Ibara impressions (yay, it's finally out!)
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dave4shmups
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GaijinPunch
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GaijinPunch
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Heh, nice to see that some others have picked this one up. Sure it broke the bank, but it's oh so worth it 
http://img91.echo.cx/img91/1276/ibara17qe.jpg
http://img91.echo.cx/img91/5263/ibara26lj.jpg
http://img91.echo.cx/img91/7164/ibara34pi.jpg
http://img91.echo.cx/img91/5811/ibara42dw.jpg
Gonna have a shoot em up day now methinks.

http://img91.echo.cx/img91/1276/ibara17qe.jpg
http://img91.echo.cx/img91/5263/ibara26lj.jpg
http://img91.echo.cx/img91/7164/ibara34pi.jpg
http://img91.echo.cx/img91/5811/ibara42dw.jpg
Gonna have a shoot em up day now methinks.
I'm in the UK, I ordered it from Excellent. I've just credit fed it to see what it was like and boy is it tough. Like what Cthulhu said there is shrapnel everywhere!!! It is very similar to Garegga but times it by 10, a very very intense shooter. I can see this one taking ages to master. It's also got the NICEST explosions I think I'ce seen in a game. Artistic explosions galore!!! All in all I think it's well worth the asking price (heh well I've got to have some justification for forking out that much)Anyone in the UK have it yet? Does anyone know if Casino is getting it?
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incognoscente
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STAFFvelocity7 wrote:Now can we see some credits? Like who the music composer is? Any Raizing staff on the team? Etc.?
Producer:
Kenichi Takano
Director/Programmer:
S(hinobu) Yagawa
Chief Designer:
Akira Wakabayashi
Designers:
TNK
Hideki Nomura {Background Design: Ketsui; Design: ESPGaluda, Mushihimesama}
Tamajo
Character Designer:
Tomoyuki Kotani
Voice Actors:
(Rose Garden)
Teresa:
Chiharu Komine
Lace:
Nami Aoki
Shasta:
Maiko Mori
Kasumi:
Kumiko Ishihara
Midi:
Mao Shimura
Meidi:
Asako Naito
(Negotiator)
Bond:
Daisuke Matsumoto
Dyne:
Akira Wakabayashi
Music Composer:
Shinji Hosoe (Super Sweep) {DDPDOJ arrange, Border Down arrange, ESPGaluda arrange}
Sound Creators:
Ayako Saso (Super Sweep) {DDPDOJ arrange, Border Down arrange, ESPGaluda arrange}
Daisuke Matsumoto {Sound Effects: Mushihimesama}
Supervisor:
Sanae Ikeda
Special Assisstants:
Toshiaki Tomizawa
Takatsugu Furuhata
Atsushi Niiyama
Yuji Inoue
Asuka Mochida
Junko Ueki
Kaori Itamura
Junji Seki
Yui Yoshii
Shunsuke Nakata
Tyap
Ikumi Fujiwara
SHIMARISU OKOSHI
AMI ALL STAFFS
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Thanks J2d et al for the video.
So now that some of you own the boards, I hope we can finally get some better quality vids than that one on click stick.
SHMUP sale page.Randorama wrote:ban CMoon for being a closet Jerry Falwell cockmonster/Ann Coulter fan, Nijska a bronie (ack! The horror!), and Ed Oscuro being unable to post 100-word arguments without writing 3-pages posts.
Eugenics: you know it's right!
Hmm. That's a good price.Pointman wrote:Well I looked at my bank statement yesterday and it came to the grand total of..........£1370It was a blow to see all that cash go but I'd get more satisfaction from playing this than spending a shedload of cash on generic EA titles. Plus the fact you only live once
*Considers selling all his PCBs, SFami and Saturn collection...*

