Mushihimesama-refering to linked video

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captain ahar
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Mushihimesama-refering to linked video

Post by captain ahar »

found this on click-stick forums. here

is this ultra mode in action?

exactly how does a company go about play balancing something like this?

is this real play? if so, is that a robot at the controls?

thanks so much.
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TVG
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Re: Mushihimesama-refering to linked video

Post by TVG »

captain ahar wrote:found this on click-stick forums. here

is this ultra mode in action?

exactly how does a company go about play balancing something like this?

is this real play? if so, is that a robot at the controls?

thanks so much.
im 99% sure its a player, and they balanced stuff by adding normal, maniac and ultra mode, so everyone could be happy.

as for the vid...well just got to accept the fact that there's players much, mucch better than us, but as the old motto says "if someone human can do it, so could i, eventually"
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Post by captain ahar »

i mean how did they balance play in ultra (assuming that's what this is)? it most certainly just be beyond the grasp of a modest player like myself, but i don't understand how this type of play can be created. to have much "shot" flying around, and yet still ensure it is still survive-able is just crazy.
Last edited by captain ahar on Tue Mar 01, 2005 2:37 am, edited 1 time in total.
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TVG
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Post by TVG »

talent and experience + good playtesters.

if you look at the credits (end of the video), the director or something like that is ikeda, the man behind truxton (1989 or something like that)
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Post by Darkcomet72 »

Yeah, this shows how perfect cave's level design is.

Well... Except for that moment at 4:08.
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Post by Tomtom »

Yeah, 4:08 was one of those truly "WTF" moments. Just goes to show you, some people are superhuman. Or something.
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U K Narayan
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Post by U K Narayan »

Yeah, it's pretty insane.

Though, I've seen a clip of some true-last-boss play in Ketsui, the guy who was playing was dodging EVERYTHING perfectly, words cannot describe how good he was doing. :shock:
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Post by cigsthecat »

Cave seems to be doing this thing lately where final bosses have some patterns that are impossible to dodge. I guess they figure they have to get lives from the pros somewhere.
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Post by iatneH »

O_______________________________O;;;;;;;

Holy SHIT Batman!!!!

That's also the first gameplay footage I've seen of Mushihime-sama... I'm scared now........
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Post by japtor »

well just remember that its called ultra for a reason. im hoping to see some replays of normal and maniac modes. from what ive read, maniac seems to be around the level of their last few games, but not sure about normal (other than being easier than maniac of course).
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Post by uwfan »

is there anyway to rotate the video clip so its not sideways?
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Post by neorichieb1971 »

uwfan wrote:is there anyway to rotate the video clip so its not sideways?
Turn your screen on its side. :lol:
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Post by cigsthecat »

uwfan wrote:is there anyway to rotate the video clip so its not sideways?
Someone said VirtualDub can do that.
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Post by U K Narayan »

cigsthecat wrote:
uwfan wrote:is there anyway to rotate the video clip so its not sideways?
Someone said VirtualDub can do that.
It can, with specific filters provided in the program, I haven't done it though.
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Post by Kiken »

The player's name is 415.

Very impressive stuff indeed. The rest of the replay is on the net somewhere.
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Post by sffan »

WOW. That's the only crystal-clear footage I've seen. Incredible what a 2D game can do. I'm glad Cave is pushing it further. :shock:
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Re: Mushihimesama-refering to linked video

Post by kemical »

captain ahar wrote: exactly how does a company go about play balancing something like this?
I work for a game dev in TX, and I'd expect that Cave should be able to play their games extremely well if its anything like it is here, since they are building the game themselves and seeing the changes daily (probably), and having to play through it and everything for such a long time, since its their job. Plus if they have a couple testers hired that makes it even better.

Also with how its designed they probably start making it at a normal level, but all the patterns and speeds can obviously be turned up, but you'd still have all the features of the patterns and ways of getting through stuff, just more bullets, or think of it like speeding a clock up, all the mechanical parts still move in perfect sync, only faster... etc.

