Mushihimesama HD (360) 24th May 2012

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Re: Mushihimesama HD (360) 24th May 2012

Post by burgerkingdiamond »

I just cracked open a Newcastle and played a couple of credits of 1.5 Original. Man this mode is fun! It seems a bit on the easy side seeing as how I made it to the end of the 4th level on my 2nd credit (pretty much only have 10 or less credits of the 1.0 version under my belt too)...

Also, the score extends are super easy to get. I got both by the second level I think. However, it is fun as shit. It has a lot of flow to the patterns and dodging. I really like that.
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Re: Mushihimesama HD (360) 24th May 2012

Post by professor ganson »

burgerkingdiamond wrote:I just cracked open a Newcastle and played a couple of credits of 1.5 Original.
Sounds awesome. Great way to spend time chilling on a Friday!
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Re: Mushihimesama HD (360) 24th May 2012

Post by burgerkingdiamond »

I played 1.5 Original and chose the shot type in the second column for a few credits.

After that I switched to the type in the first column. It turns out they are quite different. The second type has 1 bomb stock (auto) and what I guess is a fully powered weapon, whereas the first type has 3 bomb stock (non auto).

In addition, there is a counter with the second type that seems to continually count up and decreases upon bombing/dying.

In the first type, there is no counter, but numbers show up next to enemies as they are destroyed..

It also felt like the game was faster and harder with the second type?

What exactly does this all mean? Is there a faq written up anywhere specific to 1.5?
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Re: Mushihimesama HD (360) 24th May 2012

Post by 8 1/2 »

The icons on the left side are the base-power versions of the three shot types. The three on the left are the Max power versions. Starting at Max makes everything harder for sure.
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Re: Mushihimesama HD (360) 24th May 2012

Post by burgerkingdiamond »

8 1/2 wrote:The icons on the left side are the base-power versions of the three shot types. The three on the left are the Max power versions. Starting at Max makes everything harder for sure.
what about the counters and scoring?
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Re: Mushihimesama HD (360) 24th May 2012

Post by dan76 »

burgerkingdiamond wrote:
8 1/2 wrote:The icons on the left side are the base-power versions of the three shot types. The three on the RIGHT are the Max power versions. Starting at Max makes everything harder for sure.
what about the counters and scoring?
Play the Max versions, they're faster and harder (...).

Scoring in Original Max is all about proximity. Get up close and leech gems of enemies.
Maniac and Ultra are basically the same as in 1.0 (I think) but have been given an injection of rocket fuel. Still lots of button tapping and leeching, counters can go up much faster.
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Re: Mushihimesama HD (360) 24th May 2012

Post by Illyrian »

Been playing 1.5 maniac difficulty.

It is glorious! Having so much fun with it. Stage 3 is considerably harder than in 1.0 and now provides a much better challenge.
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Re: Mushihimesama HD (360) 24th May 2012

Post by burgerkingdiamond »

dan76
Agreed. Max mode is balls to the wall. Seriously Fun.
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Re: Mushihimesama HD (360) 24th May 2012

Post by DrTrouserPlank »

I think 1.0 original is plenty hard enough.
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Re: Mushihimesama HD (360) 24th May 2012

Post by Illyrian »

1.5 original is easier
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Re: Mushihimesama HD (360) 24th May 2012

Post by StarCreator »

I actually do better playing Maniac modes vs Original in this game. Slower denser patterns just click with me better.

I'm pretty bad regardless of which mode I'm playing though.
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Re: Mushihimesama HD (360) 24th May 2012

Post by yyr »

Yeah, in 1.0 I felt like I had an easier time in Maniac for some reason =\

I finally redeemed the 1.5 code and tried it out... holy crap, it really was the reason to get this port. I love how it's essentially TWO different modes, with MAX and normal being so different.

I love autobomb because I can actually focus just on dodging...I know that it's a skill I need to work on, but...I'm really happy with 1.5 MAX. So much to dodge, numbers so big! And 1.5 normal Maniac's chaining feels super-easy, which is also nice for a noob like me.

The 1-2 minutes I was able to last in 1.5 Ultra MAX was just amazing...so much fun, haha...

