DISCLAIMER: If this sounds like a "Rank Suxxorz" comment to you, please read again, more closely!

Kick us while we're down, why don't ya?That Thing wrote:The actual system by which your rank increases is extremely complicated, so we’re not going to get into the gritty details
The most surprising thing about the Kasumi ALL replay was that the player cleared the game with nearly 9mil, and that's without picking up any big Medals at all. Start with a base 10mil score, add lots of bullet-eating, surplus item collection and all the big 10k Medals, and I'd say the top-end scores are pushing 30mil again.twe wrote:Like most Raizing games PS looks to be pretty deep, and it'll require some solid playing time to learn the system and really appreciate it. Seeing the recent 1CC vid has shown me a glimpse of the depth inside, even though the player didn't medal chain at all.
The thing is, Arcadia can get away with giving players just generalised information, as they know that on websites, anonymous and team forums, and Futaba Channel (2chan), most of the players will end up doing the main part of the leg work in systems analysis. We saw that with Ibara, when players at arcadeita and 2chan had already theorised and worked out all the main components of the rank system not long after it was released.BulletMagnet wrote:It does give a few general guidelines, but I can't help but wonder why, since games like this are aimed at pretty "hardcore" players to begin with, they seem to think that those same players aren't into minutiae like the specifics of the rank system...heck, even a doofus like me was able to wade through the "raw" info for Garegga with a bit of help from some others around here.
He got 6.83 mil actually. The top score on the scoreboard is an 8mil score up to stage 7. The guy doing the replay didn't get a high enough score to place on the scoreboard in his run.Icarus wrote: The most surprising thing about the Kasumi ALL replay was that the player cleared the game with nearly 9mil, and that's without picking up any big Medals at all.
Huh, I forgot about that. I thought he got a couple of extra mil for clearing the game. Looks like scoring in PS is a lot nastier than it would appear at first glance.twe wrote:He got 6.83 mil actually. The top score on the scoreboard is an 8mil score up to stage 7. The guy doing the replay didn't get a high enough score to place on the scoreboard in his run.Just like Ibara, ALL/1CC scores in PS are highlighted in green on the in-game scoreboard.
As I said above, though, observation and theorization can only take you so far...once you get beyond a general "do this and don't do that" (oftentimes not even that far) you're still pretty much in the dark.Icarus wrote:The thing is, Arcadia can get away with giving players just generalised information, as they know that on websites, anonymous and team forums, and Futaba Channel (2chan), most of the players will end up doing the main part of the leg work in systems analysis. We saw that with Ibara, when players at arcadeita and 2chan had already theorised and worked out all the main components of the rank system not long after it was released.
I think it's fine to be honest. Unless the system is known to have a lot of factors like Garegga, just a general idea is enough to get people thinking. In Garegga's case it was necessary to give everyone the lowdown anyway, especially as it was part of a competition. With more recent releases, the system is inherently similar to Garegga's with maybe a few modifications. It wouldn't take too long for two or three curious players to run a bunch of tests and to report findings.BulletMagnet wrote:As I said above, though, observation and theorization can only take you so far...once you get beyond a general "do this and don't do that" (oftentimes not even that far) you're still pretty much in the dark.
I'm honestly not trying to "start anything" here, it just strikes me as a glaring omission on the part of the developers when trying to appeal to their target audience (let alone anyone else), and one that could be easily remedied to boot. As such, please pardon my griping.
Whether you like Raizing-style games or not, Ibara was at the very least, a work of beauty. The rank and shitty looking bullets, on the other hand, are an acquired taste.As far as I can tell, yourself, Icy and NTSC-J are pretty much opposed to anything Raizing-style, so the "crap" comment is kind of subjective.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
The thing is though, the aesthetic qualities are pretty intentional. I have a feeling that the game isn't meant to be taken seriously, hence all the cheesecake, toy robots and fanservice. But looking past the outer layer, the game might have an extremely deep gameplay system that rivals anything Cave have put out. Think Parodius: on the outside it looks like Gradius with cute shit; but factor in all the different scoring methods, gameplay depth, character balance and near vicious rank (for the arcade variants at least) that will crucify anyone who takes the game too lightly, and you have a killer combination.GaijinPunch wrote:Whether you like Raizing-style games or not, Ibara was at the very least, a work of beauty. The rank and shitty looking bullets, on the other hand, are an acquired taste.
The problem w/ Pink Sweets is that it doesn't have the aesthetic qualities that any other Cave game have, including Ibara. On the surface, it seems substandard to all Cave games. The theme is pure cheese, and lets not forget the suicide-inducing soundtrack.
You know, this is one of the things that I like the most about the game, and also the one that is most reminiscent of ikaruga. Just like Ikaruga, in PS you absorb bullets to fill a charge meter, then release a bomb via that meter. Rinse and repeat. It's really cool Cave finally adapted this idea in one of their own games. I think it'll really appeal to people who really loved and played the hell out of Ikaruga (like myself).Icarus wrote: * Bullet-Eater
Something not seen in many Raizing games besides Ibara Arrange/Kuro is bullet-eating. This game seems to like throwing a lot of bullets at you, pretty much forcing you to use the charge aura/bomb. Maybe a portion of points come from juicing big patterns with the bomb for points? Estimated 3mil from bullet eating perhaps...
