Official Pink Sweets -Ibara Sorekara- thread (renamed)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote: This does not make sense. Score Attack is supposed to be a timed run with infinite lives, just like Dangun Feveron's Score Attack mode. Mine does not subtract any lives in SA mode, and I'm sure mine is the fixed one from Fujita.
Why are you so sure? If you bomb the trees in the first stage and get birds, that's also supposed to show you have the first version.

And if they took out the in-game reset code, as MleJazz said, then they would NEED to make Score attack no longer be "infinite lives" based, as there would no longer be a way to exit out of it other than to sit there and wait for the time to go down, which would be a silly thing to do in an arcade setting.

Anyway, if you really want to know FOR SURE, you need to get 3 lives in a row on defaults in normal mode, and then die. Then you'll get a clear answer.
User avatar
Twiddle
Posts: 5012
Joined: Sat Feb 18, 2006 11:28 pm
Contact:

Post by Twiddle »

Nope, the reserve bonus is for minutes. Image
so long and tanks for all the spacefish
unban shw
<Megalixir> now that i know garegga is faggot central i can disregard it entirely
<Megalixir> i'm stuck in a hobby with gays
User avatar
jpj
Posts: 3670
Joined: Sun Feb 05, 2006 4:44 pm

Post by jpj »

sorry dude, i sometimes skim a lot of your posts.

okay, so i get the trees on stage 1, and have infinite lives on score attack, so this is allegedly an original version?

so basically, me, dave, twe, and icarus should try to get three 1-ups in a row without dying. and after one of us has done that, we can confirm it.

what i don't understand is why they would take out the reset code (it's awesome), and why alter the score attack mode?
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

EOJ wrote:
Dave_K. wrote: This does not make sense. Score Attack is supposed to be a timed run with infinite lives, just like Dangun Feveron's Score Attack mode. Mine does not subtract any lives in SA mode, and I'm sure mine is the fixed one from Fujita.
Why are you so sure? If you bomb the trees in the first stage and get birds, that's also supposed to show you have the first version.
I thought you asked Fujita if they had the fixed version and they said yes. Looking back at the thread I guess I have selective memory, as that was one of the reason why I went ahead and ordered from Fujita. I guess I'm not 100% sure now if you never confirmed with them.

Anyway, I don't see why they would "fix" score attack to start subtracting lives when its supposed to be based on timed play. Maybe MLeJazz had it backwards, and the subtraction of lives in SA was on the original bug version..that would make more sense to me.

Does anyone else who has this board have lives subtract in SA mode?
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote: Maybe MLeJazz had it backwards, and the subtraction of lives in SA was on the original bug version.
Definitely not. I was just reading some blogs of Japanese players who beat the game with the infinite lives bug back in May/June 2006 (a month or two after the game was released), and they said they did not think the infinite lives bug was actually a "bug", since you have infinite lives in Score Attack mode, and it's actually quite difficult to trigger the infinite lives feature in Normal Mode. Plus the in-game reset code, why would you have it in the normal game unless the infinite lives thing was a feature purposely put in the game?

Also, Galford plays on the original ("bugged") version, and his SA scores were all done with infinite lives.

As for the "fixed version" from Fujita, it was a guess since it seemed to be the last stock from Cave. I never had absolute confirmation, however.

Anyway, it's better to view these as "first version" and "Second version". All the pros score on the "first version", so that's actually the better one to have anyway. I've never seen any scores done on the "second version".
Last edited by EOJ on Fri Oct 05, 2007 7:29 pm, edited 2 times in total.
User avatar
Radiant
Posts: 198
Joined: Wed Sep 06, 2006 10:32 am
Location: Snowhell

Post by Radiant »

I'll try my PS tomorrow....I have the birds in the 1st stage
my PS is also from fujita and was one of the last in stock (FEB 07)
User avatar
jpj
Posts: 3670
Joined: Sun Feb 05, 2006 4:44 pm

Post by jpj »

EOJ wrote:Many in Japan hate Pink Sweets (they call it a "shit game" in Japanese) because of this infinite lives bug. They say it creates an unfair playing field.
EOJ wrote:Well later prints of the PCB had the bug fixed (mine was one of these).
EOJ wrote: Ultimately this game is pretty broken from a scoring perspective. That's why I have no desire to play it again.
how times can change from 2 pages ago... :wink: :D

seriously tho, let's try this 3x 1-up no-miss thing, because if it turns out most of us have the 1st print, it will open up a lot of the scoring etc
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

jpj wrote:
seriously tho, let's try this 3x 1-up no-miss thing, because if it turns out most of us have the 1st print, it will open up a lot of the scoring etc
I've been trying for awhile now! I can never manage it. :(