Off-topic side question: this is the first Cave DLC I ever redeemed. I never got the Futari 1.01 code despite buying it at launch, but I do have DLC cards for MMP+PS and DDPFK. Being the noob that I am, I've heard that I'm probably not missing too much with Futari 1.01, but will I get some good mileage out of the others? Or will others appreciate them more than I will?
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Re: Mushihimesama HD (360) 24th May 2012

Post by rancor »

yyr wrote: Off-topic side question: this is the first Cave DLC I ever redeemed. I never got the Futari 1.01 code despite buying it at launch, but I do have DLC cards for MMP+PS and DDPFK. Being the noob that I am, I've heard that I'm probably not missing too much with Futari 1.01, but will I get some good mileage out of the others? Or will others appreciate them more than I will?
Aside from Futari's BL mode and now Mushi 1.5, Caves DLC hasn't been that impressive. I'd say you're not missing much. If you haven't gotten BL for Futari, make sure you get that next.. It'll rock your sox off.. :wink:
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Re: Mushihimesama HD (360) 24th May 2012

Post by Casper<3 »

DFK 1.51 is awesome, u better redeem that ish!

MMP/PS DLC is pretty bogus. U can probably sell it for 20$
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Re: Mushihimesama HD (360) 24th May 2012

Post by brentsg »

Casper<3 wrote:DFK 1.51 is awesome, u better redeem that ish!

MMP/PS DLC is pretty bogus. U can probably sell it for 20$
How is Matsuri MMP bogus?
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Re: Mushihimesama HD (360) 24th May 2012

Post by rancor »

Casper<3 wrote:DFK 1.51 is awesome, u better redeem that ish!
I never really investigated after reading this:
1.51 - A version that was first seen publicly in August of 2010 at a Cave matsuri event. Later issued as a bonus DLC with the first prints of DDP DFK 1.5 x360.

- No second loop in this version.
- You cannot break your chain when your hyper meter is full. Instead your hyper meter will gradually deplete.
- Hyper-mode time has been reduced.
- Your chain won't drop if you bomb.
- If you auto-bomb, your entire bomb stock is depleted.
- a simplified three button layout. The bomb button doubles as the hyper button.
- Killing enemies with laser gets you more points than with shot.
- Introduces rank-triggered enemies that perform shots and patterns from the second loop of ver. 1.5.
- To collect stars from bosses, they must be destroyed in hyper mode.
- There are two last bosses at the end of stage 5.

Thought to be unplayable for score due to a completely broken point system. Ridiculous scores are achievable by bombing the bosses lasers on any stage. When bombs are depleted, suicide and repeat. In Power mode, the same can be done by constantly hypering and riding the enemies lasers to a game-busting chain.
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Re: Mushihimesama HD (360) 24th May 2012

Post by Casper<3 »

rancor wrote:
Casper<3 wrote:DFK 1.51 is awesome, u better redeem that ish!
I never really investigated after reading this:
1.51 - A version that was first seen publicly in August of 2010 at a Cave matsuri event. Later issued as a bonus DLC with the first prints of DDP DFK 1.5 x360.

- No second loop in this version.
- You cannot break your chain when your hyper meter is full. Instead your hyper meter will gradually deplete.
- Hyper-mode time has been reduced.
- Your chain won't drop if you bomb.
- If you auto-bomb, your entire bomb stock is depleted.
- a simplified three button layout. The bomb button doubles as the hyper button.
- Killing enemies with laser gets you more points than with shot.
- Introduces rank-triggered enemies that perform shots and patterns from the second loop of ver. 1.5.
- To collect stars from bosses, they must be destroyed in hyper mode.
- There are two last bosses at the end of stage 5.

Thought to be unplayable for score due to a completely broken point system. Ridiculous scores are achievable by bombing the bosses lasers on any stage. When bombs are depleted, suicide and repeat. In Power mode, the same can be done by constantly hypering and riding the enemies lasers to a game-busting chain.
Well even when I play for score, my scores aren't worthwhile. However this mode is a shitload of fun to play. (even playing for score)

Also about MMP/PS. I didn't like either of those games, so an extended version ...just was more snoozefest to me.
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Re: Mushihimesama HD (360) 24th May 2012

Post by StarCreator »

Casper<3 wrote:DFK 1.51 is awesome, u better redeem that ish!

