How did Cave get their name?

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BrianC
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Post by BrianC »

CIT wrote:Konami = Kozuki, Nakama, Matsuda (the three founders)

G.Rev /G.Revolution = the "G" represents "G Darius", the game the G.rev Team worked on before going independent

Toaplan = East Asia Plan

SNK = Shin Nihon Kikaku (New Japan Project)

Psikyo = not about this. the two characters mean "colorful" and "capital"

Namco = Nakamura Manufacturing Company

Namcot (seen on all Namco homeconsole releases until the mid-90s) = Namco Taku (Taku = home)
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Irem only changed it to that designation later. The original meaning was International Rental Electronics Machines
Cool. I wonder what the story behind the names Tecmo/Tekhan is.
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Post by SamIAm »

GaijinPunch wrote:I played VF4 against a guy who's name was "chikubi hunter" (Nipple Hunter).
And I kicked you ass, too. :lol:
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Post by GaijinPunch »

Not if you were
a) chikubi hunter
b) white
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mainpatr1
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Post by mainpatr1 »

Psikyo is just a mispelling of "psycho".

I wonder where Raizing and Data East got their name from though.
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Post by GaijinPunch »

I think Raizing is a play on the root "rai" (thunder). Just a guess.
Data East, I think is just that -- Data East, as opposed to what I believe is their sister company Data West.
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Stormwatch
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Post by Stormwatch »

*googles*

I found a "Data West", it makes billing software.

Interesting, "Data East" brings games to mind, because we know what it is. But "Data West" makes me think of old mainframe computers. Maybe because it's somewhat similar to Western Digital. Or maybe it reminds me of Tom West, from The Soul of a New Machine.
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GaijinPunch
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Post by GaijinPunch »

Well, the Data East Library is located under the Data West domain, so...
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CIT
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Post by CIT »

GaijinPunch wrote:Data East, I think is just that -- Data East, as opposed to what I believe is their sister company Data West.
GaijinPunch wrote:Well, the Data East Library is located under the Data West domain, so...
Dude, those are all Data West games (like Rayxanber) under Data West's domain. :lol:

Data East are the arcade folks who made Magical Drop, Two Crude Dudes, etc. ;)

There's no connection whatsoever between the two Japanese companies Data East and Data West. It's just that one is located in Tokyo, the other in Osaka, hence East and West.

Wiki says Data East's name was inspired by the American software corp Data West (not the same as the Japanese Data West):
社名の由来は、海外のData West社のような会社になることを目標にしたためとされる(Data Westは"西"なのに対し、データイーストは、極東、東にある会社ということにちなんでデータイーストと名づけられた)。日本の企業の方のデータウエスト社は全く関係ない。
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GaijinPunch
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Post by GaijinPunch »

I stand corrected. I think both names are lame... so one would be a play on the other.
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Post by Pirate1019 »

GaijinPunch wrote:I think Raizing is a play on the root "rai" (thunder). Just a guess.
...
I would agree with that, seeing as their logo has what looks like thunderbolts for the I's.
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Post by TVG »

Isnt' Psikyo a play on words with Saikyo (which means strongest)? I remember reading that once, it seems plausible as it would be pronounced the same in japanese (and would make more sense than a simple mis-spelling of psycho)
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Post by CIT »

Saikyou (strongest) ist written with different Kanji than those used in Psikyo's name.
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Post by mainpatr1 »

Here's why Psikyo=Psycho makes sense.

Didn't Psikyo make really intense manic shmups?
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Post by CIT »

Intense maybe, but not manic. Most of their shmups are really oldschool. Even their output since 2000 wasn't very manic (if we look at amount of on-screen bullets) compared to Cave games, Shikigami, Psyvariar, etc.
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Post by TVG »

mainpatr1 wrote:Here's why Psikyo=Psycho makes sense.

Didn't Psikyo make really intense manic shmups?
Now THAT's some undeniable fact!

But maybe we shouldn't try to understand too much about the guys that made turbo force and tetsu ending in gunbird.
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Post by Rob »

CIT wrote:Intense maybe, but not manic. Most of their shmups are really oldschool. Even their output since 2000 wasn't very manic (if we look at amount of on-screen bullets) compared to Cave games, Shikigami, Psyvariar, etc.
Let me show an artist rendering of what Gunbird 2 would look like if Cave made it.

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A disaster.

These patterns are mean as hell for a first round:
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Scarier than any DOJ first rounder, I say.
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Post by GaijinPunch »

Regardless of looks, I'm sure it would be funner to play. ;)
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Post by mulletgeezer »

I don't think Psikyo games are all that intense really. They have lots of fast bullets on screen but much of the dodging is a simple tap or knowing where the safe spot is, expert psikyo replays seem quite effortless. Dangun Feveron is by far the most intense shmup i know of - there are so many fast bullets and bouncing disco men that one small lapse of concentration usually means death and the amount of joystick movements in the game can lead to quite considerable lactic acid burn on the joystick arm, especially at top speed. Ketsui is also very intense though it's still a long way behind DF.
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Rob
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Post by Rob »

mulletgeezer wrote:expert psikyo replays seem quite effortless.
Come on, they're expert plays. Expert plays seem remarkably effortless from my experience.

