmup to have one.

...Okay, we don't really have one. It's 100% arcade. No planet in danger in the year 20XX because of those evil aliens. But we have a very conceptual boss for the end of the game. You could think about a lot of nice stories looking at him, if you want to!

Give us some info on the different play types/game modes Big Bang Mini has to offer.

AR: With pleasure. After a very short tutorial, you can play the Arcade Mode. More than 80 levels and 10 bosses. That's a lot, but in addition to that, in the middle of the Arcade Mode, you will unlock the Challenge Mode. It's a standalone mini-game based on scoring and combo, with online leader board (see you there!). At the end of the Arcade Mode, you will unlock Mission Mode, about 25 achievements to get, in previously done levels, but now with special rules like limited number of shots, or time, etc... You will unlock a relax mode too, to look peacefully at the different game fireworks with a relaxing background music. Oh, and an alarm clock, but only if you're really good at Big Bang Mini. Yes, maybe you can wake up with us. In a way. Err... Well.

We had a lot of fun at making the game, there is a tons of little things to check out. Have fun!

Tell us about the multiplayer mode. Is it the same as the single-player gameplay but against a friend?

AR: No, it's completely different. It's a battle mode. You need only one cartridge. Each player take his DS like a book, and shoot at the other one on the opposite screen. It's half shmup, half volleyball, because you can touch the shots of your friend with your stylus to send them back to him, 2x faster. There are 3 arenas, a simple one in the clouds, one in a factory with falling blocks, and one other in a cave with sleeping bats which are good not to be awaken!

Yubaba, Smith & Fortune, who composed the score for the stellar Nervous Brickdown, is doing the music for Big Bang Mini. Can we expect a similarly quirky and catchy sound?

AR: No, you can expect better! More awarded and catchy tunes, like about 30! We still listen at the BBM OST with a lot of pleasure, after 18 month of work on this project.

Thank you for your time.

AR: We sincerely hope you will enjoy Big Bang Mini!

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For More Product Information
Big Bang Mini (NDS)