Official Pink Sweets -Ibara Sorekara- thread (renamed)
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chtimi-CLA
- Posts: 718
- Joined: Wed Jan 26, 2005 10:06 am
- Location: France
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Raidenfighter Kirkov
- Posts: 198
- Joined: Thu Jan 27, 2005 4:06 pm
- Location: Vienna / Austria
I looked in the latest Arcadia today (there should be a new one in a week or so however) and the highest score listed was 16,0xx,xxx with Shasta. I don't think you'll see any scores close to 30 million, there are no points in the game where you can bomb and uncover 10k medals.Icarus wrote: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.
Of course, to balance this out, the game's rank system will get so vicious that even the charge bomb won't help in survival.
Anyone have an idea of what the Pink Sweets WR is at present? According to AIVA, it's 15,932,380 held by NAKAO RYUUZOU, but I suspect that this is a fairly old record. (And we all know what we thought was the 30mil top-end WR for Ibara Extended turned out to be a 1-loop ALL score.
I am interested in uploading those Pink Sweets videos that Kiken and Icarus have been talking about to my servers, so that people can get them without having to use Bit Torrent. I certainly tried to get them but they don't seem to be coming down.
So if people who have them want to help out please post here and I'll make an ftp account that you can use to upload them.
Thanks.
So if people who have them want to help out please post here and I'll make an ftp account that you can use to upload them.
Thanks.
I saw a K,xxx,xxx score today in normal mode, which I imagine is close to the maximum score. I wonder if boss milking is of ESPrade-caliber or if there's more hidden points to be found.
After watching these replays recently I decided to give the game one more go and just focused on survival. My opinion has changed a bit on the graphics, some of the backgrounds are quite nice (although the enemy design is still lame), but it's still just as boring to play as ever. I really want to like it because it is quite different from Cave's other stuff, but to me it's just a failed experiment.
After watching these replays recently I decided to give the game one more go and just focused on survival. My opinion has changed a bit on the graphics, some of the backgrounds are quite nice (although the enemy design is still lame), but it's still just as boring to play as ever. I really want to like it because it is quite different from Cave's other stuff, but to me it's just a failed experiment.
Well I just watched a portion of the Pink Sweets video on Super-Play and I have this to say... zzz...zzz...zzz...
Considering the scores possible in this game watching that replay was a real drag. Apart from dogding projectiles and items (say those Roses that tanks drop) that was one boring replay and basically left little impression. No bombing, no medal counter, and no real scoring mechanic is what I'd extract from having seen that, and it's a real shame. I'd also agree with NTSC-J's comment on boss design, like come on, Level 3's looks like a god damn oven! After that I stopped watching since I can't imagine things get more interesting after that, and if it does then strike me down for critizing a game which takes 4 levels to actually get fun. Not to say it's awful but certainly doesn't look the same as Ibara or Raizing-type for that matter.
EDIT: I will say I like the music.
Considering the scores possible in this game watching that replay was a real drag. Apart from dogding projectiles and items (say those Roses that tanks drop) that was one boring replay and basically left little impression. No bombing, no medal counter, and no real scoring mechanic is what I'd extract from having seen that, and it's a real shame. I'd also agree with NTSC-J's comment on boss design, like come on, Level 3's looks like a god damn oven! After that I stopped watching since I can't imagine things get more interesting after that, and if it does then strike me down for critizing a game which takes 4 levels to actually get fun. Not to say it's awful but certainly doesn't look the same as Ibara or Raizing-type for that matter.
EDIT: I will say I like the music.

'Only a fool trusts his life to a weapon.'
A K-score is about 20mil, which is quite a fair bit ahead of the 15-16mil registered in previous Arcadia. What was the player's strategies? Grab everything and milk bullets?NTSC-J wrote:I saw a K,xxx,xxx score today in normal mode, which I imagine is close to the maximum score. I wonder if boss milking is of ESPrade-caliber or if there's more hidden points to be found.
After watching these replays recently I decided to give the game one more go and just focused on survival. My opinion has changed a bit on the graphics, some of the backgrounds are quite nice (although the enemy design is still lame), but it's still just as boring to play as ever. I really want to like it because it is quite different from Cave's other stuff, but to me it's just a failed experiment.

glad i'm not the only person who thinks this game looks awesome. with regards to depth, secrets, etc - i'm not sure it's something really necessary in a shooter. garegga for example has *very* little in the way of secrets, but i wouldn't then say that batrider is a better game because of that reason.
anywho, keep the vid links coming
anywho, keep the vid links coming