Regardless of what you may have seen (the following or whatever), the speed and precision of the Aine GB2 replay is amazing. To me, I'm most impressed by games that require speedy play, and not just a slow route to safely tap through. GB2 definitely has that quality (to get all of the bonus items, dismantle enemies/boss parts with narrow shot, avoid tricky stuff in the loop). There's no amount of effortless tapping skill that will get all of the U.S. stage coins while dodging the bullets!

I have nothing against DF. It is fast and that is great. It vs. Guwange for Cave week... hm.
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Post by mulletgeezer »

yeah, i supose intensity in psikyo games is inversely proprtionate to player skill, or something. GB2 and DB are pretty intense games, i was thinking more of their early stuff.
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Post by GaijinPunch »

Cave = go through the swarm
Psikyo = go around the swarm

Cave's will always "look" cooler, regardless. I happen to think they are cooler too, but that's me.
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Post by Icarus »

GaijinPunch wrote:Cave = go through the swarm
Psikyo = go around the swarm
Raizing - crash into the swarm on purpose ^_^
GaijinPunch wrote:Cave's will always "look" cooler, regardless. I happen to think they are cooler too, but that's me.
That's because of the hitbox making a player look more skilled dodging through the Cave swarm than he actually might be. I'm not sure where I read it, but I remember reading a quote that states exactly that, either in a translated magazine article, or an interview with a player.
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Post by Twiddle »

Icarus wrote:
GaijinPunch wrote:Cave = go through the swarm
Psikyo = go around the swarm
Raizing - crash into the swarm on purpose ^_^
Seibu = You are already dead
Takumi = Toss back the swarm
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Post by GaijinPunch »

either in a translated magazine article, or an interview with a player.
The Dodonpachi Developer Interview, most likely. Kind of the first "really small" hitbox. Of course, it just got smaller, but hey.
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Post by Icarus »

GaijinPunch wrote:The Dodonpachi Developer Interview, most likely. Kind of the first "really small" hitbox. Of course, it just got smaller, but hey.
That might be it. I think it was in one of the articles on your site, just not certain which one. I *think* it might have been mentioned in that shmups documentary that was doing the rounds a while ago as well.
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Post by Stormwatch »

Twiddle wrote:
Icarus wrote:
GaijinPunch wrote:Cave = go through the swarm
Psikyo = go around the swarm
Raizing = crash into the swarm on purpose ^_^
Seibu = You are already dead
Takumi = Toss back the swarm
Treasure, RSG = use the sword to clear the swarm
Treasure, Ikaruga = become one with the swarm
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Rob
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Post by Rob »

GaijinPunch wrote: Cave's will always "look" cooler, regardless.
Have you ever shown someone a Cave game and the first thing they ask is so you can pass through the bullets? I think I've got more of a reaction from showing off Giga Wing Generations than Cave games.

The DOJ replay that came with the game was cool, though. The screwing around with boss chains were awesome (stages not so).
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Post by BulletMagnet »

Rob wrote:Have you ever shown someone a Cave game and the first thing they ask is so you can pass through the bullets? I think I've got more of a reaction from showing off Giga Wing Generations than Cave games.
Don't all the GW games give you similarly forgiving hitboxes? Not Mushi-microscopic (then again, that one's small even for Cave), but still small enough to allow some rather impressive-looking dodges, especially to a shmupping tenderfoot.
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Post by professor ganson »

Stormwatch wrote:
Twiddle wrote:
Icarus wrote: Raizing = crash into the swarm on purpose ^_^
Seibu = You are already dead
Takumi = Toss back the swarm
Treasure, RSG = use the sword to clear the swarm
Treasure, Ikaruga = become one with the swarm
Compile = stand still and watch the swarm get swatted by an arbitrarily-designed power-up :wink:
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Post by Rob »

BulletMagnet wrote:
Rob wrote:Have you ever shown someone a Cave game and the first thing they ask is so you can pass through the bullets? I think I've got more of a reaction from showing off Giga Wing Generations than Cave games.
Don't all the GW games give you similarly forgiving hitboxes? Not Mushi-microscopic (then again, that one's small even for Cave), but still small enough to allow some rather impressive-looking dodges, especially to a shmupping tenderfoot.
The non-fan will not care about things like hitbox, but when the player is sliding through bullets that are touching each other they sense something isn't right. I think that type of thing isn't impressive when they realize how it works. GWG, with Robin anyways, is really fast paced and you don't see bullet sandwich dodging. The hitbox is tiny, but the bullets are more appropriately represented and there's lots of flashing/numbers/gold.
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