Ketsui Arrange

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ratikal
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Re: Ketsui Arrange

Post by ratikal »

Jaimers wrote:
Naut wrote:double ship speed
Play Panzer? Panzer normal shot also wrecks shit.
Actually, Tiger does more damage than Panzer. But only if all shots hit the target.
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tommyb
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Re: Ketsui Arrange

Post by tommyb »

monouchi wrote:Add a choice in the beginning of what version to play. (like the real ddp bl pcb)
Would this even be possible with a romhack?
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RNGmaster
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Re: Ketsui Arrange

Post by RNGmaster »

OK first of all I don't get the whole brouhaha about empty lock. You don't need a rom hack to remove empty lock - just play the game and pretend it doesn't exist (it shouldn't factor into score play unless you're trying to get way over 150m on loop 1 anyways).

My ideas:
Any enemy being hit by the laser bleeds one chip every 5 frames (value depends on proximity as usual).
Remove the cap for overall multiplier.
Bullet hitboxes are slightly larger. I hate the feeling that I made a dodge through total luck instead of actual skill.
In the loop, deadzones for suicide bullets are larger. There are fewer suicide bullets but they move 1.5x as fast.
also add bees

Moozooh's ideas are amazing and address most of my concerns, but here are a few I'd like to pick on:
moozooh wrote: 5. Large enemies cancel their own and surrounding bullets upon death into chips, the more bullets are canceled, the greater their value.
This might not be feasible, and I think in some sections it could be used to trivialize patterns.
6. Death reduces the overall counter by 20%, bomb by 10%. Nothing else detracts from the counter.
Here's an incentive to use shot: say that enemies killed with lockshot decrease the counter by a set amount (not by a percentage, though there might need to be some fiddling to make sure the counter can't go below 0), and enemies killed with shot don't (but you still get the multiplied value). That way a score-play would involve milking enemies till they're almost dead and then killing them with shot.
8. Omote loop does not have suicide bullets. It has the same scoring system as outlined above.
I love suicide bullets. I personally would never take them out.

How a high-scoring run would look like....
3. When a large enemy enters the screen the player would stop shooting and let the enemy shoot its load (like sperm, except I mean bullets) before killing it.
I won't let you turn Ketsui into Galuda.
Also you could kind of cheese this scoring system by remaining intentionally underpowered by ~1 step to milk enemies for longer. You could keep this in since staying at low power is nice and risky, or you could just remove powerups and have the ships start at a high power level.
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Frederik
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Re: Ketsui Arrange

Post by Frederik »

:shock: There is an arranged romhack of DDP out there? I clearly haven´t been visiting this place enough. I need to check this out.

Actually, I used to wonder if there are any romhacks of shmups out there (outside from nasty NES Gradius ones where every single sprite is replaced with a penis) - glad that somebody takes the time to do this! I find this to be much more interesting as the dozens of "lets mash some sprites from CAVE games together" doujin titles out there that almost all play like shit.
THE BULLETS ARE NOW DIAMONDS!
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Naut
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Re: Ketsui Arrange

Post by Naut »

Wasn't expecting this out of Jaimers.
Jaimers wrote:
Naut wrote:Remove stupid suicide bullet loop
lrn2play.
No really, suicide bullets add an extra layer of complexity and they are really fun to dodge.
I don't not like them because they're hard, I just don't like suicide bullets as an added difficulty layer. It's such a cop out. Hence my idea of increasing the density of the enemies' regular volleys as a replacement. Suicide bullets are just a fucking mess.
Jaimers wrote:
Naut wrote:Having to perfect the first loop for a chance to practice the second is stupid.
Honestly if you can't perfect the first loop you have absolutely no business in Ura anyway. And if you want to practice it you have savestates and the port lets you start at the loop.
You should have no trouble meeting the Omote requirements.
I don't like the idea of disregarding a run after one small mistake. There is a difference between high loop requirements sorting casual players between serious ones and fucking retarded loop requirements that are just aggravating. I don't have trouble looping Ketsui via Omote.
Jaimers wrote:
Naut wrote:double ship speed
Play Panzer? Panzer normal shot also wrecks shit.
Panzer is the ship I use in Ketsui.
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dinosaurjerk
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Re: Ketsui Arrange

Post by dinosaurjerk »

add more suicide bullets, make the shot for both ships weaker, and make 5 cubez pop out of the air as long as i'm holding the lock on button and not even shooting nething
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emphatic
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Re: Ketsui Arrange

Post by emphatic »

Sounds great, moozooh!

monouchi wrote:Add a choice in the beginning of what version to play. (like the real ddp bl pcb)
^^This please.
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Re: Ketsui Arrange

Post by moozooh »

RNGmaster wrote:This might not be feasible, and I think in some sections it could be used to trivialize patterns.
Did it trivialize, say, Progear or Futari BL God mode which use that extensively (BL God more so since it cancels everything on the screen)? I don't think so, and in any case, Ketsui is a hard enough game as it is, harder than both as far as I'm concerned. Slightly toning it down to allow more people in the second half of the game they usually don't even see is hardly a bad thing, especially since scoring still encourages a lot of risk taking.
RNGmaster wrote:Here's an incentive to use shot: say that enemies killed with lockshot decrease the counter by a set amount (not by a percentage, though there might need to be some fiddling to make sure the counter can't go below 0), and enemies killed with shot don't (but you still get the multiplied value). That way a score-play would involve milking enemies till they're almost dead and then killing them with shot.
What you're suggesting is basically a reverse empty lock. Personally, I wouldn't want that.

