Official: Mushihime-sama Futari (1.0, 1.5, BLT)

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freddiebamboo
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Post by freddiebamboo »

What ill6 said.

Any new cave game is excellent news. Mushi deserves a sequel if ibara and galuda managed one.
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Dylan1CC
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Post by Dylan1CC »

ill6 wrote:Anyone complaining about Cave doing a sequel is mad:

1) Up until this rumour there were constant rumours of Cave moving on to Mahjong games; ANY shooter from Cave is better than that.
Quoted for truth.

Will also second Macaw's opinion that the chaining in the game is very satisfying. Nothing is more fun than destroying a section of a giant beetle's exoskeleton and seeing it turn into nice gold medals. :)

edit: Also, I'd like them to mix it up a little more this time character wise. Since the series is loosely based on Nausicaa, why not a heroine who flies a little beetle shaped hang glider, or cooler yet, a choice between flying as the heroine or your beetle him/itself? And NO raunchy tie in merchandise this time please. :x
Last edited by Dylan1CC on Tue May 30, 2006 1:29 pm, edited 1 time in total.
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Herr Schatten
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Post by Herr Schatten »

Slightly OT:

Correct me if I'm wrong, but didn't Reko become the new guardian at the end of the first game or something like that? Can we expect her to be the final boss of the new game? (Not very likely.)
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Icarus
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Post by Icarus »

How about a prequel, playing as Aki? Will upset nopan fans, but meh. ^_-
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Post by Dylan1CC »

Herr Schatten wrote:Slightly OT:

Correct me if I'm wrong, but didn't Reko become the new guardian at the end of the first game or something like that? Can we expect her to be the final boss of the new game? (Not very likely.)
Yes, she became the new guardian so that actually makes perfect sense. I don't see why she couldn't also still be a playable character though.

Also, let's see a bug ravaged post apocalyptic city this go around. I think you can see part of a building before you fight the scorpion in the desert stage, but that doesn't count. :P
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Herr Schatten
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Post by Herr Schatten »

Icarus wrote:How about a prequel, playing as Aki? Will upset nopan fans, but meh. ^_-
Not necessarily. They could still have a completely naked end boss. Here's hoping. :wink:
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~Kid Icarus~
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Post by ~Kid Icarus~ »

Nopan? :?
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Post by sven666 »

Herr Schatten wrote:
Icarus wrote:How about a prequel, playing as Aki? Will upset nopan fans, but meh. ^_-
Not necessarily. They could still have a completely naked end boss. Here's hoping. :wink:
actually if i had to bet on anything about this game it would definetly be that it is going to be VERY psuedo-hentai-ish.

i have no idea about gameplay, hardware etc.. but i do know that a mushi sequel means even more 14year-olds (tho that hardly matters) with tits that would even put psikyo to shame :roll: and upskirts a-hoy!
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
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Icarus
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Post by Icarus »

~Kid Icarus~ wrote:Nopan? :?
Not a regular anime/manga person I take it? ^_-

'Nopan' stands for 'no panties', and is a term used to describe characters that appear to be wearing no undergarments. Does not always relate to hentai though, as the characters are rarely in scenes of a... sexual... nature. Most/all art of this type is suggestive but not actual.

For an example of nopan, check out this tribute site to Japanese artist Komatsu E-ji (known as Kotsue), which is maintained by an old member of this board, alamone. Work-safe, of course.

If you want to know the origins of Reko's nopan thing, then check these out:

http://shmups.system11.org/viewtopic.php?t=4452
http://shmups.system11.org/viewtopic.php?t=6843

Start from this linked page, goes on for a few posts:

http://shmups.system11.org/viewtopic.ph ... &start=330

All this talk of Kotsue has made me want to watch Tristia of the Deep Blue Sea again. ^_-
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Post by LUNardei »

Dandy J wrote:
LUNardei wrote:It's time for Cave to make an original game, not another number 2. Bad news.
I agree, it better be a spiritual successor like RaDe -> Galuda, rather than a normal sequel like ESPG -> ESPG2 or DDP -> DOJ. Becuase Mushi's score system is stagnant compared to Cave's other scoring systems. It's complete garbage. The bullet patterns are also uninspired trash...
No, this is not the point (I love Mushi...). I only think that some games deserve to remain unique...
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Dandy J
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Post by Dandy J »

Well, you don't want a sequel so the game so the original game is not defiled, and I don't want a sequel because I think the original game sucks.