And yes, I'm the king of changing my opinion towards PS. I doubt anyone will dethrone me. :lol: The part about many Japanese calling PS a shit game due to the infinite lives bug is a fact though.
Last edited by EOJ on Fri Oct 05, 2007 8:18 pm, edited 1 time in total.
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

EOJ wrote: Plus the in-game reset code, why would you have it in the normal game unless the infinite lives thing was a feature purposely put in the game?
The in-game reset code was intended for SA mode (since you can't stop the game until time is up), and also for Invicibility mode since you again, you can't stop the game until all levels have completed.
EOJ wrote: All the pros score on the "first version", so that's actually the better one to have anyway. I've never seen any scores done on the "second version".
Its only the better one to have because Arcadia is still accepting scores from it. Even though it may be difficult to get to this infinite lives state, I wouldn't call these players "Pros". In fact I think thats why people basically shit upon anyone still playing this. Now if Arcadia threw these scores out, and only accepted second revision scores, we would see the challenge return and some real players step up.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote:
The in-game reset code was intended for SA mode (since you can't stop the game until time is up), and also for Invicibility mode since you again, you can't stop the game until all levels have completed.
That doesn't explain why you can use it in Normal and Harder modes on defaults though. Cave's official PS page lists this code as a general command you can use in any mode.
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

EOJ wrote:
Dave_K. wrote:
The in-game reset code was intended for SA mode (since you can't stop the game until time is up), and also for Invicibility mode since you again, you can't stop the game until all levels have completed.
That doesn't explain why you can use it in Normal and Harder modes on defaults though. Cave's official PS page lists this code as a general command you can use in any mode.
You can play normal and harder modes with Invincibility turned on, so I still don't see your point.
Last edited by Dave_K. on Fri Oct 05, 2007 8:24 pm, edited 1 time in total.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote:Even though it may be difficult to get to this infinite lives state, I wouldn't call these players "Pros".
Keep in mind it takes a lot of skill to get 20mil in Normal mode. I used infinite lives just for the heck of it a few days ago (set lives to "multiply"), and finished the game with Lace with only 7.7mil. :( I medalled through most of the game as well.

Using the infinite lives feature in Normal mode turns the game into something more similar to SA, where it's a pure scoring contest. The 1CC aspect is no longer very relevant.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote:
You can play normal and harder modes with Invincibility turned on.
Yes of course, I know this. Still doesn't answer my question. I said when playing 'on defaults'.
User avatar
jpj
Posts: 3670
Joined: Sun Feb 05, 2006 4:44 pm

Post by jpj »

i think i could do the 3 extend no-miss thing with shasta (not trying to boast). if i'm not medalling, i can generate an extend by stage 4, plus the two mentioned in stage 3. failing that tho, there is another fixed one in stage 5, but i haven't memerised the order of the egg statue things. and i think two of them are after the mid-boss, so that's kinda tricky for me :? this has also made me think that if you're doing a medalling run, and you're quite comfortable with stage 5, you could still get infinite lives before the stage 5 boss from the two fixed extends, plus the stage 3 midboss. stage 5 boss fucks me over :evil:
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

EOJ wrote:
Dave_K. wrote:
You can play normal and harder modes with Invincibility turned on.
Yes of course, I know this. Still doesn't answer my question. I said when playing 'on defaults'.
I gave you two reasons why a soft-reset code would be needed. I didn't say anything about them only being enabled for particular defaults/settings. Just because it can reset in these other modes does not justify a statement about infinite lives bug being a "feature".
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave K.: You can set the MMP PCB to "invincible" too, and there's no soft reset code in that game (I'll have to check, but I think Ibara also has this feature, and also lacks a soft-reset). See my point?
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

I could have sworn there was a soft-reset code for Dangun Feveron, but I can't seem to find it. It has more to do with the SA than Invicability mode to have a soft-reset function.
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

Dave_K. wrote:I could have sworn there was a soft-reset code for Dangun Feveron, but I can't seem to find it. It has more to do with the SA than Invicability mode to have a soft-reset function.
http://www.gamengai.com/bn_inf.php?type ... d=1296&p=2

7th question down, confirming there is a soft-reset code for Dangun.
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

SA Mode is the only reason why both Feveron and Pink Sweets have the reset command, and no other game in Cave's catalogue has it.

@Dave_K.
I can't personally confirm that my board is the original unfixed version outside of going into SA Mode and dying ten billion times without a single life being subtracted from my counter, or triggering the bug in Normal Mode.
I did think it is an unfixed version however, simply because the top score on it was a 13mil ALL which I reckon is impossible to do on a fixed board, if all the comments about the game are true (regarding ass-raping difficulty at max rank etc). However, looking at the photo again, there's a stage7 10mil no clearance score, which throws up a lot of questions about this board I have, as well as the true difficulty of the game.

