Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
Special World
Posts: 2220
Joined: Thu Sep 10, 2009 2:12 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Special World »

PsikyoPshumpPshooterP wrote:Ketsui is HELLA tight..and the scoring system is HELLA easy to understand..
I'm just arguing for the sake of conversation right now.

Futari isn't exactly deep as the ocean, either.

But I do feel DOJ is much too restrictive.
http://catstronaut.wordpress.com/
  • catstronaut loves games
User avatar
-Bridget-
Posts: 636
Joined: Sat Jun 02, 2007 3:09 am
Location: Wherever my cat commands me to go

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by -Bridget- »

Skykid wrote:
Hmm, methinks you guys need to spend more time with the Cave back catalogue. Although we're in agreement regarding Futari's greatness, I don't know how much it trounces the rest of the offerings (if at all).
I'd put several earlier shmups, including Progear and Ketsui, above it in my list.

Personal tastes differ of course, it just sounds like Futari is the first Cave shmup that really grabbed you, hence you have a soft spot for it.

Actually it was the original Mushi that grabbed me; which was also one of the two shmups (the other being Giga Wing) that really got me interested in the genre.

This is DESPITE the fact that the scoring in the first Mushi is a hideous, cryptic mess. To me, anyway. I never DID fully understand it, alot of my enjoyment from that one eventually came from Ultra mode (which I eventually beat after great, great deals of swearing).

I'm pretty familiar with all of the older games, and have all 4 of the PS2 ports. And of course the games on Mame. Though honestly, I find it a bit hard to go back to some of the older ones, after playing the newer ones, which in my view were just a bit better overall. Progear is probably the big exception to this rule for me; if I had to pick a third favorite Cave title, after Futari and Ketsui, Progear is definitely it. I've played it to death, though it's been a little while since my last run; I got a little annoyed at it last time, since I very nearly killed the final boss, but lost my final plane like, RIGHT before it would have exploded. Aaagh, I was so annoyed. lol.

Futari still stands at the front of the pack though as far as I'm concerned. Though I like Black Label a little more than 1.5, mostly due to God Mode being excellent (albeit rather irritating at times). The inclusion of the excellent Arrange mode just furthers my liking of this game. My only problem with it, really, is the first stage in Ultra, which could not possibly be more obnoxious. Whoever came up with those exploding boulders needs a boot to the head.


Anyway, back to Ketsui, where I have a couple of questions for you guys:

1. Why is it that most players seem to prefer using the... uh... ah geez, I forget the names... the helicopter with the wide shot, over the other one? Is there some scoring-based reason I'm missing?

2. For X-mode, could someone tell me exactly what it is that determines what level of chip appears when you pop a red foe? There's numerous points while playing that mode where it's like, ok, why did I just get a string of 2-chips instead of 5's here?

3. What in the world do these EX options do exactly? Some of them arent exactly very explanitory.
Image
User avatar
Skykid
Posts: 17646
Joined: Sun Nov 18, 2007 2:16 pm
Location: Planet Dust Asia

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Skykid »

Well from a completely non-scoring perspective, I always felt the pacing of the first Mushi was better than Futari (which has odd stage lengths and a tedious first two levels), the stage designs in the first are more inventive (bar Futari's last stage, which is gold) and the music is better overall in the original game.
Futari's biggest draw is it's scoring system though, which is light years ahead and obviously counts for a lot.
ncp wrote: DDP DOJ is for men.
This. DOJ isn't for the faint of heart, it constantly pummels you with the most relentless bullet hails ever. I don't dig the chaining completely either, but I've never stopped enjoying the survival aspect. For me it's the game that really defines 'bullet hell', and when you're in the thick of it there are moments of gaming nirvana unparalleled in any other shmup.

It has this kind of apocalyptic feel about it all. Like it says to you "this is the hardest fucking game ever, and I'm going to destroy you. Man up!"

Anyway, back to Ketsui before the thread derails. :D
Always outnumbered, never outgunned - No zuo no die

User avatar
bcass
Posts: 2647
Joined: Wed Mar 30, 2005 11:10 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by bcass »

It looks like each Leaderboard only stores the first 999 scores for this release. Shame, as it lets you cycle to the end of each Leaderboard, and would have been an ideal way to (approximately) track sales.