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GaijinPunch
- Posts: 15871
- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
i've had this game for a couple of days and this is a few of my thoughts on it.
the first surprising aspect was no extends; there is a 1-up on stage 3, but there are no extends for scoring. the medals float down the screen at the same speed regardless of rank. the amount of time it takes your ship to blow up and come back on screen after a death is so long that if you have a medal on the screen and it's not within the top third of the screen, you'll lose the medal chain. after a death, the options and power-ups you collected wont be on the screen to be re-collected (from stage 3 onwards, a single death mid-level at high rank will result in you not being equipped enough to survive through the level). you only get an aura-flash when changing from one weapon type to another (ie rapid to wide-shot) and collecting option pods (?). there is a half-second delay between firing, and being able to absorb bullets. absorbing bullets doesn't fill your charge bomb quicker. shooting enemies (as opposed to using the charge bomb) will often yield more points. the same is true of bosses - which is crazy, given some of the patterns. harder mode is insanely brutal. score attack mode is only stage 6 (extremely long cloud level - biggest oppurtunity for scoring???). certain enemies will all yield a medal if killed with the charge bomb (mid-sized helicopter enemies on stage 5 just before the boss appears).
i'm sure there's lots of stuff i don't know, but if you ask me, that's half the fun
the first surprising aspect was no extends; there is a 1-up on stage 3, but there are no extends for scoring. the medals float down the screen at the same speed regardless of rank. the amount of time it takes your ship to blow up and come back on screen after a death is so long that if you have a medal on the screen and it's not within the top third of the screen, you'll lose the medal chain. after a death, the options and power-ups you collected wont be on the screen to be re-collected (from stage 3 onwards, a single death mid-level at high rank will result in you not being equipped enough to survive through the level). you only get an aura-flash when changing from one weapon type to another (ie rapid to wide-shot) and collecting option pods (?). there is a half-second delay between firing, and being able to absorb bullets. absorbing bullets doesn't fill your charge bomb quicker. shooting enemies (as opposed to using the charge bomb) will often yield more points. the same is true of bosses - which is crazy, given some of the patterns. harder mode is insanely brutal. score attack mode is only stage 6 (extremely long cloud level - biggest oppurtunity for scoring???). certain enemies will all yield a medal if killed with the charge bomb (mid-sized helicopter enemies on stage 5 just before the boss appears).
i'm sure there's lots of stuff i don't know, but if you ask me, that's half the fun

stage 3:
-right at the beginning.first wave of enemies
-right after the midboss
stage 5:
-after the midboss you encounter several double trains and after the second set there are two round towers on the right.the extend is in the second one.
im quite sure the key is to be at the top of the screen when you destroy the second round tower.(maybe destroy all others before too?)
stage 6:
-in the 15th enemy wave
stage 7:
-during the very first flying enemy wave
-see above
-right at the beginning.first wave of enemies
-right after the midboss
stage 5:
-after the midboss you encounter several double trains and after the second set there are two round towers on the right.the extend is in the second one.
im quite sure the key is to be at the top of the screen when you destroy the second round tower.(maybe destroy all others before too?)
stage 6:
-in the 15th enemy wave
stage 7:
-during the very first flying enemy wave
-see above
cheers plasmo.
there are three on stage 3, and the middle one is from the tanks crossing diagonally left to right of the screen, same technique as the stage 7 one you mentioned - ie take out it's top turret and detroy one of it's wheels so the the other tank rolls into it. i'm gonna play around, but i think the other two are done by killing a certain amount of enemies with only the option pods(?).
regarding the stage 5 round enemies on the sides of the canyon, i couldn't get them to destroy just using the aura, so i'm not sure on those. watching the vid again, i thought it might be that you have to destroy both those round things before the boss using only 1 charge bomb(?).
hmmm....
there are three on stage 3, and the middle one is from the tanks crossing diagonally left to right of the screen, same technique as the stage 7 one you mentioned - ie take out it's top turret and detroy one of it's wheels so the the other tank rolls into it. i'm gonna play around, but i think the other two are done by killing a certain amount of enemies with only the option pods(?).
regarding the stage 5 round enemies on the sides of the canyon, i couldn't get them to destroy just using the aura, so i'm not sure on those. watching the vid again, i thought it might be that you have to destroy both those round things before the boss using only 1 charge bomb(?).
hmmm....
i upload the video at megaupload!
when uplaod is done i edit the videos into this post.
EDIT:
stage 1+2 http://www.megaupload.com/de/?d=PHTQMAK6
stage 3+4 http://www.megaupload.com/de/?d=HCSHZXSR
stage 5 http://www.megaupload.com/de/?d=GIQDSJBO
stage 6 http://www.megaupload.com/de/?d=GUDUXE14
stage 7 http://www.megaupload.com/de/?d=AWI77T8X
when uplaod is done i edit the videos into this post.
EDIT:
stage 1+2 http://www.megaupload.com/de/?d=PHTQMAK6
stage 3+4 http://www.megaupload.com/de/?d=HCSHZXSR
stage 5 http://www.megaupload.com/de/?d=GIQDSJBO
stage 6 http://www.megaupload.com/de/?d=GUDUXE14
stage 7 http://www.megaupload.com/de/?d=AWI77T8X
Last edited by CRI on Sat Dec 30, 2006 12:23 am, edited 1 time in total.
You people and your weird download services that hurt.
http://bigcore.rsdio.com/zakk/stuff/iba ... kasumi.zip
All of them. Go go go.
http://bigcore.rsdio.com/zakk/stuff/iba ... kasumi.zip
All of them. Go go go.
the 1-ups are confusing me now.... i still haven't got those other two to appear on stage 3, but i did get one from the last form of the stage 3 boss (dropping the slow destructable bombs) and one from stage 4 enemy wave just before the boss appeared
. i was using kasumi with Start so it was easy survival wise, and despite holding the medals into the stage 4 boss, i didn't even get on my own top-10
. i also managed to get one from stage 6 on a credit feed run. and also, i think the one from stage 5 is as you say plasmo, simply destroy all the large egg-shaped enemies. hmmmmm.................
anywho, i'll download this badboy. cheers people