Excellent sent an email for pre orders for it, and being the Cave whore that I am I couldn't refuse. After playing it a bit more now I can see how hard it is, Mushi seems much more sedate that this beast. As soon as the game starts it grabs you by the throat. It then flings you back and fore a couple of screens and then delights in showing you the game over screen while your joystick is in pieces. Hell there is even a woman laughing within the continue countdown. This is one sadistic game.
The power up system is gonna take a bit of getting used to, it's like a three tiered power up system for three drones. Your ship can take three drones but it seems replacing them requires you to choose which side of your ship you want to contact the power up to. If you hit a power up which already occupies one side then you'll get a 10000 point bonus. The bombs are really powerful, one burst of the Hadoh Gun can take out the 1st boss.
I remember reading that most people thought that the PS2 wouldn't be able to handle Mushi. If the PS2 can only just handle that game then I wouldn't hold my breath for a port of this, just way too much stuff being flinged about the screen. Still I'd love to be proved wrong though
The power up system is gonna take a bit of getting used to, it's like a three tiered power up system for three drones. Your ship can take three drones but it seems replacing them requires you to choose which side of your ship you want to contact the power up to. If you hit a power up which already occupies one side then you'll get a 10000 point bonus. The bombs are really powerful, one burst of the Hadoh Gun can take out the 1st boss.
I remember reading that most people thought that the PS2 wouldn't be able to handle Mushi. If the PS2 can only just handle that game then I wouldn't hold my breath for a port of this, just way too much stuff being flinged about the screen. Still I'd love to be proved wrong though

Well CAVE learned their lesson awhile ago with ESP Ra.De. that players will do anything for score. The point was driven home with Guwange, that the bosses just have to fucking leave or else players will continue to milk, no matter how difficult it becomes!
Though you can still "milk" some bosses, and it is purposely implemented by the developers, but limited. Things like the 4th boss in Progear, 1st in Ketsui, 3rd in Galuda...
Though you can still "milk" some bosses, and it is purposely implemented by the developers, but limited. Things like the 4th boss in Progear, 1st in Ketsui, 3rd in Galuda...
Yes, rank has been present in many shooters, but not all of them.
For starters, if rank is baased purely on survival time, then I really don't consider it rank. games are supposed to get harder as you progress, and simply ramping it up the longer you survive and lowering it some when you die is a simple way to balance the game.
In some games, rank can be seen as a punishment for ou "skill" but in many games it's not so. Take for example, border down. It definitely has rank in it, yet to play well you sohuld not use any rank control tecs. You WANT the rank to be maxed out as soon as possible, because a higher rank increases your scoring oportunities. So in this case it's not a pinishment for skilled play, but a reward by giving you the opportunity to score higher. The "bonuis formations" bit is one form of this type of rank. BTW. first game to have bonus formations: Gyruss original arcade.
If you shot down the first 4 formations before they reache dthe center, a fifth mystery formation would fly onto the screen.
Batle Garegga is not unique for having a vicious rank system. However, it is unique for turning one of the rules about rank on it's end. In most games, rank control lowers your score, but increases survivability. The score versus survivability tradeoff is one of the cornerstones of most shooters with rank. But in the case of battle Garegga, playing FOR SCORE is essential for rank control, because you need to gain extends so you can suicide more often to lower rank! If you don't gain sufficient extends the rank will tear you up and spit you out near the end of the game. Only missing MAX value medals lowers rank in Garegga. and yo have ot get those medals back up to max again in order to miss another one. If you are going to miss max medals,it's best to use the medal saving technique so you can shortly afterwards drop another max medal.
The other ting abouyt garegga is that dying doesn't actually lower rank, ut it delays the increasing of it by an amount inversely proportional to yor stock. That's the other thing. to keep rank low you need to keep your STOCK low, which is of course taking a risk! It's very counterintuitive.
For starters, if rank is baased purely on survival time, then I really don't consider it rank. games are supposed to get harder as you progress, and simply ramping it up the longer you survive and lowering it some when you die is a simple way to balance the game.
In some games, rank can be seen as a punishment for ou "skill" but in many games it's not so. Take for example, border down. It definitely has rank in it, yet to play well you sohuld not use any rank control tecs. You WANT the rank to be maxed out as soon as possible, because a higher rank increases your scoring oportunities. So in this case it's not a pinishment for skilled play, but a reward by giving you the opportunity to score higher. The "bonuis formations" bit is one form of this type of rank. BTW. first game to have bonus formations: Gyruss original arcade.

