Crimzon Clover: World Ignition Announced at Stunfest

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Blackbird
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Blackbird »

Boost Mode:

When you fill up the gauge, you enter into break mode automatically. You remain in break mode indefinitely until you bomb. You gain bonus points for each minute you remain in break mode (I think). The longer you remain in break mode, the larger these bonuses will get. However, your "rank" and the speed of the bullets will go up as well. If you remain in break mode long enough, eventually you get Psikyo speed. You also get a cascade of stars for point blanking enemies while in break mode.

It's not really complicated... you just want to get into break mode and stay there as long as possible while point blanking things. It plays a lot like the old Simple mode.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by d3vak »

Blackbird wrote:Boost Mode:

When you fill up the gauge, you enter into break mode automatically. You remain in break mode indefinitely until you bomb. You gain bonus points for each minute you remain in break mode (I think). The longer you remain in break mode, the larger these bonuses will get. However, your "rank" and the speed of the bullets will go up as well. If you remain in break mode long enough, eventually you get Psikyo speed. You also get a cascade of stars for point blanking enemies while in break mode.

It's not really complicated... you just want to get into break mode and stay there as long as possible while point blanking things. It plays a lot like the old Simple mode.
After you go unto Break mode and some requirements are met (not sure what, maybe that lapse of time you're talking about), a bunch of lights on the sides of the screen turn on. Is that what you're talking about?
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Wyrmnus »

Each BOOST Bonus seems to increase by 200,000 points, starting from 10,000,000. If you're in the middle of a BOOST minute and you bomb or get hit, the timer immediately reverts back to the beginning of the current minute it was on and stays there until you enter BREAK mode again.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by nZero »

Wyrmnus wrote:So I cleared Novice Boost yesterday with Type-1. Score was only 1.8 Billion ( yea, I don't use that oku.. stuff... whatever ). So I've been practicing to lock on and rack up multipliers as much as I can. Anyone know how much remaining lives give you after clearing the game?
On Novice at least it's 30M x remaining lives.
d3vak wrote:After you go unto Break mode and some requirements are met (not sure what, maybe that lapse of time you're talking about), a bunch of lights on the sides of the screen turn on. Is that what you're talking about?
The border lights up once you're at full Break bar in Break mode, with Break rate at x8.0.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by ptoing »

d3vak wrote:
ptoing wrote:Can you run Steam in Wine? Because this needs Steam to run. If there is no Linux build out on Steam I would say chances are slim.

I got a question, maybe someone knows. In the Tutorial for Boost it says that Break mode gets triggered automatically. Which happens, but then it does not and I am just in a mode where I get point bonuses every so often. If I press bomb with the full Break bar it just bombs. And then it usually goes into break mode again when it is full. Bit confused as to what exactly is going on, though I have not played it much yet.

If anyone knows that would be great.
Yeah, apparently there's no Double Break on Boost mode.
That is not what I meant. There is no double in Simple either. But it says in the Tutorial that Break triggers automatically. But it does not always do that and sometimes just keeps sitting there with a full bar (and give you points over time). That's what I meant. And even trying to trigger it with a full bar will result in bombing.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by ptoing »

OK, I am dumb. I did somehow not notice that breakmode does not end in Boost. :lol:
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by d3vak »

ptoing wrote:OK, I am dumb. I did somehow not notice that breakmode does not end in Boost. :lol:
That's because you were caught on the...heeeeeeeeaat of the moomeeeent...(8)
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by BulletMagnet »

If there's one thing I dislike about World Ignition versus the original game it's that there seem to be (IIRC, anyways) a LOT more "kamikaze" enemies around, that will zoom at you en masse and pretty much instantly kill you if you aren't firing your standard shot. I guess there's an argument to be had that their increased presence "adds tension" or some such thing, but offhand it reminds me of that one annoying kid on the playground that would suddenly yell "think fast!" and throw something at your head. Good stuff otherwise, but IMO that particular design decision ought to have been left on the cutting room floor.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Patashu »

A friend of mine tried Wine/Linux for this game and it works.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by ptoing »

BulletMagnet wrote:If there's one thing I dislike about World Ignition versus the original game it's that there seem to be (IIRC, anyways) a LOT more "kamikaze" enemies around, that will zoom at you en masse and pretty much instantly kill you if you aren't firing your standard shot. I guess there's an argument to be had that their increased presence "adds tension" or some such thing, but offhand it reminds me of that one annoying kid on the playground that would suddenly yell "think fast!" and throw something at your head. Good stuff otherwise, but IMO that particular design decision ought to have been left on the cutting room floor.
The only place where this is really noticable is level 3 I think, which has a lot more spam enemies.
Also just cleared Novice Boost. Good fun. The way the scoring works in that is fun.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by drunkninja24 »