Maybe we share different opinions but our goal is the same. Shmuppers unite~ :P
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SAM
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Post by SAM »

ill6 wrote:1) Up until this rumour there were constant rumours of Cave moving on to Mahjong games; ANY shooter from Cave is better than that.
There is no guarantee the a Mushi sequel would be a shmup, it could be Mushihime Tama 2... :lol:
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Post by GaijinPunch »

I think it's fairly obvious that regardless what the next game is, they're going to have some type of shooter available for the AM Show. Ikeda made an appearance at AOU with Mihara. I don't see Ikeda working at Cave if they're not going to put something out.

I might get cained for this, but Mushi's chaining system is unique. All that bullshit w/ how fast you press the buttons and different ways (holding A down, holding C down, holding C and rapidly pressing A, etc.). Never seen that in a game before.
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Post by Twiddle »

Icarus wrote:How about a prequel, playing as Aki? Will upset nopan fans, but meh. ^_-
who is that
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Post by GaijinPunch »

Aki is the last boss, and the boy you see on some of the screens between stages.

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elvis
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Post by elvis »

ill6 wrote:1) Up until this rumour there were constant rumours of Cave moving on to Mahjong games; ANY shooter from Cave is better than that.
I simply couldn't agree more. The fact that the next Cave game will be a shmup AT ALL is reason enough to get excited.

Especially in an era when all we see at every E3 is a million and one shitty, mediocre and rushed sports or FPS games, and we're lucky to see 2 new shmups a year.
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Post by benj »

Would be nice if they make another puzzle game instead.
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Post by Twiddle »

GaijinPunch wrote:Aki is the last boss, and the boy you see on some of the screens between stages.

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Goddamnit Cave Image
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Post by droid »

I'd prefer Guwange 2, another cave Hori (love to see in the hunt cave style),
a vert cave shmup on a hori screen ala mars matrix or an isometric cave shooter viewpoint style 8)

Ah I can dream can't I? :wink:

Hopefully Mushi2 will drive the pcb price of Mushi1 within my budget price :)

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Post by eckart »

Maybe it`s time for a highres release. 8)
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Post by undamned »

Word. Looking at cave's stuff next to (neighboring cabs) the likes of Shiki III in game centers hurts my eyes.
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Post by GaijinPunch »

undamned wrote:Word. Looking at cave's stuff next to (neighboring cabs) the likes of Shiki III in game centers hurts my eyes.
-ud
Yeah. Shikigami III hurts my eyes too.
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Post by eckart »

And this depends on high resolution?

- After watching the first Espgaluda 2 videos, I thought it was high res.
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Post by GaijinPunch »

SH3 board only supports 15khz (low res). I wouldn't mind a true high res game with more detailed sprites, but the board is going to take a hit doing so.
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Post by EOJ »

GaijinPunch wrote: I might get cained for this, but Mushi's chaining system is unique. All that bullshit w/ how fast you press the buttons and different ways (holding A down, holding C down, holding C and rapidly pressing A, etc.). Never seen that in a game before.
Great point, GJP. :D I totally agree with you (except I wouldn't call it 'bullshit', quite the contrary). Mushi's system is incredibly innovative, and now that I truly understand how it works (and know that you DO NOT need rapid fire to enjoy the game and get a high score) I really think it's brilliant. I love it because it requires precision timing-- there are times when you have to tap A slowly and steadily, times when you have to smash C, times when you have to tap C slowly and steadily, times when you have to hold C and tap A, etc. In fact Mushi is fast becoming my favorite Cave shmup ever, I have totally fallen in love with the game. People who diss the game generally do not understand how it works (and admittedly, it takes time to learn the game system), and that's unfortunate. I think Mushi's chaining system is a logical and wonderful evolution from DDP:DOJ, and it's just better in every way from that game. The PS2 port is quite good, and it's annoying to frequently hear people bash it unfairly. The gameplay is at least 95% accurate, the only really glaring difference being the lack of slowdown on the stage 5 midboss (of course it must be noted I haven't played the PCB, and I'm only basing this comparision on my extensive and detailed analytic viewing of the superplay DVD contrasted with my own extensive play time on the PS2 version, so take that as you will). And the game looks very, very good on a good quality TV tated and played via component video inputs (apparently this is what Cave optimized the port for--it's not meant to be played on an RGB monitor).

