Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

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dunpeal2064
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by dunpeal2064 »

Muchi Muchi Spork wrote:I don't have it but from what I've read it's a bastardization between Ibara and Ibara Kuro completely missing any slowdown and with options like changing colors. More like a different Ibara game than a port I suppose.
Oh geeze. Well, that is slightly disappointing. I was hoping that they kept the Kuro stuff in the Arrange mode. I had heard about the slowdown thing, that seems to be a common problem pre-360 Cave ports.

Well, I suppose if its its own bastardization, then its worth having around, even if a true Ibara gets ported.

Thanks for the info Muchi Muchi Spork!
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Muchi Muchi Spork »

Well I've never played it and can't really speak about the Arrange mode, maybe it has what you want. There is surely something good about the game hence the price it goes for. It just seems like a stretch to call it a port. People who actually own it will know it a lot better than me though.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by dunpeal2064 »

Muchi Muchi Spork wrote:Well I've never played it and can't really speak about the Arrange mode, maybe it has what you want. There is surely something good about the game hence the price it goes for. It just seems like a stretch to call it a port. People who actually own it will know it a lot better than me though.
I see what you are saying. It would be interesting to see them side by side to see what the differences really are. I suppose the more refined as a player you are with the pcb, the more you will notice, as Promethius showed when looking at the DDP ports.

I'll be happy with the game no matter what, as most of my favorite games are made by Mr Yagawa.

Ok, sorry for the derail. Mushihimesama 1.5 looks fantastic! I hope Dave K has another meet soon so that I might have a chance to give it a spin.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Muchi Muchi Spork »

Indeed it looks awesome. I hope they make more Matsuri 1.5 or Black Label boards of other past games. I could go for a Pink Sweets with a focus shot and Kuro-style controllable rank system personally.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by StarCreator »

I don't see why the PS2 port would include Kuro elements in the arcade mode, especially since the PS2 version predates Kuro.

In general, the port lacks slowdown and has the graphics filtered to a point that they look like you're playing from the other side of a waterfall. Elements of the arrange mode on the port seem to inspire what later became Kuro.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Gus »

Played this at HEY (which seems to go by Taito Game Station now) today and I can confirm that it is amazing. Scoring for Original and Maniac seems to be just latching your options onto enemies and pointblanking like in Futari BL Original. Also I'm not noticing much of a difference in difficulty between Original MAX and Maniac MAX. Maybe I just need to get used to playing on such a huge screen but I lost at stage 3 both times due to enemies I couldn't see coming in because I was too focused on just dodging the fire. Will try out Ultra tomorrow.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Muchi Muchi Spork »

Up to stage 3 doesn't tell you that much for overall difficulty. Maniac Max gets really hairy starting on stage 4 and the really difficult parts start coming from different parts for each mode. The giant green beetles are one of the hardest things in all of Maniac Max and they are a joke in Original Max. You can see most of the modes here:

http://www.youtube.com/cavepcb
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Gus »

Yeah, I found that channel right after I posted that. Gonna be very useful for the next few days.

Still, fuck arcade TVs.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by dan76 »

Muchi Muchi Spork wrote:Up to stage 3 doesn't tell you that much for overall difficulty. Maniac Max gets really hairy starting on stage 4 and the really difficult parts start coming from different parts for each mode. The giant green beetles are one of the hardest things in all of Maniac Max and they are a joke in Original Max. You can see most of the modes here:

http://www.youtube.com/cavepcb
I just watched the Maniac Max replay. Looks really good. They've increased those green beetles in stage 4, nightmare, and there seemed to be a bit less slowdown in a few places (stage 3 boss final attack). Just waiting for that port announcement... if it ever comes.

With regards to scoring in Maniac Max, is the weird button tapping still there?
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Muchi Muchi Spork »

sven666 and genevois could better answer scoring system questions than I can. The tap method has never been fun to me so I wouldn't know.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Gus »

No clue about the Maniac scoring either. Was too busy trying to not die to bother experimenting with tapping. But yeah, I did notice the options had individual counters while point blanking like I've heard original Mushi had.

BTW if anybody else is vacationing to Tokyo soon don't try MAX mode first. I couldn't into the regular mode at all as it seemed really slow and boring after a few credits with MAX.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by NTSC-J »

I was at the arcade today and noticed some interesting scores for Maniac and Ultra MAX:

Image

Image

lol stage 3!

