Death Smiles: Countdown to North America Invasion

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sven666
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Post by sven666 »

GaijinPunch wrote:
sven666 wrote:i dont know.. i think it looks pretty manic so far? keep in mind the difficulty is usually dumbed down a couple of notches for these shows aswell.. i think we all remember how ridiculosly easy MMP looked initially.
Actually the difficulty is almost always jacked up a few notches for loke tests & shows.
loke tests maybe but definetly not for shows, keep in mind that this is to capture interest in vendors, not satisfy the hardcore crowd.

i cant remember any game beiing jacked up for a show anyways?
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Post by PROMETHEUS »

Necronom wrote:Anyway, Death Smiles (thank God they changed the name) looks like it could work way better as a hori though it's pretty frustrating that the majority of the people here won't have a chance to play it :cry:
maybe in 10 years when it's on MAME ;D
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Post by Necronom »

Haven't seen the link here so I just post it. Better quality than the youtube one:

http://gamevideos.com/video/id/14711

Edit:

"maybe in 10 years when it's on MAME ;D"

Or in one years time on the Wii...which will unfortunately also not happen 'cause they don't care...
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Post by Macaw »

Looks cool. You get to blow shit up and its hori, so thats good enough for me.

I'm still hung up on the damn pre-rendered shit though, reminds me of shit like Sol Divide.

Of course it does look 100 times better than Sol Divide though, but still...
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Post by rtw »

Updated: http://cave-gameshow.cocolog-nifty.com/

That looks like Joker Jun in the bottom picture with the two cosplayers :D

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Post by GaijinPunch »

sven666 wrote: loke tests maybe but definetly not for shows, keep in mind that this is to capture interest in vendors, not satisfy the hardcore crowd.

i cant remember any game beiing jacked up for a show anyways?
All of 'em. ESPGaluda II (you can even look back at some of the footage I took... the stage 1 boss patterns were way harder, amongst other things). Muchi Muchi Pork as well handed everyone's ass to them at the show & loke test, then it came out way easier.

An easier game means fewer people at the show play it. That in turn is something vendors definitely don't want to see.
That looks like Joker Jun in the bottom picture with the two cosplayers
Yeah, that's him. Wonder if he'll be there tomorrow. There's a quick interview w/ him as well.
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Post by BulletMagnet »

Icarus wrote:They tried that, and ended up with Progear.
Didn't Ikeda himself say Progear was a failed experiment?
They did say something about how the overall idea "didn't work" in their opinion, but they definitely made sure to include cheap deaths therein, so I don't think that was the deciding factor for them...I think some of the previous posters went into this.
Care to show me where "insta-death lasers or their kin" appear in Death Smiles?
Haven't seen anything resembling instant unavoidable death yet.
One point that sticks out, if memory serves, is when a bunch of popcorn enemies appear from the left and push your character to the right side - then, without warning IIRC, one of those huge half-screen ogre guys drops to the ground from the top right - unless you know to boogie back left at that point, I don't see much hope of avoiding it sans prior knowledge. There are a few other spots where it looks like enemies burst in and blindside you without any cue, but that one stuck out most to me.

Again, maybe the low quality makes the warnings and whatnot look less obvious than they actually are - as I said, I'm willing to wait for further info before I say any more, and certainly hope that my concerns turn out to be ill-founded.
Get past stage4 and into the 6(letter) stages and we'll talk.
Go figure...from what I'd seen of it I liked BD, as it includes the hori "staples" you mentioned earlier (traps and terrain) but manages to avoid making you feel as if you've been robbed...it just seems weird to me that the developers would sabotage that. Not like the game was a cake walk without the cheapness...
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Post by Shatterhand »

In any event, I've griped enough about this - I'll shut up until any further info comes forth. On a different note, however, at the end of the 2P video I linked to, the last death appears to have been caused, at least in part, due to a nasty bit of slowdown disappearance at an inopportune time - hopefully that won't be an issue.
From the videos I saw, slowdown seems to be a serious issue, I saw lots of moments where the speed of the game changed too subtly....
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Post by Icarus »

BulletMagnet wrote:They did say something about how the overall idea "didn't work" in their opinion, but they definitely made sure to include cheap deaths therein, so I don't think that was the deciding factor for them...I think some of the previous posters went into this.
The fact that Cave's main guy himself said that the idea of Cave-style vert gameplay in a hori setting "didn't work" should tell you a lot.

The fact that Cave are trying a more traditional landscape-based hori design (with all the lovely treats that are recognisably hori gameplay-style) with their Cave-style bulletspam should also tell you a lot. Namely, they're willing to try to alter the vert formula to work correctly within a traditional hori setting.

