Saturday, October 26, 2019

The Launcher




So before we get further into the spin tops themselves, let's discuss something that doesn't get as much focus when discussing the game, your launcher and launch. While it's true that a large portion of interest in the game comes from customization and figuring out what kind of bey suits you, finding your preferred launcher and knowing what each launch variation is just as important if not more important, since having both will increase the chance that your bey performs the way you want it to.


Fashion Design GIF
Who doesn't enjoy a good lock?


In Beyblade Burst we can break up launchers into three major categories: light launchers, beylaunchers, and gimmick launchers. Each one can suit various needs, and while older versions may be outclassed in their various category or overall seem under-performing, I wouldn't say there is a "best launcher," as every blader will have preferences on what works best for them. I'll be going through some general pros and cons for each type so that when you're done, you can have a better idea of what launcher you'd like to use in the future.

Light Launcher
Image result for light launcher lr
Light Launcher LR (TT)


Let's start off with the Light Launcher. This launcher uses a winder with teeth that, when inserted into the main part that attaches to your bey, lines up with a gear on the inside which will rotate the prongs, and by extension your beyblade when it is attached. 

These launchers generally have less power in comparison to other launchers due to being lightweight, but as a result this also means they're generally easier to aim with. It also can't be set up in multiple configurations when attached to a launcher grip, and the launcher on its own may be quite small to hold for some bladers. 

For the Takara Tomy line, some sets also provide slightly longer or thicker winders to give you an extra power boost while still maintaining high accuracy. As an additional tip, the winder is normally curved from packaging, but this can be fixed by running it under hot water while straightening it, then using cool water to affix it in that position. For both TT and Hasbro any light launcher works, though for convenience you might want one that launches beys in both rotations. Hasbro's supergrip launcher also seems to do well as more stability is added to your launch.



                                                                                                                                             Beylauncher


Image result for dual threat launcher hasbro
Dual Threat Launcher (Hasbro)

 Following that, we have the Beylauncher. Instead of using a traditional winder, the beylauncher uses a string attached to a set of gears that is attached to the prongs, which is pulled to launch the beyblade. The set of gears then wind the string up to be reused again. This is generally the most popular launcher as the use of the string allows a blader to launch harder and faster compared to the light launcher. 

This initially comes at a trade for accuracy, but his can be fixed over time as you learn to use it. The LR launchers may also feel bulky for some to use. Some beylaunchers again have a longer string if you want more power. Some also have a tendency to either break or have the string caught up with extended use, but generally the string can be fixed at the least.

You can also delay or prevent this from happening by releasing the string just as it runs out of length, to avoid tugging the gear to its breaking point. From TT, again a LR beylauncher is good for ease of use, and the long versions of each seem to be the go to for most bladers. From Hasbro, the dual threat and master kit launcher are good options as the former has LR versatility, while the latter has a longer grip.


Gimmick Launchers
Image result for sword launcher and digital sword launcher
Digital(Left) and Regular Swordlaunchers (TT)

The last section of launchers are what I'll call gimmick launchers. While they could fit in other categories, as the name suggests a gimmick is implemented to change how the bey is launched. Some use a button to give the bey a set number of rotations, some use a unique winder/string and design to improve the power of a launch, and some may have a gauge to let you see how strong your launch is. 


Generally I wouldn't recommend these launchers, save for the sword/digital swordlaunchers. Launchers that require you to push a button will only allow you to give the same amount of spin each time to your beyblade, when changing how much you give can affect how the results of a battle turn out.

Some gimmicks are also faulty, and the nature of the design means you may not be able to customize it with other parts to suit your needs. I do recommend the sword launcher options as they're essentially a light launcher with a grip and stiffer winder, letting you get more power when compared to the regular launcher. This does come at the cost of the accuracy when first figuring out how to use one, and the digital sword launcher in particular has locking issues when attaching to beyblades with certain disks or layers, and the tendency to skip teeth.



Going over again with a brief summary of each:
  • Light Launcher
    Pros: Ease of use, better initial accuracy, least likely to have issues in the future
    Cons: Less initial power, inconvenient to hold/use on a grip for some bladers
    Recommended Items: Takara Tomy LR Light Launcher and Long Winder, Hasbro Supergrip Launcher

  • Beylauncher 
      Pros: More power, convenience of using string, multiple variations to hold/attach to a grip              
    Cons: Less initial accuracy, may break down/have string issues, may feel bulky
  Recommended Items: Takara Tomy Long Beylauncher of variety that suits you (Standard, L, LR), Hasbro Masterkit or Dual Threat Launcher



  • Gimmick Launcher      
          Pros/Cons: No grip compatibility, less of a learning curve to get used to launching, gimmicks can be hit or miss
          Recommended Items: Hasbro and Takara Tomy Swordlaunchers


Overall there are a lot of launchers that have various benefits and downsides, but it's up to you to find one that compliments how you beyblade. While I have my recommendations, you might have your own preferences and that's completely fine, you find what works best for you. Hopefully this guide can provide some insight for those who need a little help deciding on which launcher to use.

Tuesday, October 22, 2019

How to Play


Greetings bladers, welcome back to Beysics. Today I'll be doing an overview of the setup for Beyblade Burst parts as well as going over the current rules for the game. Beyblade's main concepts haven't really changed over the years, but the systems have become very diverse from when it originally started. 