I've only played a handful of credits so far (never played the PCB before) and I have to say, to me, it seems just as hard as DOJ!
evil_ash_xero wrote:Hey, why in the hell is the guy on the right side in the wallpaper? It cuts the front of his face off.
Just move the display to the left a bit in the Visual Config section. There's a sorry lack of wallpapers actually. A few more wouldn't have gone amiss.
Depth Charge
Posts: 32
Joined: Mon Sep 28, 2009 3:49 pm

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Depth Charge »

I'm really enjoying Ketsui and can see it becoming one of my favorites from Cave. I can get to Stage 3 boss consistently but thats about it for right now. Even though it's hard it really isn't frustrating me, the gameplay is just too good. It seems like it really rewards an aggressive playstyle. Stage 2 music really grew on me and I love it.
User avatar
antares
Posts: 921
Joined: Sat Apr 21, 2007 7:29 am
Location: Austria

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by antares »

Fudoh wrote:With the overscan set to 83% the waving on the horizontal can be eliminated, while the vertical axis looks good (but not perfect) on this setting. Overall 83% seems to be the best setting though if one doesn't mind the smaller playing area. (Applies to Yoko 720p, Nearest Neighbour only).

Further more, the conversion feels a bit laggy.
I'm playing via scart rgb in 480i and setting the resolution to 93% will eliminate the horizontal waving completely (tate mode). It's still noticeable vertical but I think overall that's the best setting when playing in 480i.

Also I haven't noticed any lag at all when playing with scart rgb cable.
WTB: Arkanoid II Revenge Of Doh PCB, Outzone PCB, Fixeight PCB
User avatar
yosai
Posts: 274
Joined: Wed Jun 11, 2008 9:37 pm
Location: London

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by yosai »

Are there any requirements for reaching DOOM on X mode other than beating Evaccania?

Cheers.
Image
User avatar
Kiken
Posts: 3958
Joined: Tue Jan 25, 2005 11:08 pm
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Kiken »

yosai wrote:Are there any requirements for reaching DOOM on X mode other than beating Evaccania?
It seems you have to No Miss to stage 5. And once you do, the regular red suicide bullets are swapped out for Ura-Loop blue uncancellable suicide bullets.
User avatar
Trevor spencer
Posts: 1032
Joined: Sat Jan 29, 2005 1:17 pm
Location: UK
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Trevor spencer »

Kiken wrote:
It seems you have to No Miss to stage 5. .
Thats me never getting there then :P
Check out my YouTube Channel
YouTube
User avatar
nZero
Posts: 2605
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by nZero »

-Bridget- wrote:1. Why is it that most players seem to prefer using the... uh... ah geez, I forget the names... the helicopter with the wide shot, over the other one? Is there some scoring-based reason I'm missing?


Shorter locking interval with the lockshot.
-Bridget- wrote:2. For X-mode, could someone tell me exactly what it is that determines what level of chip appears when you pop a red foe? There's numerous points while playing that mode where it's like, ok, why did I just get a string of 2-chips instead of 5's here?
There seems to be a relation to how many locks you have on an EX enemy when you kill it.
-Bridget- wrote:3. What in the world do these EX options do exactly? Some of them arent exactly very explanitory.
Ketsui Bomb - lets you bounce a bomb against the side of the screen if the enemy you're locked onto is beside you and dies at the moment you launch the bomb, won't happen in an XBox Live game
Loop - Off means you never go to the 2nd loop, On means you go to the Front/Back loop if you meet the conditions when beating the first loop, Omote means you always go to the Omote/Tsuujou loop upon beating the 1st loop, Ura means you always to to the Ura loop upon beating the 1st loop
Continue at Doom - Off: lose all of your lives while fighting the TLB and it's GAME OVER
Wait Control - Simulate the slowdown from the PCB or run wide-open all the time
Chip Range Control - Determines how close you have to be to an enemy to get higher-value chips
Chip Drop Control - Determines the amount of chips released by a destroyed enemy
No Bullet - This one at least is self-explanatory I hope
Image
User avatar
Strider77
Posts: 4719
Joined: Thu Jul 27, 2006 7:01 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Strider77 »

My vote ranks Futari BL higher than Ketsui also... but I still like Ketsui alot. I've played and own everything cave has put out shooter wise between PCBs and ports, except the newest DDP and Deathsmiles 2.