The main incentive to use shot is that it's very easy to get overwhelmed otherwise. Also, that is the most convenient way to generate suicide bullets.
RNGmaster wrote:Also you could kind of cheese this scoring system by remaining intentionally underpowered by ~1 step to milk enemies for longer. You could keep this in since staying at low power is nice and risky, or you could just remove powerups and have the ships start at a high power level.
Won't work, because:
The rate of chip generation should be damage-based to avoid scenarios where using an underpowered ship would be profitable.
Thanks for the criticism, though.
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Jaimers
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Re: Ketsui Arrange

Post by Jaimers »

Naut wrote:Wasn't expecting this out of Jaimers.
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Naut wrote:It's such a cop out.

And how exectly is doubling the density not a cop out?
The thing with suicide bullets is that they only work in combination with the already present patterns. And it takes a lot of consideration to make it work, probably more so than just doubling the density.
It's only a mess if you make it like that, you actually have to make an effort to watch were you shoot and dodge in this case.
Naut wrote:I don't like the idea of disregarding a run after one small mistake.
The thing with Ura though is that you simply don't stand a fighting chance if you enter it with less than max resources. Although I agree that NMNB is maybe a bit overkill as currently the clonespam at the end of 1-5 is the only thing that determines whether or not you ura loop.
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azinth
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Re: Ketsui Arrange

Post by azinth »

Making Panzer's lock-on speed the same as Tiger's would be nice.
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Naut
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Re: Ketsui Arrange

Post by Naut »

Jaimers wrote:
Naut wrote:It's such a cop out.

And how exectly is doubling the density not a cop out?
The thing with suicide bullets is that they only work in combination with the already present patterns. And it takes a lot of consideration to make it work, probably more so than just doubling the density.
It's only a mess if you make it like that, you actually have to make an effort to watch were you shoot and dodge in this case.
I mean create more difficult bullet patterns (much like how they are already in the loop, just even moreso). Enemies shitting suicide bullets is boring and lazy as far as I care. I'm glad you can enjoy it though, I just really don't and would be glad to see some actual thought put into the loop.
Jaimers wrote:
Naut wrote:I don't like the idea of disregarding a run after one small mistake.
The thing with Ura though is that you simply don't stand a fighting chance if you enter it with less than max resources. Although I agree that NMNB is maybe a bit overkill as currently the clonespam at the end of 1-5 is the only thing that determines whether or not you ura loop.
So entering Ura with six lives and five bombs is impossible, but six lives and six bombs I now have a fighting chance? Of course it's overkill!
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Special World
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Re: Ketsui Arrange

Post by Special World »

What is an Empty Lock?
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Cagar
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Re: Ketsui Arrange

Post by Cagar »

I totally agree with Naut about the retarted loop requirements.
And please, cut that "You wouldn't even stand a chance!!!!" crap out. It's still more entertaining than the japanese ending and frustation because of 1 miss at final boss. You also would get a bit of practice, and work your way up to doom little by little...
omote-loop requirement shouldn't rely on lives AND bombs, max 3 deaths would be perfect & enough. And if someone has something against this, keep in mind that there's still the harder loop requirement for ura.

the VERY FIRST THING to do in ketsui remix/arrange:
ADD ANIMATIONS TO STATIC BULLETS


And the second thing would be something to control rank easily, like you could get almost max rank at stage 1 if you're good enough.

Wish I could be wise like you to edit games like that... I'm gonna be someday though
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Re: Ketsui Arrange

Post by SuperSoaker360 »

Cagar wrote:And the second thing would be something to control rank easily, like you could get almost max rank at stage 1 if you're good enough.
Ketsui has rank? Shit, where was I?

Seriously, rank seems non-existent in this game. I don't notice rank changes - if any - at all whenever I play. The addition of noticeable rank changes may make for something interesting though. :)
... Or make Stage 5 a mess.