If there was some way of confirming it without having to jump through hoops, like something on the bootup screen, the disclaimer, or in PCB chip code, then that would be a bigger help.
Image
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

EOJ wrote: Anyway, if you really want to know FOR SURE, you need to get 3 lives in a row on defaults in normal mode, and then die. Then you'll get a clear answer.
Ok, it took me a couple hours, but I did it. Using default settings, normal mode, I amassed 5 ships by level 3, and then died once on the boss, no bug, life stock went down to 4. So either I just confirmed my board is fixed version, or the info on the bug is wrong. Take your pick.
Icarus wrote:However, looking at the photo again, there's a stage7 10mil no clearance score, which throws up a lot of questions about this board I have, as well as the true difficulty of the game.
Yeah, I'd read that 10M score as the bug was not triggered (can't save the score if it freezes before finishing)...so good chance that 13M score is a non-bug ridden score too.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Dave_K. wrote: Ok, it took me a couple hours, but I did it. Using default settings, normal mode, I amassed 5 ships by level 3, and then died once on the boss, no bug, life stock went down to 4. So either I just confirmed my board is fixed version, or the info on the bug is wrong. Take your pick.
Wow, nice job! The evidence you present here is pretty damn convincing. I'm going to hunt some more on Japanese message boards, and email Cave about it and see what they say to get to the bottom of all these different stories about the versions of PS. I seem to remember someone saying the bug is only activated if you die in the 5th or 6th stage after having 5 ships in stock, but don't quote me on that just yet.
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Icarus wrote:S
I did think it is an unfixed version however, simply because the top score on it was a 13mil ALL which I reckon is impossible to do on a fixed board,
13mil with Lace is probably possible without the bug, if you medal through the whole game. The bugged scores are over 20mil, remember.

BTW I had a weird glitch happen the other day. I beat the 3rd boss and quickly let go of my rose cracker and smashed some buttons, then when I started Stage 4 there was no music! The sound effects were there, but no music throughout the stage until my credit was ended. I started up again and in the next run there was no problem. Haven't had any problem before or since either. Weird!!
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

Isn't the bug triggered when you get five lives and your counter changes to display only two? I remember the first set of replays found demonstrated this (Meidi&Midi run, bug triggered off the fixed Extend in stage5).

Speaking of Meidi&Midi, I just had a quick run with them and managed to get two Extends in stage4 (the fixed position one, and one just after it on the drone rush), so I can probably manage three in stage3 at a push (the next one appeared with the first set of drones in st4). If I manage it I'll let you guys know what happens.
EOJ wrote:13mil with Lace is probably possible without the bug, if you medal through the whole game. The bugged scores are over 20mil, remember.
Yeah, I did mention after that line in the quote that after seeing the 10mil not ALL, that this board might either be a fixed one, or the player was pretty damn good at the game. PS throws up more mysteries the more I play it...
Image
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

It actually wasn't all that difficult to do with Shasta (as jpj eluded to in a non-medaling/non-bombing run). I milked two extends off the st3 midboss, plus that tank extend. I was able to do it a second time just now and kept the 5 ships through to stage 4 and then died just after the first midboss there, and still no bug.
EOJ wrote:I seem to remember someone saying the bug is only activated if you die in the 5th or 6th stage after having 5 ships in stock, but don't quote me on that just yet.
Yeah I'm afraid there were some other conditions that we probably overlooked. If only I was good enough to make it to stage 5 (never have yet). :cry:
Icarus wrote:Isn't the bug triggered when you get five lives and your counter changes to display only two? I remember the first set of replays found demonstrated this (Meidi&Midi run, bug triggered off the fixed Extend in stage5).
I have that replay, it was a low rank run ending in 5M (although the replay does not contain level 6 and 7, it shows the end complete screen with 2 ships in stock). The ships change to 2 when you get your 6th extend.

Its still a mystery what happens with getting extends after 5 ships, and what happens when your 6th ship dies, do you get 1 left, or does it go back to 5?
Icarus wrote: Speaking of Meidi&Midi, I just had a quick run with them and managed to get two Extends in stage4 (the fixed position one, and one just after it on the drone rush), so I can probably manage three in stage3 at a push (the next one appeared with the first set of drones in st4). If I manage it I'll let you guys know what happens.
Where was this fixed position extend in st4? None of my replays show this.
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

Dave_K. wrote:It actually wasn't all that difficult to do with Shasta (as jpj eluded to in a non-medaling/non-bombing run). I milked two extends off the st3 midboss, plus that tank extend. I was able to do it a second time just now and kept the 5 ships through to stage 4 and then died just after the first midboss there, and still no bug.
Given that we're talking about the Meidi&Midi replay, have you tried to get a fourth Extend and see if the life counter switches over to a 2-life display? Seems like the unfixed versions require six total lives for the bug to be triggered (see next paragraph).
Dave_K. wrote:I have that replay, it was a low rank run ending in 5M (although the replay does not contain level 6 and 7, it shows the end complete screen with 2 ships in stock). The ships change to 2 when you get your 6th extend.