Ketsui is great, reallly great but I think it's not the clear #1 end all be all some have made it out to be. I can see why some would like it best and I can see why some would pick another cave title over it though. I still like Futari BL the most over all.

But one thig is for sure I like both WAY more than DOJ. I like DDP more than DOJ..... DOJ is great but it's scoring doesn't do anything for me.
Last edited by Strider77 on Tue Apr 27, 2010 8:21 pm, edited 1 time in total.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
Fudoh
Posts: 13015
Joined: Mon Mar 06, 2006 3:29 am
Location: Germany
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Fudoh »

How do I unlock the EX options besides the Ketsui bomb ? Has problably be explained before, but can't find it right now.
User avatar
nZero
Posts: 2605
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by nZero »

Fudoh wrote:How do I unlock the EX options besides the Ketsui bomb ? Has problably be explained before, but can't find it right now.
Either overall playtime or number of plays, I've heard both, not sure which is correct. Either way, just play the game a bunch and they'll unlock in order.
Image
velocity7
Posts: 146
Joined: Fri Jan 28, 2005 4:01 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by velocity7 »

Kiken wrote:
yosai wrote:Are there any requirements for reaching DOOM on X mode other than beating Evaccania?
It seems you have to No Miss to stage 5. And once you do, the regular red suicide bullets are swapped out for Ura-Loop blue uncancellable suicide bullets.
I just checked actually; no-missing up to 240m points will trigger Ura-loop bullets. Dying after this will revert them to regular suicide bullets, but is likely to have caused DOOM to appear.

For evidence of this, check the replay on XBL Leaderboards by misty3kizuna, 573,445,083, 1-5ALL, Type-A, recorded on 2010.04.26 at 06:19:33. Skip ahead to the beginning of 1-4; you will find regular suicide bullets. Once misty3kizuna passes 240m, they change to Ura. During 1-5 when he dies, they revert back to regular suicide bullets.
User avatar
dan76
Posts: 1328
Joined: Fri Jun 05, 2009 5:16 pm
Location: Casino - London

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by dan76 »

My copy arrived today so here are a few impressions of arcade mode (having only played a few credits on the PCB years ago).

The presentation is excellent, virtually no loading. I think the graphics look really good, loving the overall design, DOJ is Kestui's fugly sister. I'm playing yoko on a large 32inch CRT. Screen size at 97% with the bicubic filter and everything is crisp and sharp, no background tearing or weird ripples.

I was kind of expecting an onslaught right from the off, but it's not as difficult as I'd remembered (at the very start anyhow). Stage 3 boss on my first credit, and usually making it to stage 4 boss after a few hours (stage 4 is hard going...). I've quickly found myself running out of space edging around and cutting back into the center - gets pretty full on, and at first impression is harder than ESPII, but not as punishing as DDP DOJ. Both ships feel good - I prefer playing with the wide shot but seem to do better with the narrow shot... The bullet patterns are something else. Really creative, bizarre patterns.

I'm loving the scoring mechanic - took a few goes to get the hang of it. Here it is as basic as I can put it: Shooting enemies releases cubes with a value of 1-5. Shooting an enemy with shot (C) sets the cube value depending on how close you are. Once you get a "5" cube value switch to lock shot (A) and all enemies will release "5" cubes regardless of your distance from them. The cube value quickly runs down to 1, so repeat, repeat, repeat. It doesn't seem as if you have to point blank everything, just the enemy to set the cube value (?). The enemy placement is such that there's almost always an opportunity for scoring. That's my understanding of it anyhow, please point it out if I've got it wrong (as simply as possible, as if explaining it to a monkey). I've been trying to play just for survival and ignoring the cubes but those damn "5"s are more addictive than crack...

The game is what I'd hoped it would be - a more straight forward shooter. Bit more old school and less frills, much like the port itself. I've not really played much of x-mode, though it seems good because they haven't screwed up the survival difficulty.

So yeah, it's the daddy.
Image
http://www.1ccgames.com
XBL: durango76uk
PSN: durangodan76
User avatar
-Bridget-
Posts: 636
Joined: Sat Jun 02, 2007 3:09 am
Location: Wherever my cat commands me to go

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by -Bridget- »

durango76 wrote:My copy arrived today so here are a few impressions of arcade mode (having only played a few credits on the PCB years ago).

