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​Clash at Demonhead/Dengeki Big Bang (NES, 1989)

​Clash at Demonhead/Dengeki Big Bang (NES, 1989)

Subgenre: ARPG-ish (shops, force points=exp points+force ability energy, NPCs)


Movement Mechanics: Swimming, Flight via jet pack and a spell, Climbing


Other: Hub map (one big world, can only move between connected areas/levels normally and can replay "beaten" areas - most routes/areas have two entry points, many branching paths on the map), One randomized and timed bomb defusal code sequence right at the end (pretty much luck-based unless you use an exploit which still isn't quite reliable)

  • Partially non-linear structure (one big hub map w/ various branching paths - can take 3 different paths after the first route, routes or levels have to be traversed to get to a destination whether or not you've beaten them previously or not and you can only move between connected destinations unless you use teleportation, certain events will not occur until other actions have taken place in other routes and you'll run into dead ends if you just take a random path, need to traverse pretty much the whole map to finish the game, some gating via harder enemies or bosses, one optional boss - pandar)

  • Shops (upgrades and new ammo-based guns, jet pack for reaching some places, aqualung/scuba gear for not taking damage underwater and swimming faster, hyper boots for moving faster and jumping further, super suit/lava suit which also lets you climb icy surfaces, etc.)

  • Password save (fairly long, have to buy them though they are cheap)

  • Gain some abilities for traversal/exploration by collecting force/exp points (have to visit the hermit to gain the first one - the rest are gained automatically at certain points and can be accessed via the pause menu; shrinking (only needed once), teleportation to previously visited areas, flight which lasts until hit)

  • Shop call item (consumable, have to buy additional ones in the shop or find them which you can only do in one or two areas, can't use it everywhere)

  • Unlimited lives (restart at the beginning of the current route) however you lose half of your force points

  • Fast travel via teleport

  • No level maps (can just check which route you're currently at on the hub map) and the hub map doesn't show all visited route numbers - only the adjacent ones to where you are (even when using the teleport ability)

  • One alternate bad ending

  • Can put partially used up gear back into the inventory - good since traversal items are all consumables and their power drains pretty quickly

  • Some scripted events

  • Some life bar upgrades

  • Minor sequence breaking possibilities (can skip meeting some NPCs+one boss+destroying the eggs, can skip some platforming challenges with jetpack)


Playthrough - Video Review - Mini Review



Influenced by: Probably Bionic Commando, SMB3, possibly XZR


Influenced: Possibly Strider, Alundra 2, Shaman King 1-2 (GBA)

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