And the best thing is, if Death Smiles is well received, it opens the door for more horis using the same style of gameplay and stage design. Which can only be a good thing, as it gives Cave an extra option when coming up with new concepts and franchises.
BulletMagnet wrote:One point that sticks out, if memory serves, is when a bunch of popcorn enemies appear from the left and push your character to the right side - then, without warning IIRC, one of those huge half-screen ogre guys drops to the ground from the top right - unless you know to boogie back left at that point, I don't see much hope of avoiding it sans prior knowledge. There are a few other spots where it looks like enemies burst in and blindside you without any cue, but that one stuck out most to me.
Tricks like this don't really surprise me in any way. Horis of all ages have played this kind of "push into trap section" trick, why should Death Smiles be any different. Same goes for the bottleneck areas I've seen in one of the other stage videos.
BulletMagnet wrote:Go figure...from what I'd seen of it I liked BD, as it includes the hori "staples" you mentioned earlier (traps and terrain) but manages to avoid making you feel as if you've been robbed...it just seems weird to me that the developers would sabotage that. Not like the game was a cake walk without the cheapness...
Trust me, I love Border Down and all, but despite the seemingly vertish gameplay style, there are a lot of very traditional hori elements in it. Trap sections, memoriser parts and other assorted treats are just a sample.
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Post by Rob »

If Progear was a failed experiment, what does that make every other game Cave has developed?
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Post by Radiant »

think of all the poor cab players....they have do turn the monitor for this game... :lol: (if u don't have 2 cab's or an Egret :wink: )
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Post by BulletMagnet »

Icarus wrote:And the best thing is, if Death Smiles is well received, it opens the door for more horis using the same style of gameplay and stage design. Which can only be a good thing, as it gives Cave an extra option when coming up with new concepts and franchises.
I certainly agree with you here, and it does seem like Cave has made at least some effort to reduce the "quarter muncher factor" from the game - all I hope is that they manage to go all the way with it, rather than just hinting at progress at certain spots and then sending you back to 1990 in others.
Tricks like this don't really surprise me in any way. Horis of all ages have played this kind of "push into trap section" trick, why should Death Smiles be any different.
Well, you asked for an example, and there it is. As for "why should it be any different," I think you sort of answered your own question earlier, as a less intimidating, or at least more accommodating (i.e. less cheap) design works to draw in more players and allow for more frequent (and hopefully profitable) forays into the genre as a whole for developers. As I already said, I'd certainly like to see this happen, and hope this game manages to do it.
Same goes for the bottleneck areas I've seen in one of the other stage videos.
I imagine you mean the part with all the snaky plant things, spewing bullets like the snaky fish things in Mushi's stage 4...nasty part indeed, but I seem to recall the game giving out lots of warning arrows there, so I'm not nearly as concerned about it, since at least you're not being completely sniped from a weak side and having your credit outright stolen.
Trust me, I love Border Down and all, but despite the seemingly vertish gameplay style, there are a lot of very traditional hori elements in it. Trap sections, memoriser parts and other assorted treats are just a sample.
Be that as it may, I still wonder why they had to go and (apparently) mess with a formula that, as far as I'm concerned, worked fine as it was - if nothing else, it won over the likes of me, and I don't doubt that it at least had the potential to do the same for other wary players, sort of along the lines of what Death Smiles has the potential to do.
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Post by sven666 »

Radiant wrote:think of all the poor cab players....they have do turn the monitor for this game... :lol: (if u don't have 2 cab's or an Egret :wink: )
lol.. that was actually my main gripe with it.. i have 2 vert cabs, now i have to get another :?
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Post by Radiant »

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i guess the next goodies for the kit's :lol:
yahoo is full of this stuff now......
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Post by eight »

I nnnneeeed one!!!
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Post by P_HAT »

Akuma(?)
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Tensi(?)
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Post by undamned »

I'm sorry, guys, but young girls in laced clothing is really creeping me out. Maybe little skeleton guy and I will hang out instead. He's real down to earth (get it... dead... in the ground... down to earth? Yeah, nevermind.).
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Post by rtw »

Radiant wrote:Image
i guess the next goodies for the kit's :lol:
yahoo is full of this stuff now......
The one on the left is for the "pirate" game.

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Post by segasonicfan »

this game makes me feel much better bout getting an egret :D progear just wasnt worth the tating but this one looks like it def will be.

and Cave making a Cotton game (or at least that's what it looks like), this is a dream come true. Like they went inside my head and saw what I truly loved :shock:

any other Cotton fans notice the stage 2 boss similarity? Exactly the same as stage 2 midboss in Cotton :) Also the one-eyed bats are all over the place in Cotton.