Its still a mystery what happens with getting extends after 5 ships, and what happens when your 6th ship dies, do you get 1 left, or does it go back to 5?
Yeah, it was this one. I think Kiken mentioned that it was a demonstration of the bug, since the other replay that came with it was of the end credits. Don't take my word for it on that, by the way

Also, NTSC-J describes a bug here.

Also, I think once the bug is triggered, the life count does not decrease. Compare the end of the st1to5 vid with the end credits vid. Notice anything similar? Two lives on display. ^_-
Dave_K. wrote:Where was this fixed position extend in st4? None of my replays show this.
Variable Extend. I died on the st3 boss and ended up milking a ton of destroyable bullets, which put me over the trigger for the next Extend. The joys of having a crappy peashooter for a boss fight. ^_-

I'm going to keep trying Meidi&Midi until I can trigger the bug (if it exists on my board). I find it considerably easier to do with them over the other three characters.
Image
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Looking forward to seeing the results of your bug hunt, Icarus! I think the important thing to keep in mind is, even if you have the "bugged" version, you can still compete on the same playing field with those with the "fixed" version, as long as you don't go to the lengths of triggering the bug (which, by all indications, seems to be quite a difficult thing to do anyway). The advantage of having the original "bugged" version is, if you want, you can turn Normal mode into a pure "score attack", and shoot for the highest score possible.
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

EOJ wrote:Looking forward to seeing the results of your bug hunt, Icarus!
I'll try. I have a fairly good strategy for getting Extends regularly right now, that needs to be refined a bit. I was surprised when the game spat out the second Extend right after the fixed one in st3 in that Meidi&Midi run, so at least I know I'm doing something right.

I'll let you guys know what happens. It'll take time, however, so don't expect results just yet. ^_-
EOJ wrote:I think the important thing to keep in mind is, even if you have the "bugged" version, you can still compete on the same playing field with those with the "fixed" version, as long as you don't go to the lengths of triggering the bug (which, by all indications, seems to be quite a difficult thing to do anyway). The advantage of having the original "bugged" version is, if you want, you can turn Normal mode into a pure "score attack", and shoot for the highest score possible.
Even if it turns out to be a fixed board, the game still offers a challenge with regards to clearing the game normally, which is something I want to try anyway. Having the bug would make score attacking quite fun though.
Image
User avatar
Radiant
Posts: 198
Joined: Wed Sep 06, 2006 10:32 am
Location: Snowhell

Post by Radiant »

It took me 2 hours of my life to get this :lol:
-1 extend tank
-1 extend mid boss
-1 extend endboss
20 sec after this i died the 1st time....-1......... :o
(Lace)
User avatar
EOJ
Posts: 3227
Joined: Fri Mar 11, 2005 6:12 am
Location: Hawaii
Contact:

Post by EOJ »

Icarus wrote:

Also, NTSC-J describes a bug here.

Also, I think once the bug is triggered, the life count does not decrease. Compare the end of the st1to5 vid with the end credits vid. Notice anything similar? Two lives on display. ^_-
Yeah, from what NTSC-J wrote, it seems you need to get 4 1UPs in a row (to cycle 5>2 spare lives). It must somehow force the "multiply" setting in the dip switches to turn on, as if you turn that on you have 2 spare lives but they never go down when you die.

By the way, I just noticed that in Galford's 19mil Shasta run, where he used the bug, it shows 2 ships in stock at the "complete" screen! So getting 6 spare lives must be the trigger. Here's the pic:

Image
User avatar
Icarus
Posts: 7320
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

EOJ wrote:Yeah, from what NTSC-J wrote, it seems you need to get 4 1UPs in a row (to cycle 5>2 spare lives). It must somehow force the "multiply" setting in the dip switches to turn on, as if you turn that on you have 2 spare lives but they never go down when you die.
As I thought, it wasn't five lives spare, it was six. I doubt flipping dipswitches to give yourself five lives (and then picking up an Extend) would work either, but it might be worth a go.

Now we'll have to see if the boards people have on this forum are bugged or not. ^_-
Image
Post Reply