It also seems that everyone is debating on the requirements for the Omote and Ura loop. Could there just be a function to select it right off the bat? I definitely want to try the loops for some fun.
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NzzpNzzp
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Re: Ketsui Arrange

Post by NzzpNzzp »

There's no rank.
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Re: Ketsui Arrange

Post by Chaos Phoenixma »

Omote, normal 1cc.
Ura, Old Omote Requirement
Cagar
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Re: Ketsui Arrange

Post by Cagar »

Everyone saying there's no rank in ketsui:
There ARE different rank settings, they just don't change during gameplay. It seems like they made different ranks, but didn't make it possible to change it other than from service-menu.
Just try changing rank to very hard, even the first boss is a real hell...
The stage-sections don't change that much with the very hard rank, but dear lord, there's a HUUUGEEEE difference in boss fights.
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AntiFritz
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Re: Ketsui Arrange

Post by AntiFritz »

Cagar wrote:Everyone saying there's no rank in ketsui:
There ARE different rank settings, they just don't change during gameplay. It seems like they made different ranks, but didn't make it possible to change it other than from service-menu.
Just try changing rank to very hard, even the first boss is a real hell...
The stage-sections don't change that much with the very hard rank, but dear lord, there's a HUUUGEEEE difference in boss fights.
Most/all shmups have rank settings in the service menu though. Afaik noone really plays on anything but default so i don't really see the point of developers including them.
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Cagar
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Re: Ketsui Arrange

Post by Cagar »

AntiFritz wrote:
Cagar wrote:Everyone saying there's no rank in ketsui:
There ARE different rank settings, they just don't change during gameplay. It seems like they made different ranks, but didn't make it possible to change it other than from service-menu.
Just try changing rank to very hard, even the first boss is a real hell...
The stage-sections don't change that much with the very hard rank, but dear lord, there's a HUUUGEEEE difference in boss fights.
Most/all shmups have rank settings in the service menu though. Afaik noone really plays on anything but default so i don't really see the point of developers including them.
Yeah I know, but saying that different ranks in ketsui doesn't exist isn't very true. I just have the feeling that being able to change rank somehow during gameplay is something which should be included in ketsui already, and most of shmups in general...
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Elixir
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Re: Ketsui Arrange

Post by Elixir »

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Last edited by Elixir on Tue Feb 28, 2023 10:11 pm, edited 1 time in total.
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Hagane
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Re: Ketsui Arrange

Post by Hagane »

- Increase bullet speed
- Add a powerful close ranged attack / increase firepower at close range
- No chain gauge, all enemies must be killed at close range to release max value chips

There you have Cave's Dragon Blaze :P
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O. Van Bruce
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Re: Ketsui Arrange

Post by O. Van Bruce »

Hey... wait, does this mean that there are modified ROMS of cave games out there? how can I play then?
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yosai
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Re: Ketsui Arrange

Post by yosai »

One loop game start at the beginning of the URA loop. Maybe tone down the difficulty *slighly* fight doom at the end or possibly two dooms like DOJ death label.

Trap, you should release some of your patches.

:D
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ratikal
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Re: Ketsui Arrange

Post by ratikal »

Elixir wrote: Type-A is for faggots. You heard.
You know, I said this when I was drunk, I said this when I was high, now I'm gonna say it sober.

Type-A has a crossdresser and a classy gentleman with homolust as pilots, and Type-B has some childish kid who is like "flying a helicopter is FAAAAABULOUS" and Fabio in pilot uniform.

They're both gay, but Type-B is gayer.

As for arrange, I like the whole rank idea a few posts back with the "Are you ready?".
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cools
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Re: Ketsui Arrange

Post by cools »

Make Ketsui not suck.
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Aconcit
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Re: Ketsui Arrange

Post by Aconcit »

I wonder if it's possible to make the game check for collision every frame rather than every other frame. There's been so many times where I've felt like I cheated death just because the program didn't check for collision when I was over the bullet.

And revised ship types would be fun. I love my Panzer but I wouldn't mind playing Ketsui with something different.
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Re: Ketsui Arrange

Post by emphatic »

For this mode NOT to suck, I suggest ONLY using assest available in the roms. Best of all would be if a ROM can be burned and mounted on an actual PCB. Less is more, guys.
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Elixir
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Re: Ketsui Arrange

Post by Elixir »

ratikal wrote:
Elixir wrote: Type-A is for faggots. You heard.
You know, I said this when I was drunk, I said this when I was high, now I'm gonna say it sober.

Type-A has a crossdresser and a classy gentleman with homolust as pilots, and Type-B has some childish kid who is like "flying a helicopter is FAAAAABULOUS" and Fabio in pilot uniform.

They're both gay, but Type-B is gayer.

As for arrange, I like the whole rank idea a few posts back with the "Are you ready?".
I wasn't talking about the characters.

Actually I would advise using Type-A for X-mode just because of the way it plays.

Did you know Ketsui's X-mode is better than the original game?
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ratikal
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Re: Ketsui Arrange

Post by ratikal »

Probably is, but it won't stop me from raging over the original.
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Re: Ketsui Arrange

Post by Bananamatic »

ratikal wrote:
They're both gay, but Type-B is gayer.
they are cutting the bonds of hell
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