Bakutotsu Kijuutei

Bakutotsu Kijuutei

Powered by EmulatorJS · Arcade

Console
Arcade
Release
1988
Players
2P alt
Developer
Namco

About Bakutotsu Kijuutei

Arcade Video game published 38 years ago:

爆突 機銃艇 Baraduke II (c) 1988 Namco. (Bakutotsu Kijuutei - Baraduke II)

Bakutotsu Kijuutei is the sequel to BaRaDuKe, which was released three years earlier. As in the original game, the player must take control of a spaceman in a bio-suit (who is a caricature of a Namco employee) while fighting the strange-looking Octy and saving the one-eyed Paccets - except this time Player 1 is Takky and Player 2 is Hommy. The Paccets that the spacemen collect during the stage now come in two different colours (yellow and white), and will circle around them, and the yellow ones will also add to their scores at the end of the stage (for 100, 200, 500, 1000, 2000, 4000 and 7650 points in succession) instead of featuring in the bonus game, which now only happens before a boss stage; however, the white ones will not, because they cannot be killed. If a yellow Paccet is accidentally shot or killed by an enemy, he will explode and send his eyeball flying - and if the player catches the eyeball he will receive a single point. Several new enemies have also been introduced (one of which, the "Block Brain", first appeared in Beraboh Man, and another, the "Black Paccet", is an evil version of the Paccets); the boss for the thirtieth stage, "Dark Paccet", is also an enormous evil version of the Paccets. If the player defeats Dark Paccet on his first try, the game shall not end - instead, six more stages will have to be played, and if a player wins the game (regardless of if it ends on Stage 30 or 36), he will not be able to enter his name on its high score table. There are now four different types of capsules; as a general rule, the yellow ones contain Pa

Player layout in our catalog: 2P alt.

If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.

Open Play on this page to start Bakutotsu Kijuutei. Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.

Bakutotsu Kijuutei — play guide

What Bakutotsu Kijuutei wants from you

Bakutotsu Kijuutei is a vertical mech shmup: clear stages, manage power and bombs, and respect mid-boss scripts that punish greed into every wall. Holding fire into every pattern empties lives mid-stage. Pick a lane, bomb with purpose, and treat Bakutotsu Kijuutei as paced scrolling—not attract-mode slides. The exam is still deep clears with lives left under Bakutotsu Kijuutei paint.

First minutes in Bakutotsu Kijuutei

Stage one: learn lane swaps into medium packs before inventing center-fire tourism through every wall. Shoot when the lane is honest; freezing mid-bomb for vanity hits is expensive. Early stages are spacing labs under Bakutotsu Kijuutei dressing. One clean stretch with composure left beats three death bombs that looked busy until a mid-boss you ignored arrived.

Core systems in Bakutotsu Kijuutei

Ship movement, shot power, bombs, enemy scripts, and stage layouts define Bakutotsu Kijuutei. Lanes are the system—park center and denser walls free-chip you mid-stage. Bombs are finite; waste them early and mid-bosses meet you dry. Later stages tighten; early center habits fail harder under arcade scripts. Mech art sells spectacle; the stick still wants shmup lane discipline under denser peeks.

Score, continues, and resources in Bakutotsu Kijuutei

Stages cleared with lives and bombs left beat mash tourism that empties resources mid-pack. Keep continuing while pattern deaths repeat; cut them once lane peeks are automatic. Farming stage one for vanity center scores teaches the wrong muscle. Extends follow score when awarded—claim them after lane honesty sticks under denser mid-bosses, not after bomb-freeze greed that still dies mid-wall.

Mistakes that burn credits in Bakutotsu Kijuutei

Center spray every wave, ignoring formation peeks, and dumping bombs into thin packs burn Bakutotsu Kijuutei credits. Players also freeze mid-lane while a dive fills the path. Holding one side forever until the pack forces a panic cross ends the life early. Tunneling on sparkle while a bullet finishes you is classic tilt. Next run: lane hold, bomb when dense, peek closing first—stop mash tourism for scenery mid-curtain on later boards.

Next steps after Bakutotsu Kijuutei

Ashura Blaster densifies Taito peeks if Bakutotsu Kijuutei still feels opaque—re-learn vertical peeks under clearer classic rules, then return. Twin Cobra densifies Toaplan once lane honesty sticks and you want denser walls. ASO densifies SNK when you prefer armor peeks instead of Bakutotsu Kijuutei. Stay in shmups until center-fire religion stops emptying every credit into a wall mid-stage under denser scripts.

Sources cited below under Further reading.

Cabinet dossier

Bakutotsu Kijuutei is filed in our catalog as a 1988 release.

Player layout on this cabinet: 2P alt.

Genre tags on Classic Arcade Games: Shooter.

Credit line lists Namco as developer.

Screenshots

Bakutotsu Kijuutei screenshot 1Bakutotsu Kijuutei screenshot 2Bakutotsu Kijuutei screenshot 3Bakutotsu Kijuutei screenshot 4Bakutotsu Kijuutei screenshot 5

Next cabinets

Nearby cabinets you may also open from this hall (each on its own play page):Alien Sector, Assault (Rev B), Blast Off (Japan), Blazer (Japan), Burning Force (Japan, new version (Rev C)), Dangerous Seed (Japan), Dragon Saber (World, DO2), Dragon Spirit (new version (DS3)), Galaga '88, Golly! Ghost!, Metal Hawk (Rev C), Ordyne (World)

How to play Bakutotsu Kijuutei online

  • Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
  • USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
  • On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
  • Save states, load, volume, and fullscreen stay on the emulator bar between credits.

Studio notes — Namco

Namco appears on this cabinet’s credit line. Browse more titles from the same studio on the developer shelf, or stay on this page and try the next cabinets in the same hall.

Alien Sector · Assault (Rev B) · Blast Off (Japan) · Blazer (Japan) · Burning Force (Japan, new version (Rev C)) · Dangerous Seed (Japan) · Dragon Saber (World, DO2) · Dragon Spirit (new version (DS3))

Retro games by Namco

Can I play Bakutotsu Kijuutei free in a browser?

Yes. Classic Arcade Games hosts Bakutotsu Kijuutei as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.

What controls does Bakutotsu Kijuutei support?

Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.

Are there other games in the same series as Bakutotsu Kijuutei?

Yes — related series cabinets on this site include Alien Sector. Each has its own play page with the same browser emulator path.

Further reading

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