So anyone have a clue what goes into unlocking Type Z outside of just playtime?
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by AntiFritz »

drunkninja24 wrote:So anyone have a clue what goes into unlocking Type Z outside of just playtime?
It's just accumulated stars or whatever. You can check how close you are to getting it by hovering over it on the ship select screen.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Patashu »

Funny glitch on the stage 2 boss in Arcade Original - if he's about to smash a claw into the bottom of the stage and you change his phase, the explosion of bullets appears on the side of the screen where the claw gets moved to in the final phase.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Drachenherz »

Okay, I tested a PS3 HRAP3 with Crimzon Clover WI, and it works flawlessly out of the box.

Must be a driver-issue then with the X360 HRAP SE.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by alamone »

In case any of you have the misfortune of having Windows 8 installed, please check this out:
http://support.microsoft.com/kb/2900614

I was pulling out my hair trying to figure out why my USB sticks were not working properly.
Inputs were getting stuck and the stick would become unresponsive. Apparently Windows 8
is a little too aggressive with the power saving (even on a desktop), which is causing problems
with USB gamepads and sticks. Even after changing the registry setting, I still had problems
that were only resolved by putting a USB 3 hub in-between.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Cagar »

Ok I've come to a conclusion that this text that shows up in stage 5 is jut a random text during 1cc runs (no idea if mode matters)
I used Type-I so it should happen with all ships i think?
It's pretty cool combined with the sound it makes. For some weird reason it reminds me of ghost in the shell, it's pretty eerie and moody.

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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by nZero »

Wow, there's more than one message. The only time I've gotten it so far was using Type-III on Novice Boost, and I'd no-missed up to the point where the message appears.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by shmuppyLove »

Drachenherz wrote:Okay, I tested a PS3 HRAP3 with Crimzon Clover WI, and it works flawlessly out of the box.

Must be a driver-issue then with the X360 HRAP SE.
Yeah PS3 sticks should be fine as they're standard HID devices. 360 sticks seem to be a lot more hit-n-miss.

I'd be happy if I can get my MC Cthulhu stick working. I know that for compatibility reasons they designed it to report the joystick as both analog and POV input, which may be what's screwing the game up. I think there is a way to force it one way or the other by holding down certain buttons, imma go RTFM ...

Edit: Found it --
Toodles wrote:Q: When using the Cthulhu on a PC, moving the stick around causes BOTH the X/Y axis to change, and the POV Hat to change to match. When using the Cthulhu on a PS3, moving the stick around causes BOTH the d-pad to change, and the Left analog stick to change to match. Why does this happen, and how could I change it?
A: The Cthulhu is designed to do this; it's normal and won't cause any problems. This setup was created as a compromise between how PC games usually expect the directions to be reported (X/Y axis) and how the PS3 expects the d-pad to be reported (POV hat). With this setup, you can just plug and play on most if not all of the games you want to play on both PC and PS3. If you would like the stick to be reported as one and only one of those for whatever reason, hold down the Select or Start button when plugging in; I don't remember which is which, but one disables the X/Y and only reports dpad/POV hat, the other disables POVhat/dpad and only reports over the left analog stick/X/Yaxis
Now to see if it fixes the issue ...

Edit: Ok good, I held down 'Select' while plugging in the stick, and now it only registers joystick movement and not the POV hat, and everything is working ok.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Observer »

It appears that Type-Z actually has a True Form:

http://steamcommunity.com/sharedfiles/f ... =268618248

No idea how to unlock it atm.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Domino »

Novice mode is actually fun for those who aren't into bullet hell style games. I so far enjoy it!
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Zaarock »

Observer wrote:It appears that Type-Z actually has a True Form:

http://steamcommunity.com/sharedfiles/f ... =268618248

No idea how to unlock it atm.
Hold break while selecting Z, it's just an alternate sprite.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Dracuify »

Not sure if it's just me or does arcade original feel much harder in this nesica version compared to the doujin-release?

Getting hammered in stage 3 already and i used to 1cc this easily a way back...

Atleast there's something to improve on :) Novice feels too easy already and the step to arcade original is a big one, imo.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Observer »

Dracuify wrote:Not sure if it's just me or does arcade original feel much harder in this nesica version compared to the doujin-release?

Getting hammered in stage 3 already and i used to 1cc this easily a way back...

Atleast there's something to improve on :) Novice feels too easy already and the step to arcade original is a big one, imo.
This is my biggest gripe. It's like there is no middle ground: or I can 1-life clear the game in Novice or I can barely make it to stage 3 in one credit in Original Arcade.