I am more excited for Mushi 2 than for any other shmup on the horizon. I would love it if they included a 'skyrocket' button, to eliminate the need for rapid fire C+ hacks. Imagine if you had a meter on the screen which filled up after a certain amount of hits (or Gold, or whatever), then you could press this button (much like a hyper in DOJ) and get a skyrocket effect akin to those found in Mushi 1 autofire hack C+ settings! Of course the strategy would still lie in using these 'skyrockets' at times when your child counters were high enough to reap significant benefits.
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Post by Eight One »

benj wrote:Would be nice if they make another puzzle game instead.
Who knows? Maybe we'll see "Bara-poko" someday. ;)
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Post by DC906270 »

TWE wrote:there are times when you have to tap A slowly and steadily, times when you have to smash C, times when you have to tap C slowly and steadily, times when you have to hold C and tap A, etc.
could you explain/expand on this please TWE, when, where, why etc in the Mushihimesama strat thread might be the best place, it would be a massive help to me just starting playing maniac mode:)
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Post by EOJ »

DC906270 wrote:
TWE wrote:there are times when you have to tap A slowly and steadily, times when you have to smash C, times when you have to tap C slowly and steadily, times when you have to hold C and tap A, etc.
could you explain/expand on this please TWE, when, where, why etc in the Mushihimesama strat thread might be the best place, it would be a massive help to me just starting playing maniac mode:)
Sure. I should post more of this in the strat section (as this info really isn't well described there). Try this to get a hang of it: start stage 2 with the trace option. Begin the stage holding C (or hold C and tap A), chaining everything as best you can until the first closed green plant appears. Move up to and hover on top of it, hold C, and tap A as fast as you can. Your overall counter will move up faster than by just holding C or holding A. If you can, stay over this bug and when your child counter reaches at least 200, start tapping C as fast as you can, this will enable a small 'skyrocket'. Ok, now for an easy and effective skyrocket on the midboss. When you get to the midboss, just start off with the FORMATION option, stay on the bottom of the screen, and tap A slowly and steadily (about 2-3 times per second) trying to keep your lasers on it as much as possible. Keep doing this until about the 2nd or 3rd wave of its third pattern (your child counters should be about 600-700 each), then tap C as fast as you can and keep doing this until either it goes in the cave or you get its energy down far enough to where you break it into its final attack form. You should have a counter of 40-50,000 easily, if you tap faster you may get it higher, but it's difficult (the DVD player gets 100,000+, but goes into the fight with a 56,000+ counter from the first part of the stage and stays very close to the midboss during the fight--both of which are very difficult to do properly). Tapping A in the first part of this boss raises your overall counter much faster than by doing anything else. You have to do these same strats on EVERY stage (well, not so much on stage 1 though). Stage 3 requires a lot of slow A tapping, some well timed fast C tapping, and a good amount of holding C and tapping A rapidly, for example.
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Post by eckart »

So shortly said, the mushihime sama scoresystem is to try to hold the chain , also try to pump up the childcounter- ( tapping A ) and after this counter is high enough shmashing the C button and try to bump up the maincounter ( skyrocket ? ) on larger enemys?

Thanks twe!
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Post by EOJ »

eckart wrote:So shortly said, the mushihime sama scoresystem is to try to hold the chain , also try to pump up the childcounter- ( tapping A ) and after this counter is high enough shmashing the C button and try to bump up the maincounter ( skyrocket ? ) on larger enemys?

Thanks twe!
Well, not to get too off-topic here, but slowly tapping A does not pump up the child counter, it pumps up the MAIN counter on midbosses and large enemies like the giant arms in stage 3 (on the far left and right). Keep doing this on midbosses to get the overall counter higher (it should flash red as you're doing it), the child counters go up on their own just by having the lasers in contact with an enemy. Tap C as fast as you can when the child counters are 600+ (the higher the better!). If you hold C while tapping A (moderately fast- 3-5 times a second) throughout most of the levels, your overall counter will increase faster as well, though this gets tiresome on the hands! I do it in parts of stage 3 and through all of the first half of stage 5 (up to the midboss) though, as in these stages the point increases are worth the sore hands. There are some times when you should tap C slowly and steadily (2-3 times per second), particularly in Stage 3, and sometimes this can be used to produce a mini skyrocket effect if you do it close to a large enemy with little health left. Experiment! The game requires a lot of finesse and dexterity. :wink:
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