Umihara Kawase Portable
Umihara Kawase Portable
Supposedly got pretty poor reviews, will the bugs be fixed in the US release?
I still don't have a PSP, does it have Playstation and 16 bit emulators now?
I still don't have a PSP, does it have Playstation and 16 bit emulators now?
OMG LOOKIT
http://en.wikipedia.org/wiki/Umihara_Ka ... e_Portable
http://en.wikipedia.org/wiki/Umihara_Ka ... e_Portable
BUY ME THATAdditional Fields
The Japanese magazine TECH PlayStation Extra contains 3 new fields in each of its June and July 1997 issues along with guides to complete them.
-
GaijinPunch
- Posts: 15852
- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
Apparently the buggiest hunk of shit on the PSP. For shame. If you have a modded PSP, you can use the 1st party emulator to play ISOs of your PS games. That reminds me... I need to rip the 9 extra stages of Shun I have from the Tech Playstation demos.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
-
E. Randy Dupre
- Posts: 954
- Joined: Thu Jan 27, 2005 2:26 pm
It really isn't. There*are* bugs that mean that the game breaks its own rules, but they're manageable. It sometimes means that a run is fucked or you have to look for a solution other than the one that presents itself immediately, but those are things that you can deal with if you've got the patience.GaijinPunch wrote:Apparently the buggiest hunk of shit on the PSP.
It's far from ideal, but there are far worse things out there. If you want to see a PSP game that's glitched to hell, try echochrome. That thing breaks its own internal logic every other level. Or for PSP games that are more shoddily put together, there's always Popolocrois or Generation of Chaos,
-
GaijinPunch
- Posts: 15852
- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
^This.
I hate to sound like an elitist, especially because of when it comes to shooting games, I generally don't mind about slightly inferior port quality. But Umihara Kawase 2 is a game I'm good enough at that these bugs would actually kill the game for me. When played at a high enough level, even the slightest inconsistency will potentially decimate your run, and that's a game breaker in my opinion.
When the SNES and PSX version can be so readily emulated, it further pours salt in the wound.
It's a shame. As I said, was actually shifting money around to get a PSP upon the announcement. I'll prob still get this game eventually, but not for a few years.
I hate to sound like an elitist, especially because of when it comes to shooting games, I generally don't mind about slightly inferior port quality. But Umihara Kawase 2 is a game I'm good enough at that these bugs would actually kill the game for me. When played at a high enough level, even the slightest inconsistency will potentially decimate your run, and that's a game breaker in my opinion.
When the SNES and PSX version can be so readily emulated, it further pours salt in the wound.
It's a shame. As I said, was actually shifting money around to get a PSP upon the announcement. I'll prob still get this game eventually, but not for a few years.
-
E. Randy Dupre
- Posts: 954
- Joined: Thu Jan 27, 2005 2:26 pm
-
GaijinPunch
- Posts: 15852
- Joined: Mon Jan 31, 2005 11:22 pm
- Location: San Fransicso
quotes = someone else said it, not me. Imagine finger quotes. My point is that "playable" is unplayable in this case. Read MX7's post. It's not even a new game either which furthers capitalizes the meh.E. Randy Dupre wrote:/= "the buggiest hunk of shit on the PSP". That's my point.GaijinPunch wrote:PSP version = "playable"
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
-
E. Randy Dupre
- Posts: 954
- Joined: Thu Jan 27, 2005 2:26 pm
-
Battlesmurf
- Posts: 1436
- Joined: Mon Oct 09, 2006 8:14 am
- Location: California
Re: Umihara Kawase Portable
Exciting news, just when I thought this had fallen off the map 
http://tinycartridge.com/post/184690717 ... -our-crazy
The trailer has two particularly awesome details: one, a seemingly solid release date (crosses fingers), and two, the not inconsequential fact that the origional Super Famicom game is being shoved onto the cartridge as well!
I just really hope the d-pad doesn't render this unplayable (which for a game requiring such precision is kind of likely). If so... well, it might be time to get a DSi.

http://tinycartridge.com/post/184690717 ... -our-crazy
The trailer has two particularly awesome details: one, a seemingly solid release date (crosses fingers), and two, the not inconsequential fact that the origional Super Famicom game is being shoved onto the cartridge as well!
I just really hope the d-pad doesn't render this unplayable (which for a game requiring such precision is kind of likely). If so... well, it might be time to get a DSi.
Re: Umihara Kawase Portable
my experience with the game was frustrating as i hit a ton of odd bugs.It really isn't. There*are* bugs that mean that the game breaks its own rules, but they're manageable. It sometimes means that a run is fucked or you have to look for a solution other than the one that presents itself immediately, but those are things that you can deal with if you've got the patience.
there are several bugs relating to the chord physics that completely screw with the game. Collission detection with the ledges etc is a poop shoot.
e.g. http://www.youtube.com/watch?v=r8y2-7fuIYU
even more horrifying is that the developers came out and said that the "new physics" was a "feature" rather than, say, a sloppy port

I dunno, given popstation'ed Umihara is available, it's just not worth the effort.

