Video Game / Pang
The Pang series (known as Buster Bros. in the U.S.) is a series of games by Mitchell where the goal is to pop bouncing balloons by using harpoons on a screen while avoiding being hit by them. It's more addictive than it sounds.

The series produced four Arcade Games, all of which originally ran on various Capcom boards:
  • Pang/Buster Bros. (1989)
  • Super Pang/Super Buster Bros. (1990)
  • Pang! 3/Buster Buddies (1995)
  • Mighty! Pang (2000)

Ports of the first game were published for numerous computers by Ocean Software, and for the Game Boy and Turbo-Grafx CD by Hudson Soft. (Perhaps not coincidentally, Hudson had produced a rather similar game titled Cannon Ball in their early years.) The notorious Taiwanese bootleg game company Sachen published unlicensed ports of the first game for the Famicom and Supervision titled Super Pang. Capcom published a Super Nintendo Entertainment System port of the second game, and a PlayStation Compilation Re-release of the first three games titled Super Pang Collection.

In 2010, Mitchell released Pang: Magical Michael exclusively for the Nintendo DS. In 2016, Pang Adventures was published on Steam, PlayStation 4 and Xbox One.

The Pang series contains examples of:

  • Artistic License Geography: Super Pang puts Tower Bridge somewhere in Lancashire.
  • Asteroids Monster: Popping a balloon creates two smaller balloons, with the largest ones dividing four times.
  • Bullet Time: If you collect an hourglass powerup, the balloons will gradually slow down and then go back to normal speed.
  • Cartoon Bomb: In 3 and onward. They will explode and destroy any other bubbles (or other bombs) in their blast radius, and then make two other blast radii to the lower-left and lower-right which do the same.
  • Collision Damage: Touching any balloon will kill you (or break your shield). The game will even briefly pause and show you where you got hit before your character goes flying around the screen.
  • Combo: Popping balloons of the same size in succession will multiply the points they give you by 2x, 4x, then 8x from the fourth onward.
  • Game Gourmet: The major bonus-point items are fruit, cakes, pizza, sushi, etc.
  • Endless Game: Depending on the game, Panic Mode will either end upon reaching level 99 and clearing the screen or go on forever.
  • Every 10,000 Points: You'll get extra lives at various point milestones.
  • Excited Show Title!
  • Excuse Plot: The balloons are apparently trying to take over the world.
    • In Pang! 3, you're a group of thieves stealing famous paintings.
  • Frictionless Ice: Completely averted with Pink Leopard in Pang! 3, who has the power to walk on ice as if it were normal ground. Otherwise ice is low-friction.
  • Golden Snitch: The golden star balloon will pop all other balloons on screen, effectively clearing the screen in Panic modes, or clearing a stage in Tour mode. It awards bonus points if you save it for last.
  • Harpoon Gun: Your basic weapon, shooting one harpoon at a time. A balloon will pop if it hits the harpoon or rope.
  • Hyper-Destructive Bouncing Ball: Trying to take over the world and being able to kill you in one hit is pretty destructive.
  • Lighter and Softer: Mighty! Pang is much more Japanese-style "cute" than the other games in the series.
    • 3 to a lesser extent as well.
  • One Harpoon At A Time: By default only one harpoon is allowed on the screen until it hits a balloon or reaches the top of the screen and disappears. With the double harpoon powerup, you can have two on screen at a time.
    • Three of the four playable characters in Pang! 3 can shoot two harpoons from the outset.
  • One-Hit-Point Wonder: Unless you have a shield — in which case you're a two-hit-point wonder.
  • 1-Up: There are 1-ups in the form of items, usually in destructible blocks. Some levels are also "1-up prone", meaning that bubbles have a chance of dropping them when popped. Also see Every Ten Thousand Points above. The games are still plenty difficult.
  • Poison Mushroom: Dynamite. It will split every balloon up until they're reduced to their smallest size. Often results in death. Better hope they drop some shields or clocks while they split... (However, Pink Leopard in Pang! 3 can pick up dynamite with no adverse effects.)
  • Power-Up Letdown: The machine gun and grapple powerups in the first game. Just the grapple powerup in the second game. Also, the Dynamite.
  • Rewarding Vandalism: Powerups, food, coins, and 1-ups can be found in destructible blocks.
  • Rouge Angles of Satin: In the original Pang, scene 16 (stages 46-48) is "Antartica" instead of Antarctica.
  • Schmuck Bait: If a machine-gun power-up drops, it often means that the level has one or more invisible destructible blocks, which (like the visible ones) cannot be destroyed with the machine gun.
  • Selective Gravity: The hexagonal balloons in Super Pang ignore gravity, flying in a straight diagonal line and will bounce in the opposite direction if they hit a wall.
    • Mighty! Pang has balloons that have inverted gravity. Watch out when they're at the "peak" of their bounce.
  • Sequel Escalation: The machine gun was really wimpy in the first game, firing only two shots immediately above you and it had a crappy fire rate. This increased to four shots in a wider range and with a better fire rate in Super Pang. By Pang! 3 and Mighty! Pang, it is taken Up to Eleven: it will vaporize the largest balloons so fast that the sound effects can't keep up. The only disadvantage to using the machine gun is that it can't break destructible blocks (see Rewarding Vandalism above).
    • The grapple powerup got progressively better too; in the original, it took several button presses to cancel and launch another one if you launched one in a bad place. In Super Pang it's still pretty scrappy but takes fewer shots to cancel. Pang! 3 made it great: launching one will immediately cancel the one already on screen, and it extends faster than normal harpoons as well. Captain Hog's double grapple harpoons are almost a Game-Breaker.
  • Songs in the Key of Panic: In Super Pang and onward, starts from 20 units of time left. The first game has two of these: one starting from 50 units of time and another from 20.
    • During Panic Mode in Pang! 3, the music speeds up one notch whenever a certain number of balloons are on the screen, or two notches as soon as you reach the last level in each set of 10.
  • Story Branching: Mighty! Pang has a choice of paths after the first continent.
  • Suspiciously Similar Substitute: The Pink Leopard.
  • Timed Mission: Every level in Tour mode.
  • Time Stands Still: If you collect a clock powerup or hit a flashing balloon in Panic Mode, all of the balloons (and in all but the first game, your remaining time) will freeze for a few seconds. You also won't die if you're in contact with one while they're frozen.
  • World Tour: All of the arcade games except 3 feature the player travelling to real-world locations starting from east Asia and travelling westward, ending up in the Americas.

Alternative Title(s): Buster Bros