Probably would explain why you're not so much into the Raizing stuff. They tend to be leaner on the bullet curtain eye candy but really focus on having a more than meets the eye scoring system.GaijinPunch wrote:I'm pretty simple when it comes to games. If I don't like it the first time I play it, I'm probably not going to like it down the road either. That's just me though.
I think the main difference between Ika and PS is that with Ika you have an "always on" shield that did the bullet-eating, and that switching polarity created a more fixed route through stages. PS's bullet-eating is more akin to Radirgy, a more dynamic bullet-eating shield that is also part of your offensive capabilities, and one that is not always meant for a defensive purpose.twe wrote:You know, this is one of the things that I like the most about the game, and also the one that is most reminiscent of ikaruga. Just like Ikaruga, in PS you absorb bullets to fill a charge meter, then release a bomb via that meter. Rinse and repeat. It's really cool Cave finally adapted this idea in one of their own games. I think it'll really appeal to people who really loved and played the hell out of Ikaruga (like myself).
Reminds me also of playing w/ Niigi G.B. in Shikigami 2. That was a fun character.Icarus wrote:PS's bullet-eating is more akin to Radirgy, a more dynamic bullet-eating shield that is also part of your offensive capabilities, and one that is not always meant for a defensive purpose.
I think that's one of the main factors in the difficulty of this game, that most players will probably use the bullet-eating aura and bomb as a defensive shield, when really it should be used as an attacking weapon.
The charge aura in PS would appear to have quite a bit in common with both forms of Niigi and how she is played in Shikigami 2 - using the aura/shield to eat bullets, then releasing the charge as an attack for more points. I think Niigi players, and certainly players familiar with the likes of Mars Matrix will do well in PS.Rastan78 wrote:Reminds me also of playing w/ Niigi G.B. in Shikigami 2. That was a fun character.
You have a good point there. There are some sections that require defensive usage of the charge aura/bomb, but they appear towards the end of the game, and if anything it's still better to go in with it as an attack rather than backing off and using it as a forward shield.twe wrote:Well, the bullet-eating in Ikaruga was actually very offensive in many ways. It was the only way to charge your shield and release laser attacks. Those who did not offensively (and aggressively) bullet-eat in Ikaruga had poorer scores, provided they chained well. There is no more of a 'fixed route' in Ikaruga than in another other shmup btw.
In PS there are many parts of the game where it's impossible not to bullet eat, and that is inherently defensive. Look at some of the boss patterns, with screen-filling bullet-streams. Reminds me of the Tageri boss fight in Ikaruga, where you have to quickly absorb then release lasers to attack the boss. I think you're correct in your assumption that one will need to aggressively exploit the bullet-eating in PS for a benefit in the score, which is much like Ikaruga.
Not at all! In fact, Garegga is one of my favorite shooters ever and one of the only things I've been playing recently. I also really liked Ibara and owned Batrider for a long time before eventually trading it off.As far as I can tell, yourself, Icy and NTSC-J are pretty much opposed to anything Raizing-style, so the "crap" comment is kind of subjective.
I've seen a couple people play BL, but only one person, in all of my visits to HEY over the past 7 months, has played Ibara. I think they may have removed it entirely. Before the INH DVD came out I would keep an eye on the cab to see if a master player would show the trick to the 29m+ scores, but the one guy that eventually did play couldn't clear the first level.ill6 wrote:"And it's a very frigid cab, almost as cold as Ibara Black Label"
By this Do you mean that no-one is playing BL in Hey?
Do people still play Ibara?
I've never actually gone off popular opinion when considering purchases. I recall Ibara not being very popular after release, just like Pink Sweets, but as it turned out, Ibara is one of my favourites. Just because a bunch of people who frequent a popular Japanese arcade say it doesn't blow their socks off, doesn't mean it might not be to my taste, or it isn't good fun in some roundabout Raizing-like way.NTSC-J wrote:I've seen a couple people play BL, but only one person, in all of my visits to HEY over the past 7 months, has played Ibara. I think they may have removed it entirely. Before the INH DVD came out I would keep an eye on the cab to see if a master player would show the trick to the 29m+ scores, but the one guy that eventually did play couldn't clear the first level.
If we see a third game in the Ibara franchise I'll be amazed.
Unfortunately this turns the game, and especially the boss-fights, into a turn based strategy game. That's my main reason for not liking it, it's not a shooter if it's f'ing turn based.twe wrote:You know, this is one of the things that I like the most about the game, and also the one that is most reminiscent of ikaruga. Just like Ikaruga, in PS you absorb bullets to fill a charge meter, then release a bomb via that meter. Rinse and repeat.
Applause ! Everything is said about this game.GaijinPunch wrote:Whether you like Raizing-style games or not, Ibara was at the very least, a work of beauty. The rank and shitty looking bullets, on the other hand, are an acquired taste.As far as I can tell, yourself, Icy and NTSC-J are pretty much opposed to anything Raizing-style, so the "crap" comment is kind of subjective.
The problem w/ Pink Sweets is that it doesn't have the aesthetic qualities that any other Cave game have, including Ibara. On the surface, it seems substandard to all Cave games. The theme is pure cheese, and lets not forget the suicide-inducing soundtrack.
I would if i hadn´t smashed it with a sledgehammerIcarus wrote:If you hate it so much, sell your PCB kit to me. I'll give you $250 for it, since it is used goods. ^_-Raidenfighter Kirkov wrote:Applause ! Everything is said about this game.
Thank you.
RFK