Actually it wouldn't be surprising if they had special debug tools that allow them to step through each level showing a bright colored path that is drawn through every possible gap that the ship can travel, with a tolerance for how much error is allowed (showing paths that allow X amount extra space added to the hitbox's size) etc.. :)


then again, maybe they are just insane and don't actually playtest anything :o
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Post by captain ahar »

side note: after digesting the footage a bit. i would just like to say that this better get a home release, otherwise i'll have to buy the arcade board and further humiliate my bank account. maybe if i get to play it at DantesInferno's meet, i won't want it anymore :lol:
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Post by japtor »

uwfan wrote:is there anyway to rotate the video clip so its not sideways?
vlc ( http://videolan.org/vlc/ ) can do this, but its a bitch to figure out the settings to do so, and not sure if its done the same way in all builds (im using the macosx version). but anyways:
- go to preferences, set it to advanced (might have to reopen prefs for that to take effect)
- go to video (in prefs) and set video filter module to 'video transformation filter'
- then go to modules->video filter->transform
- set transform type to '90'
- hit save
- play video, which should hopefully be rotated properly
maybe if i get to play it at DantesInferno's meet, i won't want it anymore
...or youll want it even more
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Post by captain ahar »

japtor wrote:
maybe if i get to play it at DantesInferno's meet, i won't want it anymore
...or youll want it even more
hence my laugh at my own lack of willpower (although to be fair that interpretation wasn't obvious based on my post)
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Post by druuna »

I think we have to start immediately a petition for an home port of Mushihimesama to PS2 or better to NGC, because I don't think the PS2 can handle that graphics....to much sprites on-screen!
I have to admit it's an orgasm to watch that video......the shmups community need an home port!
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Post by Darkcomet72 »

Mushihime's Original mode is probably the easiest Cave game to 1CC.
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Post by captain ahar »

then i'll definitely need to buy it :wink:
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Post by kemical »

psp port would be nice.... 8)
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Post by TVG »

kemical wrote:psp port would be nice.... 8)
...and unlpayable.

plz, no.
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Post by Neon »

I think we have to start immediately a petition for an home port of Mushihimesama to PS2 or better to NGC
Hell yeah man. While we're at it, I better get a DC with faster ram to get rid of slowdown... :lol: :roll:
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Post by BrianC »

The vagrant wrote:
kemical wrote:psp port would be nice.... 8)
...and unlpayable.

plz, no.
Don't forget tate. Namco Museum does it and I heard some great things about it. Even on the GBA, tate works wonders with Atari Anniversiary Advance (and it works great on both GBA SP and the regular GBA IMO) and makes me wonder why no other game tried it. The GBA probably won't be able to handle a game as processor intensive as Mushihime-sama, but some amazing things have been done with the GBA and older systems with programming tricks (the GBC handled Project S-11. The GBA handled Gradius Galaxies without slowdown. Neither of those is as processor intensive as Mushihime-sama, but it's amazing what can be done on any system if the developers take the time to do it. SFA3 GBA actually has three different characters on screen at once, something that wasn't done in the PSX version that had to duplicate a character to get three on screen. The Game Gear, a system not known for shmups, has two excellent Aleste games that really push the hardware. Even the Atari 2600 has good ports of Moon Patrol and Vanguard, though even River Raid was pushing the hardware) and the PSP would definatly be able to handle it without programming tricks.

I would like to see Mushihime-sama on PS2 too.
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Post by Ord »

I actually have serious doubts that the PS2 could handle a faithful port of Mushihimesama with all the game modes let alone the PSP.
I'd still love to see it ported to a home console though!
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Post by TVG »

did you see the number of bullets? how tight the bullet corridors are?
playing this on a small screen would be impossible, unless you have 15 in each eye and better shmupping skills than the guy on the vid.

true, the collectors would be happy to own it, but everyone that would like to play it would know porting it to psp, or any handheld for that matter, would require a dumed down version of the game, no, thank you.

there's some shmups that would do fine on the psp, mushi is not one.

id be happy to see a ps2 port, but seeing that vid really makes me doubt that the ps2 can handle it.
the XBOX probably could, but you know it wont happen for obvious and justified reasons. i would be happy with a GC port but the automatic commercial disaster would make me sad (case in point, viewtiful joe)

i dont know, lets just hope they pull off some mad programming trick.
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Post by japtor »

i would be happy with a GC port but the automatic commercial disaster would make me sad (case in point, viewtiful joe)
the original gc vj1 did pretty well. vj2 didnt. both ps2 versions bombed pretty badly. i think the last us chart i saw was gc vj2, gc vj1, ps2 vj1, ps2 vj2 (month, not life to date).

back on topic, after the ketsui dvd fallout, i wouldnt expect to see mushi on consoles, at least for this generation, and thats not even taking into account how much work a port would be. i figure if it does make it to next gen consoles, by the time it does ill be debating whether to spend a few hundred on a new console, or on the mushi pcb.

and if it were to somehow get a handheld port w/tate mode, i wouldnt even bother with trying ultra. which sorta reminds me, anyone played the cave cell phone games?
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