Batle Garegga is not unique for having a vicious rank system. However, it is unique for turning one of the rules about rank on it's end. In most games, rank control lowers your score, but increases survivability. The score versus survivability tradeoff is one of the cornerstones of most shooters with rank. But in the case of battle Garegga, playing FOR SCORE is essential for rank control, because you need to gain extends so you can suicide more often to lower rank! If you don't gain sufficient extends the rank will tear you up and spit you out near the end of the game. Only missing MAX value medals lowers rank in Garegga. and yo have ot get those medals back up to max again in order to miss another one. If you are going to miss max medals,it's best to use the medal saving technique so you can shortly afterwards drop another max medal.
The other ting abouyt garegga is that dying doesn't actually lower rank, ut it delays the increasing of it by an amount inversely proportional to yor stock. That's the other thing. to keep rank low you need to keep your STOCK low, which is of course taking a risk! It's very counterintuitive.
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GaijinPunch
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Arcade items get pricey. I've seen flyers clear 10,000 yen before.Wow, those posters cost that much? Man, I should nab the one off the wall at the arcade! :twisted
I really debated buying this, but I bought Progear and Guwange within 10 days of each other, and Mushi coming out next month -- I wouldn't give it $2200 worth of time.
Obviously the goal of any arcade pcb is to make money...but would you say the difficulty you just described (post stage 3-4) ever in any way feels like "quarter munching"? Or does it just feel like vicious Raizing/Garegga-style action on a faster, more modern arcade board?I've hit a wall in Ibara and I have no idea how to overcome it - I can get to level 4, and not a bit past. I can't get to the boss of the level either, ever. There are so many enemies on the first three levels that I have no idea how to pass them without firing so much, and I try to avoid the powerups as much as possible but there are -LOTS- of them... hrm. Methinks I need to see some really good players to get an idea of what you're supposed to do.

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GaijinPunch
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- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
Because it is a game that chooses the person, it is likely to become cheaper
than mushihime-sama one year later very much.
However, serious courage is needed to buy this extreme hard game...orz
IBARA EXTENDED MODE Movie <game Movie uploader>
attention! It is cleared Movie
The enjoyment might decrease.
http://www.hameko.net/uploader/upload.php
鋳薔薇?`
than mushihime-sama one year later very much.
However, serious courage is needed to buy this extreme hard game...orz
IBARA EXTENDED MODE Movie <game Movie uploader>
attention! It is cleared Movie
The enjoyment might decrease.
http://www.hameko.net/uploader/upload.php
鋳薔薇?`
relies on the translation?@to excite
I managed to watch some people playing Ibara in Akiba for a little while. One guy was very, very, very carefully managing his rank (yet he still had three options at the first boss - not quite what I was expecting) and the other guy was just hammering away. I don't think many people have sorted how how to play this "properly" yet.
Also, at HEY! in Akiba (now the premeire arcade in Tokyo since Namiki is gone) Ibara failed to bump Mushi off the bigscreen. Hrm. I'm not sure if that's an actual sign of popularity or not though.
Finally - the PS2 could handle Ibara. Easily. The sprites are all well drawn, but there's nothing here that the PS2 hardware couldn't handle - especially if Mushi can be ported.
Also, at HEY! in Akiba (now the premeire arcade in Tokyo since Namiki is gone) Ibara failed to bump Mushi off the bigscreen. Hrm. I'm not sure if that's an actual sign of popularity or not though.
Finally - the PS2 could handle Ibara. Easily. The sprites are all well drawn, but there's nothing here that the PS2 hardware couldn't handle - especially if Mushi can be ported.