The presentation is excellent, virtually no loading. I think the graphics look really good, loving the overall design, DOJ is Kestui's fugly sister. I'm playing yoko on a large 32inch CRT. Screen size at 97% with the bicubic filter and everything is crisp and sharp, no background tearing or weird ripples.

I was kind of expecting an onslaught right from the off, but it's not as difficult as I'd remembered (at the very start anyhow). Stage 3 boss on my first credit, and usually making it to stage 4 boss after a few hours (stage 4 is hard going...). I've quickly found myself running out of space edging around and cutting back into the center - gets pretty full on, and at first impression is harder than ESPII, but not as punishing as DDP DOJ. Both ships feel good - I prefer playing with the wide shot but seem to do better with the narrow shot... The bullet patterns are something else. Really creative, bizarre patterns.

I'm loving the scoring mechanic - took a few goes to get the hang of it. Here it is as basic as I can put it: Shooting enemies releases cubes with a value of 1-5. Shooting an enemy with shot (C) sets the cube value depending on how close you are. Once you get a "5" cube value switch to lock shot (A) and all enemies will release "5" cubes regardless of your distance from them. The cube value quickly runs down to 1, so repeat, repeat, repeat. It doesn't seem as if you have to point blank everything, just the enemy to set the cube value (?). The enemy placement is such that there's almost always an opportunity for scoring. That's my understanding of it anyhow, please point it out if I've got it wrong (as simply as possible, as if explaining it to a monkey). I've been trying to play just for survival and ignoring the cubes but those damn "5"s are more addictive than crack...

The game is what I'd hoped it would be - a more straight forward shooter. Bit more old school and less frills, much like the port itself. I've not really played much of x-mode, though it seems good because they haven't screwed up the survival difficulty.

So yeah, it's the daddy.
Yeah, I think you're pretty much on the mark as for how the scoring goes.

From what I see, the only real difference between being close to an enemy and not being close, once you've got a chip combo going, is that being close means you get the chips a bit faster, which sometimes seems to be the key to making the combo go on longer. I could be wrong though, maybe I'm just not doing it right, heh.


Personally I prefer X-mode. Even MORE bullets, no lowering of difficulty, and a good scoring system that DOESNT require I point-blank everything all the freaking time. I like Arcade mode's scoring, but it can be aggravating in the same way that Futari BL Original can be aggravating. With enough practice I'll get it down, but... it'll probably take quite awhile. It was that way for BL Original, it took quite some time for me to be able to point-blank most things without dying; and practicing this involved alot of me ramming into stupid birds.

At least Ketsui's doesnt have rank that goes berserk if you're doing good enough though, BL Original does, heh.

I really just am not tiring of this game, overall.

I *am* however tiring of that huge ship that appears right after Black Draft in stage 4. Agh, I hate them things! And of course, cant have just ONE of it, nooooo, gotta be like, 4 of them in the stage. Agh. Aaaaaagh.
Image
User avatar
Shelcoof
Posts: 1523
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Shelcoof »

Just got my copies in today too.

I'm a bit disappointed that the LE version isn't any different than the SE version regarding box art. Thought they would use something different.

I'm also use to the HD updated graphics on Deathsmiles, Futari and ESPGaluda II as well. So the graphics department was a downer for me.

But aside from all that, I found myself playing 2 hours straight on my first session in arcade mode. The game really rocks, can't wait to try out X mode later.
User avatar
Strider77
Posts: 4719
Joined: Thu Jul 27, 2006 7:01 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Strider77 »

That's what you get for buying 2 copies of the same game... sell the other on the forum.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
Shelcoof
Posts: 1523
Joined: Mon Nov 03, 2008 9:36 pm
Location: Canada

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Shelcoof »

Strider77 wrote:That's what you get for buying 2 copies of the same game... sell the other on the forum.
Too lazy to deal with the hassle of finding a buyer. Not only that but I would also be losing money as well. Might as well keep it for now.
User avatar
yosai
Posts: 274
Joined: Wed Jun 11, 2008 9:37 pm
Location: London

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by yosai »