MMP/PS DLC is pretty bogus. U can probably sell it for 20$
I'd personally rate MMP Matsuri higher than DFK 1.51. Watching a friend play through it was pretty epic.
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Re: Mushihimesama HD (360) 24th May 2012

Post by DrTrouserPlank »

There's a slim chance I might actually clear 1.0 original. Managed to get to the stage 5 midboss and there's a lot of room for improvement.

Other than some occasionally fast shots, it seems a lot more reasonable than Futari.
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Re: Mushihimesama HD (360) 24th May 2012

Post by gs68 »

Mushi 1.5 is great. MAX power is intense and fun.

DFK 1.51 looks kinda fun but then I remember lol bombing boss lasers to milk disproportionate amounts of points.

Mushi2人 1.01 can go consume 20,000,000 dicks. It's far from being one of the worst games ever made, but it just feels so dry to 1.5.
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Re: Mushihimesama HD (360) 24th May 2012

Post by njiska »

DrTrouserPlank wrote:There's a slim chance I might actually clear 1.0 original. Managed to get to the stage 5 midboss and there's a lot of room for improvement.

Other than some occasionally fast shots, it seems a lot more reasonable than Futari.
My problem is I keep getting raped by the giant dragon flies in Stage 4. I'm god for the first few, but the last bunch trap me and rape my bombs/lives.
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Re: Mushihimesama HD (360) 24th May 2012

Post by moozooh »

Stay in the bottom-right corner, it's pretty safe there. The last three dragonflies can be dealt with simultaneously using a single bomb.
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Re: Mushihimesama HD (360) 24th May 2012

Post by Tokyo-J »

Media Create Sales Numbers Came in 19: Mushihimesama 360 Cave 5,135 from May 21 - 27
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Re: Mushihimesama HD (360) 24th May 2012

Post by O. Van Bruce »

DrTrouserPlank wrote:There's a slim chance I might actually clear 1.0 original. Managed to get to the stage 5 midboss and there's a lot of room for improvement.

Other than some occasionally fast shots, it seems a lot more reasonable than Futari.
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Re: Mushihimesama HD (360) 24th May 2012

Post by AntiFritz »

Same, I hope akai katana does well enough to justify it.
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Re: Mushihimesama HD (360) 24th May 2012

Post by O. Van Bruce »

Have to say it...

DAMM, that guitar and piano in the arrange soundtrack ruins completely the stage 5 BGM...

asdasdasdasdasd

Almost every new instrument the arranger adds to that BGM ruins it...

Stage 5 BGM was such a masterpiece... how can a person be so insensitive to do that?
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Re: Mushihimesama HD (360) 24th May 2012

Post by MSZ »

O. Van Bruce wrote:Have to say it...

DAMM, that guitar and piano in the arrange soundtrack ruins completely the stage 5 BGM...

asdasdasdasdasd

Almost every new instrument the arranger adds to that BGM ruins it...

Stage 5 BGM was such a masterpiece... how can a person be so insensitive to do that?
IMO, ever since the Ketsui X mode, all arrange soundtracks we got in the 360 ports have been really bad.
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Re: Mushihimesama HD (360) 24th May 2012

Post by matrigs »

MSZ wrote:
O. Van Bruce wrote:Have to say it...

DAMM, that guitar and piano in the arrange soundtrack ruins completely the stage 5 BGM...

asdasdasdasdasd

Almost every new instrument the arranger adds to that BGM ruins it...

Stage 5 BGM was such a masterpiece... how can a person be so insensitive to do that?
IMO, ever since the Ketsui X mode, all arrange soundtracks we got in the 360 ports have been really bad.
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Re: Mushihimesama HD (360) 24th May 2012

Post by emphatic »

matrigs wrote:ketsuipachi is the dopest dope.
It makes me hard.
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Re: Mushihimesama HD (360) 24th May 2012

Post by fagin »

matrigs wrote:ketsuipachi is the dopest dope.
You haven't been listening to Will.I.Am lately perchance? :mrgreen:
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