Also, the old Unlimited difficulty could've been moved to Novice, I'm not really feeling the new Unlimited mode. Will try it a bit more but so far it's just not fun at all for me, in fact, with the reduced i-frames, the reduced full screen lock on bullet cancel and some of the patterns being so god damn dense (add to that particles, stars, your own firepower) I just can't see shit and end up dying far more often...

I agree with BulletMagnet too! They put way too many of those god damn kamikaze ships. You definitely need to be on your guard.

Time Attack is monstrous. It can go from incredibly frustrating/restart-syndrome galore to one of the most zen modes I've played in a while. Once you enter "the zone", nothing can stop you. The faster you beat the shit out of everything, the bigger the enemies and waves that will spawn so there really is not a moment of peace. Those must be the most action-packed 3 minutes in years.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Cagar »

Last edited by Cagar on Sun Jun 08, 2014 5:42 pm, edited 2 times in total.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Blackbird »

Odd... my copy doesn't seem to save my achievements or my replays. If I quit out of the game I lose them. It saves my scores and medals though, so weird.

Edit: Nevermind, just a derp. I didn't realize you could save over replays. Still doesn't explain why my achievements keep disappearing. I want them to be locked in so that they stop popping up while I'm playing =P.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by ptoing »

Another small thing I been wondering. In the Stats screen I see how many times I have played the different modes and I get a (0) behind all of them, despite clearing both Novice Boost and Original at least once. I take it the thing in brackets should be 1CCs, or is it 1LCs or something?
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Cagar »

Type-III arcade original clear!!!

..and it was the first one on the leaderboards!
(if the op type-z doesn't count)

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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by WarpZone »

Observer wrote:
Dracuify wrote:Novice feels too easy already and the step to arcade original is a big one, imo.
This is my biggest gripe. It's like there is no middle ground: or I can 1-life clear the game in Novice or I can barely make it to stage 3 in one credit in Original Arcade.

Also, the old Unlimited difficulty could've been moved to Novice, I'm not really feeling the new Unlimited mode.
Agreed. I need to play more, but I think without that middle ground, it feels like a set of juiced up arrange modes plus a really easy mode, more of an expansion to the original game than a replacement or definitive version.

I think the game worked better when you had more extends to work with. To me CC does not feel like a very methodical kind of game (though sure, there's a lot of planning when played on a high level and going for the biggest bonuses), but has a more reckless feel -- the imprecise nature of the lock-on, the proximity hugging, the ebb and flow of the break cycle, all the fast darting and loose dodging, etc, and the generous extends further incentivized risk-taking and a wild aggressiveness in my play style that would usually remain more repressed in a Cave game. World Ignition's harsher balance in at least Original mode takes away some of that identity and puts more focus on refining the first half of the game (and chance for early game fatigue to set in, because the game is already on the long side).

On the other hand, I do like the tighter invincibility window when using break, and boost mode's a great extra, with bullets that remain fun/intuitive to dodge when they get fast, unlike Psikyo for example.
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Zaarock »

The difficulty feels just right for an arcade shmup to me, but I didn't play the original. It's too bad there's no novice unlimited, perhaps that could've been the middle ground.

Boost mode with high rank (>14min boost timer) in stages 4 and 5 is feeling like a wall to me right now, but the game has only been out for two days so not complaining.

Congrats to cagar on the original clear!
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Re: Crimzon Clover: World Ignition Announced at Stunfest

Post by Despatche »

this game has a really pretty menu ui
WarpZone wrote:I think the game worked better when you had more extends to work with. To me CC does not feel like a very methodical kind of game (though sure, there's a lot of planning when played on a high level and going for the biggest bonuses), but has a more reckless feel -- the imprecise nature of the lock-on, the proximity hugging, the ebb and flow of the break cycle, all the fast darting and loose dodging, etc, and the generous extends further incentivized risk-taking and a wild aggressiveness in my play style that would usually remain more repressed in a Cave game. World Ignition's harsher balance in at least Original mode takes away some of that identity and puts more focus on refining the first half of the game (and chance for early game fatigue to set in, because the game is already on the long side).
this so-called "identity" is completely fabricated, and the "chance" comes down to specific people as usual. all games are like this, all games are so methodical. you think you can run around and do whatever you want until you finally realize what a particular game expects you to do. then you either run in fear, or you embrace it and either complain about your failings or have fun trying to beat the developer.
Last edited by Despatche on Sun Jun 08, 2014 6:59 pm, edited 3 times in total.
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