Kiken wrote:It seems you have to No Miss to stage 5. And once you do, the regular red suicide bullets are swapped out for Ura-Loop blue uncancellable suicide bullets.
Cheers. Really tempted to pick this so I can practice stages 4 & 5. On a good run I can get no miss to stage 4 but it goes to shit after the mid boss.
-Bridget- wrote:I *am* however tiring of that huge ship that appears right after Black Draft in stage 4. Agh, I hate them things! And of course, cant have just ONE of it, nooooo, gotta be like, 4 of them in the stage. Agh. Aaaaaagh.
Especially the two just before the end of level boss.
Image
User avatar
nZero
Posts: 2605
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by nZero »

Hmm... Mihara only no-missed to Stage 4 and never activated Ura-loop suicide bullets, but fights Doom anyway.

Kiken did you ever figure out why Doom would or wouldn't appear in X-Mode St.5 practice? It didn't feel totally random but I never could pin down the condition...
Image
User avatar
NTSC-J
Posts: 2457
Joined: Fri Jan 28, 2005 5:46 am
Location: Tokyo

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by NTSC-J »

I've no-missed to 240 million and triggered the blue suicide bullets three times now but have yet to encounter DOOM. Maybe you can only die once or twice?
User avatar
croikle
Posts: 426
Joined: Thu Aug 07, 2008 12:45 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by croikle »

EOJ suggests that the condition is (bombs used < 7). Does this jive with your data?
User avatar
MSZ
Posts: 631
Joined: Sat Jan 29, 2005 5:13 am
Location: Toronto, ON.

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by MSZ »

-Bridget- wrote:Personally I prefer X-mode. Even MORE bullets, no lowering of difficulty,
I found it a lot more easier than the arcade mode, I reached stage 4 in X mode just a couple of plays later. At the same time in the arcade mode, second half of stage 2(!!!) still owns me hard.
User avatar
Elixir
Posts: 5422
Joined: Sun Jun 26, 2005 3:58 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Elixir »

I now have some impressions after having Ketsui arrive - http://d.hatena.ne.jp/elixir68k/20100429

X-mode is ridiculously good, I'm surprised 5pb managed to come up with something that's just so much fun to play.
I haven't actively browsed/used this forum in many years and it's no longer an accurate representation of me.

I have retired from genre-specific content creation after 13 years, but I'll always love this little genre in my own personal way.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by EOJ »

Something I wrote today that some of you might find to be of interest:

http://eoj-sh3.blogspot.com/2010/04/why ... 0-for.html
User avatar
Dave_K.
Posts: 4567
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Dave_K. »

Glad you like the port EOJ. Unfortunately I doubt its going to have as big an impact on the PCB prices as you hope. I'd like to see proof of pcb prices in the 50,000 yen range.

We'll be doing a side by side play comparison with the port and PCB at my shmupmeet tomorrow night, and see what people think.
User avatar
Animaitor
Posts: 400
Joined: Thu Jan 29, 2009 9:33 am
Location: Tokyo

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Animaitor »

Thanks for your thoughts EOJ! Waiting for your update on the X-Mode strategy over at the cave-stg site as the ST from shmups seems will not be updated with the 360 port, at least from Valgar's part.
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by EOJ »

Dave_K. wrote:Unfortunately I doubt its going to have as big an impact on the PCB prices as you hope.
You've misunderstood. I don't "hope", I merely "expect". I frankly don't care how much the PCB is as I have no intent of ever buying it again after having this port.

I'd like to see proof of pcb prices in the 50,000 yen range.
Here you go:
http://page4.auctions.yahoo.co.jp/jp/auction/d105577379
Animaitor wrote:Thanks for your thoughts EOJ! Waiting for your update on the X-Mode strategy over at the cave-stg site as the ST from shmups seems will not be updated with the 360 port, at least from Valgar's part.
Thanks. I will update the X-Mode strategy thread very soon, so stay tuned.
User avatar
Elixir
Posts: 5422
Joined: Sun Jun 26, 2005 3:58 am

Re: Ketsui: Kizuna Jigoku Tachi Extra (XBox 360)

Post by Elixir »

Anyone know what the requirement is to unlock the Ketsui gamerpic?
I haven't actively browsed/used this forum in many years and it's no longer an accurate representation of me.

I have retired from genre-specific content creation after 13 years, but I'll always love this little genre in my own personal way.
Post Reply