The turnaround shot is obviously inspired by Trouble Shooter AKA Battle Mania on the Mega Drive. Man it looks like Cave is pulling inspiration from all the best places! and mmmm look at that paralax, Cave has def been playing their MD :D

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Post by Rob »

segasonicfan wrote:progear just wasnt worth the tating
What does "tating" have to do with Progear?
it looks like Cave is pulling inspiration from all the best places!
Like Sol Divide. :)
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Post by ResOGlas »

I don't frequent this forum anymore, so excuse me if it's already been asked or mentioned. Does anyone know if this will be a Jamma board? Some of the videos kinda' look 480p/High-res to me. Maybe a Naomi release or a Jamma board with an optional VGA out similar to the game Arcana Heart?:
http://i23.photobucket.com/albums/b360/ ... aheart.jpg
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Post by szycag »

maybe if he thinks tating just means rotating, as in i had to 'tate my screen from it's usual orientation of tate to yoko to play progear. (it's pronounced tah-tay by the way)

are there any more videos of gameplay of this that haven't been linked in the thread yet?
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Post by RyanDG »

szycag wrote:are there any more videos of gameplay of this that haven't been linked in the thread yet?
I'm working on getting a couple of more. I have a large file (about 2 gigs) that a friend is supposed to be sending me, but I don't expect it until after the event is over. I'm keeping my eyes out for anything else that pops up online though.
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Post by sven666 »

ResOGlas wrote:I don't frequent this forum anymore, so excuse me if it's already been asked or mentioned. Does anyone know if this will be a Jamma board? Some of the videos kinda' look 480p/High-res to me. Maybe a Naomi release or a Jamma board with an optional VGA out similar to the game Arcana Heart?:
http://i23.photobucket.com/albums/b360/ ... aheart.jpg
it is definetly not highres, i watched some of the better vids and screenshots on my TV and on that it is pretty clear the graphics are on par with the latest cave games (and most likeley on the same hardware).. unfortunatley :(

but yeah i too thought it looked sortof highres initially coupled with the cabs it was played on, cave are really squeezing the last drops of blood out of the lowres limits.
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Post by ResOGlas »

sven666 wrote:
ResOGlas wrote:I don't frequent this forum anymore, so excuse me if it's already been asked or mentioned. Does anyone know if this will be a Jamma board? Some of the videos kinda' look 480p/High-res to me. Maybe a Naomi release or a Jamma board with an optional VGA out similar to the game Arcana Heart?:
http://i23.photobucket.com/albums/b360/ ... aheart.jpg
it is definetly not highres, i watched some of the better vids and screenshots on my TV and on that it is pretty clear the graphics are on par with the latest cave games (and most likeley on the same hardware).. unfortunatley :(

but yeah i too thought it looked sortof highres initially coupled with the cabs it was played on, cave are really squeezing the last drops of blood out of the lowres limits.
Nice, thanks for the info. To be honest, I'm happy that I don't need to run out and buy a 31k cab now! :P
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Post by segasonicfan »

maybe if he thinks tating just means rotating, as in i had to 'tate my screen from it's usual orientation of tate to yoko to play progear. (it's pronounced tah-tay by the way)
yup, that's what I meant. Nearly every arcade game I own is vert and I play my shmups most of all, so rotating back to hori just for Progear was a pain (and one of the reasons I sold it).
it is definetly not highres, i watched some of the better vids and screenshots on my TV and on that it is pretty clear the graphics are on par with the latest cave games (and most likeley on the same hardware).. unfortunatley Sad
Yeah, I'm sure it's on the same hardware (SH3), but why do you think this is unfortunate? Sure the boot up rom/ram check sucks but other than that I like it :) So yeah, definitely not hires (which I prefer). Kinda proves how amazing Cave is- they don't need thousands of extra pixels, they just make kick-ass sprites/art. (speaking of Joker Jun specifically, he's too incredible for words).

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Post by Zebra Airforce »

Rob wrote:If Progear was a failed experiment, what does that make every other game Cave has developed?
An orgasm?
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Post by GaijinPunch »

Okay, back from the show.

While this isn't an Ikeda game, it's definitely got some Ikeda-isms. A button shoots left, B button shoots right. C button is the bomb. HOlding down either A or B is a stronger shot, and you move slower. Each character has a glowing hitbox (heart-shaped) which is pretty small. Hold down A + B for the homing attack. It's pretty cool, but it takes so long to lock on you only use it for big enemies or ones that are really hard to reach.

The game is definitely 240p.

I have about 25 minutes of footage... half of which I got while waiting in the back of the line (so I got it off the LCD -- doesn't look so good) the other half is a Windia replay I got from standing right behind the guy playing, which looks much better.
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Post by JoshF »

Visible hitboxes are good.
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Post by GaijinPunch »

JoshF wrote:Visible hitboxes are good.
Cosplayers were too young to have visible boxes. :(

EDIT:
Fun facts:
-Windia's voice actor (or actress, whatever) is the same person that did Tsubame in ESPGaluda II
-The theme song might be worse than (I can't believe I'm saying this) Pink Sweets & Muchi Muchi Pork.
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