Wang_MacTavish wrote:I have a video "ps2ddpdeath.mpeg" (Death Label) that I grabbed from the files directory of Ikaruga.co.uk before they took everything down, which has two Hibachis "heads" after the second form is destroyed. Does anyone know if they're at full power in this clip, or still holding back?
I'm not sure. It's the same version that I always end up fighting when I play death label. I've gotten it down to 1/3 life once. I'm pretty sure I'll never kill it.
Zakk: That might be the single most disgusting display of skill I've ever seen.
The reason we haven't seen a Doom video using a special controller is the fact that Ketsui isn't out on the PS2. After looking at a few videos, I guess players can't force the bullets of the last attack of doom to do anything. Valgar is correct in his description. However, they seem to know how to find gaps in a more predictable manner than the last attack of hibachi.
The ps2ddpdeath.mpeg is just of the first loop. I would love to see what the dual hibachi's attack is like at the end of the second loop.
You couldn't do it even with a PS2 version because every DOOM video I have his final attacks bullet spawn points are completely random in starting position and direction. The thing with DOOM is that if you get outside the gap you have two choices
1. Be Praying and get out
2. Bomb (Go to option 1 if none are available)
I am also watching the doomz video and when his bullet spawn points change directions, there are no gaps for him to go into. I mean you can run around and try to get into the gaps all day but you are doing very little damage. One other DOOM video I have goes much quicker because the player maintains a lock the entire time and just uses bombs.
Hibachi doesn't have gaps, however, if you LOOK at the video and ask youreslf "What is this guy doing to achieve this?" instead of going "OMG, I suck, better go bag sand for the red cross." you can see that he is using a specific left and right movement to move around the curvilinear bullet pattern. When the pink overlay comes across, he changes to shot and makes a fast move through so he doesn't have to dodge blue + pink at the same time.
I'm not saying any of this is easy, it is impressive to say the least.
With DOOM for example, there are large gaps and channels in the rotating fanwave patterns that can be exploited. The only problem being that the pattern moves so quickly, you need to be able to spot and utilise these gaps before they are closed off. That's why players are either using the constant lock-on and bomb technique (just ignoring the gaps, but doing fast damage) or using the fast movement using Shot, switching to lock-on to do damage technique (to try and sustain the current life and bomb stock for as long as humanly possible). Which technique is used depends on how quickly you can react to the rapidly changing environment.
For a pattern like DOJ Hibachi's final pattern, switching to Shot allows you greater movement speed, so you can sidestep through the gaps in the patterns as they appear.
And with Mushi's TLB, I've heard of the technique of sending one of the bullet spewing orbs off the side of the screen, which in effect gives you larger gaps to dodge in. In Arranged, you can also bomb, and dash to the center of the screen, utilising the large gap that appears within the bullet cloud.
Valgar wrote:You couldn't do it even with a PS2 version because every DOOM video I have his final attacks bullet spawn points are completely random in starting position and direction.
It is hard to say how random the final boss attack of ketsui is in the arcades. The same thing can be said of the final attack of DOJ. You would have to look at the source code to know for sure what determines what happens.
However, if someone ports the game and they expect PS2/3 replays to work like they do in the DOJ port, the "total randomness" has to be eliminated. Otherwise, anytime anyone tried to play a replay, it would never work. For this reason, I am confident that a programmable controller could be used to beat Doom, just like it was done with Hibachi.
WarpZone wrote:Couldn't the replay work just as long as the seed for the random number (for that particular game) was saved with the replay?
Sure, but you could still use the controller to perform the run. You would just play the replay to a certain point, then "over-ride" and test and see what happens until you get the desired results from the controller. Each time you load the replay, the same "random number" gets generated and used.
So are these the 'unrestrained' Hibachi Heads in the 2nd loop of Death Label that lmn talked about or is this vid of the 1st loop still? And has anyone done this without the use of bombs?
landshark wrote:Strange, I get a server error when I try to download it.
Damn, that sucks. I just tried it few minutes ago and it seemed ok. I do know (from past experiences) that RapidShare can sometimes be a bit stubborn, so you may just need to keep trying at different times. If it's still a no-go, I'll find somewhere else to host it. Everyone needs to see this video, damn it!
Man, I'm tempted to call BS on this video. Wish I had a higher resolution copy. During the spewing red slow bullet barrier phase of the dual cores, he looks like he passes directly through 2 or 3 barriers where he definitely should have died.
Just curious why the player bombs so much in the beginning during the easier attacks and then in the end dodges everything flawlessly.
You also have to take into account that DDPDFKBL has been released since this thread was made. Hibachi now takes it, no contest. Strong style DFKBL Hibachi is I believe the hardest shmup boss we've seen to date.
Hands down, Hibachi.
Patterns-wise, DOOM has extremely regular, slower ones which can somewhat give away the dead zones, i.e. the circular spreads before the final attack, the only real threat is the needle explosion on first form as I still haven't understood the underlying geometry.
Hibachi, on the other hand, just shoots. A lot. Everywhere. Faster than you can scream.
So most definitely Hibachi. Moreover, I wouldn't be surprised if IKD came up with a storyline involving the remnants of EVAC being taken up by the military and DOOM's blueprints to be Longhena's basis for building Hibachi