anywho, i'll download this badboy. cheers people

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BulletMagnet
- Posts: 14185
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Having watched all 7 stages uploaded a few posts ago, I can definitely say that I like the look of the game (most notably the nice easy-to-see bullets), and while I'm not much of a fan of the music (though honestly, unless the music is REALLY bad it doesn't affect my playing experience all that much), the cheesy voices (including onscreen Engrish transrations!) fit the bill perfectly. Considering that this run was (as far as I could tell) not played much for score (considering how many items the guy avoided...about all he seemed to do was milk destructible bullets in some places), it only shows one "way" to play the game, but that in itself makes me more eager to play this title, since the most famous Raizing (and Raizing-esque) titles more or less force you to play for score just to finish, while I like at least being given the "survive first, score later" option, so the game at least seems a bit more accessible than its predecessor in that regard. The fact that items "wave around" before leaving the screen and give you more time to pick them up also seems a bit more forgiving than Ibara was, and an instant speed adjust is always nice.
On that note, the game certainly seems to give you plenty of firepower to mess around with, even if you don't include the Recca-esque bomb...for the first several stages the guy hardly uses it and gets by on his "regular" weapons alone (though later on he uses the bomb almost exclusively). That said, what's been mentioned about the rank so far seems a bit odd, since the player here shoots nearly constantly, even when there's nothing to shoot at, which seems to go against Raizing's signature "conserve ammo" philosophy...overall the game looks relatively manageable for most skill levels with a bit of practice and whatnot, at least when not played for score...however, the memory-heavy stage 6, with enemies appearing from all sides with zero warning, made me groan, and brought back unpleasant memories of DonPachi. Argh, why do some games apparently feel the need to include unnecessarily frustrating, credit-munching sections like this? Granted, some other places (certain "instant death if you don't have your shield up" boss patterns, etc.) reeked of this too, but that much I could take...a whole freakin' stage of this crap, though? Double arrgh.
That said, since the guy picked up so few items I don't know what half of them do (a translation of the Cave website page for the game could probably clear that up though), and of course the rank as usual (triple, quadruple, and quintuple arrrgh) remains a mystery. Not to mention that some of those later stages (and boss fights) are loooong...the "endurance" requirement alone, I would imagine, makes the game tougher to finish. The plot (or whatever passes for one) also confuses me...IIRC one of the bosses calls the player "Sister" and the last one calls her "Daughter"...I don't know Japanese at all, so I've got no idea whether those words are supposed to be taken literally or not. Maybe someone should try translating the ending text...not like it matters a heckuva lot anyways.
Anyhow, this game looks at least somewhat to be to Bakraid what Ibara was to Garegga, which makes me eager to try it, since Bakraid's my personal favorite Raizing game. A port's unlikely, all indications seem to be, so I'll probably have to hope that bay eventually picks it up (and, even more unlikely, would ever want me at his house again
).
On that note, the game certainly seems to give you plenty of firepower to mess around with, even if you don't include the Recca-esque bomb...for the first several stages the guy hardly uses it and gets by on his "regular" weapons alone (though later on he uses the bomb almost exclusively). That said, what's been mentioned about the rank so far seems a bit odd, since the player here shoots nearly constantly, even when there's nothing to shoot at, which seems to go against Raizing's signature "conserve ammo" philosophy...overall the game looks relatively manageable for most skill levels with a bit of practice and whatnot, at least when not played for score...however, the memory-heavy stage 6, with enemies appearing from all sides with zero warning, made me groan, and brought back unpleasant memories of DonPachi. Argh, why do some games apparently feel the need to include unnecessarily frustrating, credit-munching sections like this? Granted, some other places (certain "instant death if you don't have your shield up" boss patterns, etc.) reeked of this too, but that much I could take...a whole freakin' stage of this crap, though? Double arrgh.
That said, since the guy picked up so few items I don't know what half of them do (a translation of the Cave website page for the game could probably clear that up though), and of course the rank as usual (triple, quadruple, and quintuple arrrgh) remains a mystery. Not to mention that some of those later stages (and boss fights) are loooong...the "endurance" requirement alone, I would imagine, makes the game tougher to finish. The plot (or whatever passes for one) also confuses me...IIRC one of the bosses calls the player "Sister" and the last one calls her "Daughter"...I don't know Japanese at all, so I've got no idea whether those words are supposed to be taken literally or not. Maybe someone should try translating the ending text...not like it matters a heckuva lot anyways.
Anyhow, this game looks at least somewhat to be to Bakraid what Ibara was to Garegga, which makes me eager to try it, since Bakraid's my personal favorite Raizing game. A port's unlikely, all indications seem to be, so I'll probably have to hope that bay eventually picks it up (and, even more unlikely, would ever want me at his house again