A new low, Cave.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by emphatic »

That's... :oops:
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Eaglet »

Mushihimesama 1.51 Ultra Limited Super Edition [420000¥] coming soon? :roll:
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Gus »

What arcade is that? The ones in the arcade I was going to were nowhere near that good when I was there a few days ago.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by mesh control »

LolZ
lol
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Aliquantic »

Please kindly bring back the challenging counterstops like Guwange or Futari Ultra, thank you :|
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by NTSC-J »

Gus wrote:What arcade is that? The ones in the arcade I was going to were nowhere near that good when I was there a few days ago.
Hey in Akihabara. I sure hope you made it out there during your trip! A lot of folks don't like it because its not a 50 yen arcade and it can get crowded and smoky, but on weekends there are a number of great players to watch, plus the selection is hard to beat. Yusemi-SWY was there tonight and a few other record-holders.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by AntiFritz »

Ver 1.51 anyone? I thought the non max modes were fairly similar/identical to the original, surely the changes werent that badly tested?
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by emphatic »

AntiFritz wrote:surely the changes werent that badly tested?
They didn't even bother to raise the extend bar so you get both score extends on level 1 or something.
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by AAA »

NTSC-J wrote: Hey in Akihabara. I sure hope you made it out there during your trip! A lot of folks don't like it because its not a 50 yen arcade and it can get crowded and smoky, but on weekends there are a number of great players to watch, plus the selection is hard to beat. Yusemi-SWY was there tonight and a few other record-holders.
I got to play this at HEY as well, back in July. I don't remember the mechanics but remember it overall as a very good edition of the game. HEY is my favourite arcade and has plenty for shmuppers to enjoy (one highlight being a super-widescreen Darius II set-up, hooked up to a banging sound system).
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Udderdude »

NTSC-J wrote:I was at the arcade today and noticed some interesting scores for Maniac and Ultra MAX:

lol stage 3!

A new low, Cave.
Once again the evil counterstop rears it's ugly head .. :(

Proposed solution: When you hit counterstop, you intentionally suicide until you're forced to continue, and attempt to counterstop it again in stage 4 and 5 :3
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by Udderdude »

[04:29 PM] <Megalixir> lol
[04:29 PM] <Megalixir> ok so this is apparently how the matsuri counterstop works
[04:29 PM] <Megalixir> 5面のウツボカズラみてえなのが出てくるところ(中ボスの手前)で被弾
[04:29 PM] <Megalixir> →復帰後にカウンターがカンスト、雑魚を倒す度に絶死みたいに「+9999999」の表示(桁があってるかはわからない)。
[04:29 PM] <Megalixir> その後カウンターは8000000あたりで安定するが、雑魚を倒すと「+9999999」の表示。
[04:29 PM] <Megalixir> 恐るべき早さでスコアが入り、最後のラッシュ手前でスコアカンスト(99億9999万9999かな)。
[04:30 PM] <Megalixir> basically
[04:30 PM] <Megalixir> get multiplier to +9999999
[04:30 PM] <Megalixir> die in front of an area with a large amount of small enemies
[04:30 PM] <Megalixir> like in this case
[04:30 PM] <Megalixir> stage 5, just before the midboss
[04:30 PM] <Megalixir> resetting the multiplier by 20%
[04:31 PM] <Megalixir> so it's +8000000
[04:31 PM] <Megalixir> destroy small enemies until it's +9999999
[04:31 PM] <Megalixir> die
[04:31 PM] <Megalixir> repeat
[04:31 PM] <Megalixir> this might extent the amount of time before the screen scrolls on to the next section or something
[04:31 PM] <Megalixir> or
[04:31 PM] <Megalixir> my guess is there's a major score increase in gathering from +8000000 and +9999999
[04:32 PM] <Megalixir> but doesn't increase as much when maxed at +9999999
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by NTSC-J »

I checked out the HEY Mushi 1.5 today to see if the scoreboards were filled with counter-stops.

...but the game was frozen at the attract screen.

Image
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by AntiFritz »

NTSC-J wrote:I checked out the HEY Mushi 1.5 today to see if the scoreboards were filled with counter-stops.

...but the game was frozen at the attract screen.

Image
Is it common for pcb's to freeze like that?
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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by rancor »

AntiFritz wrote: Is it common for pcb's to freeze like that?
Not sure how common it is, but I saw Deathsmiles BSOD once.. :roll:


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Re: Arcade: Mushihimesama Cave Matsuri ver 1.5 (2011)

Post by AntiFritz »

rancor wrote:
AntiFritz wrote: Is it common for pcb's to freeze like that?
Not sure how common it is, but I saw Deathsmiles BSOD once.. :roll:


Image
Reminds me of all the random internet cafe's i see with bsod. Probably go ages without being fixed too.
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