From the Spin Gear to the Synchrome system, the improvement of parts allowed for more dynamic game play and customization to enhance the experience. Within the burst system alone there are fours subsystems that have been released, six if you additionally count Hasbro's systems. Each one adds a little more to the customization aspect with more parts while also improving the quality of the beys by building off of or outclassing previous subsystems. The Burst System can be broken down into three general parts:

The Layer: This is the main contact point of the bey and where the prongs are inserted. It also determines if your bey will spin to the right (Clockwise), left (Counter-clockwise), or in some occasions, both directions. The underside of the layer has a section in the middle for the driver to attach to, which is then twisted along with the forge disc in order to put the beyblade together. While Hasbro has made their undersides smooth, Takara Tomy layers have protrusions or "teeth" that contribute to how tightly the bey comes together when assembled, and layers can have different types of teeth depending on your preferences.

The Forge Disc: This is the main metal component of a beyblade that adds weight and directs how the weight is distributed as the top spins. Disc Frames (Plastic circular accessories for the Forge Discs) can also be added for various purposes.

The Driver: This is the performance tip of a beyblade that will control how it moves in the stadium, as well as influence how long the bey can spin for. the top of the driver has a spring that presses through the disc and locks into the layer, and for Takara Tomy some of these springs are red, which indicates a Dash (') version that uses a stronger spring to increase tightness.

As the game has developed over time, more features have been implemented to improve performance and quality of the beys, such as adding more metal for weight and satisfying contact or expanding the layer into different parts so that there is more room for customization. Once you have assembled a bey that suits you, it's time to prep for battle!

The rules of the game are still simple, so those who have played with older generations should find it a bit easier to get into.

Once you and your opponent have assembled your beyblade(s), attach them to your launcher. 


First, if your launcher has a separate cord, insert that before attaching the bey so it will remain on the launcher. 

Insert the prongs of the launcher into the slots on the layer of the bey, hooking it to the launcher by twisting the bey until you feel resistance from the launcher (If it's spins clockwise, twist it counterclockwise and vice versa). When doing this try to avoid twisting it to the point where you hear a cranking noise from the launcher, as this means the gears are moving past the point of comfort and can result in the launcher breaking.  

Next, pick a spot over the stadium where you wan to launch, and aim by holding the launcher over the stadium. The closer you are, the easier it is to launch. 

Lastly, countdown before you both launch your beys at the same time into the stadium with:

3-2-1, GO SHOOT!/LET IT RIP!


Now that your beys have been launched, watch the battle until a winner is determined with one of these three win conditions: 

Spin/Survivor Finish: Your opponent's bey has stopped spinning in the stadium before your own.
 (1 Point)

Over/Ring-out Finish: Your opponent's bey is knocked out of the stadium either before your own, or while your own bey remains in the stadium.
(1 Point)

Burst Finish: The lock mechanism of your opponent's bey fully comes undone, causing the bey to "burst" into separate parts.
(2 Points)

Decide how many points you and your opponent will be playing to, or make it a best-of match.

Here's a link to the WBO's Video Guide the Burst System to further help explain, and I also recommend checking out the WBO site for more help:

Video: https://www.youtube.com/watch?v=RJpVCEijVhA&t=252s

World Beyblade Organization: https://worldbeyblade.org/
Hopefully this helps as an introduction to the Burst System. Continue to have fun and let it rip!

Friday, October 11, 2019

Intro to Beysics




Alright, bladers welcome to Beysics. My name's Inferno and I'll be your guide on this site. Fairly new to blogging though I've enjoyed Beyblades from 2008 onwards, my favorite line of beys being the Metal Fight series, though on the blog I'll be mainly using Beyblade Burst when discussing any topics as they are the current incarnation. As the title would suggest, I want to return to the basics and at least start by discussing introductory topics related to Beyblade. I hope that this will help new players who need some help understanding more about the game, as well as veterans who may want to brush up, providing most of the info needed in one place.


In general, I'll be going over things like the basic rules of the game, Beyblade types, and launch techniques. I do want this to serve as more of a casual guide into the game, so I won't write competitive blogs like discussing counters to Beyblade combos or looks at the world tournament, though I may feature various Beyblade combos or parts when I'm discussing certain types of Beyblades. I'll also be happy to have discussions or receive feedback in the comments as I'm still learning about various things in the game and more specifically learning about the Beyblade Burst Franchise. But the input that's given will also help me to figure out where to go with this blog in the future, so if there's anything you like to ask or chat about in relation to that feel free to do so.


Continuing my introduction, in 2008 I got into Bakuten Shoot Beyblade via following the anime before playing the game with friends at school, and then quickly got into Metal Fight, which I played up still I stopped around the start of Zero-G in 2013. I continued to follow the anime and spin-offs for a while but hadn't played the game again until earlier this year, which got me thinking about making this blog. I'm not an expert on the game by any means, but I feel I have enough experience to provide some info that can help bladers get a better handle of the game. So with that in mind, I'll be giving this a shot and see how the blog goes, looking to have fun seeing where this path takes me. Hopefully people will take somethings away from the blog, though I'm expecting a trial and error process on my end. Nice to meet you and I hope you like some of the articles here!

3-2-1, GO SHOOT!
           LET IT RIP!