"I've asked 2 experts on taking RGB screenshots...."
Re: Umihara Kawase Portable
And how exactly are you expected to play this game with a DS?
Re: Umihara Kawase Portable
So, what are people's thoughts on the DS version?
I'm slowly becoming acclimatised to the DS Lite's dpad. diagonals can be tricky, but a bit of practice irons this out. I think I'm getting up to the standard I achieved with a snes/ps pad, though I have been playing the first game for about 5 years now, so I already have a good grounding in the game. I've only found one glitch in Shun, in field 35 I believe, but I haven't been able to replicate it again, so it's not a big deal. To be honest, I'm probably more excited about the SFC version on the game card. I managed to finish the shortest route in under 5 minutes the other night in bed, and I hope to push this much further (the theoretical best time is around 1minute 46 seconds).
All in all it's a very tidy package, and while it's no substitute for playing on a big screen, I'm very pleased with it indeed
I'm slowly becoming acclimatised to the DS Lite's dpad. diagonals can be tricky, but a bit of practice irons this out. I think I'm getting up to the standard I achieved with a snes/ps pad, though I have been playing the first game for about 5 years now, so I already have a good grounding in the game. I've only found one glitch in Shun, in field 35 I believe, but I haven't been able to replicate it again, so it's not a big deal. To be honest, I'm probably more excited about the SFC version on the game card. I managed to finish the shortest route in under 5 minutes the other night in bed, and I hope to push this much further (the theoretical best time is around 1minute 46 seconds).
All in all it's a very tidy package, and while it's no substitute for playing on a big screen, I'm very pleased with it indeed

-
Warp_Rattler
- Posts: 383
- Joined: Fri Feb 15, 2008 5:48 am
- Location: OR, US
Re: Umihara Kawase Portable
I've never had the occasion or motivation to seek out the originals, so I can't really comment on the accuracy of the DS version's physics by comparison, but I am having an awful lot of fun with this title. Having both games included really gives it a lot of value in my opinion, especially considering the going rate for Shun SE these days.
The unfortunate thing about the game, as MX7 mentioned, is that it helps showcase crappiness of the DS Lite's pad. Before this title, I always looked at the pad as a mushy and small (compared to the regular DS's more comfortable clicky one) but not terribly inaccurate. It didn't even bother me too much with Ketsui--had a few deaths due to the ship inching a bit to the diagonal when I wanted it to go straight, for example, but nothing terrible. And while the SFC version isn't too bad, I'm really having a lot of trouble in Shun. I'm slowly training myself to be more precise in my directions, but it's not like I play by squashing my thumb flat on the pad and then just rolling it in the approximate direction in the first place. I get these goofy moments where I'm trying to shoot the lure straight up only maybe my thumb is a bit on the left side of the up button, so the DS says, "I'm not entirely sure which way you really want to go, here, but let's call it up-left, okay?" A missed jump, death, and swearing ensue. I'm curious to see how it feels on a DSi.
The games have a fantastic learning curve, where you're given slowly more difficult challenges and often rewarded for attempting crazy "what if I did this?" stunts. My one complaint is that in Shun, you do hit a wall at a certain point if you haven't completely mastered the art of flinging yourself in long arcs. I forget the field number, but the door is located on a flat ice block, with a sloped one leading down to a pit & broken glass next to it, and a regular block hanging over the glass. Unless I'm doing it wrong, you have to build up momentum to launch yourself in an upward arc to reach the door. Up until this level I've had no problem improvising ways around the obstacles, but this brings things to a screeching halt, as there only seems to be one way of reaching the goal. Of course, this is a 'complaint' more about the original version than the port and nothing that practice shouldn't overcome, but after 6 or 7 fields of slow but steady progress it jerks you out of the experience when you hit a wall like that.
Still, it's damn entertaining; between this and Phantasy Star 0 my DS has been getting a lot of play lately.
The unfortunate thing about the game, as MX7 mentioned, is that it helps showcase crappiness of the DS Lite's pad. Before this title, I always looked at the pad as a mushy and small (compared to the regular DS's more comfortable clicky one) but not terribly inaccurate. It didn't even bother me too much with Ketsui--had a few deaths due to the ship inching a bit to the diagonal when I wanted it to go straight, for example, but nothing terrible. And while the SFC version isn't too bad, I'm really having a lot of trouble in Shun. I'm slowly training myself to be more precise in my directions, but it's not like I play by squashing my thumb flat on the pad and then just rolling it in the approximate direction in the first place. I get these goofy moments where I'm trying to shoot the lure straight up only maybe my thumb is a bit on the left side of the up button, so the DS says, "I'm not entirely sure which way you really want to go, here, but let's call it up-left, okay?" A missed jump, death, and swearing ensue. I'm curious to see how it feels on a DSi.
The games have a fantastic learning curve, where you're given slowly more difficult challenges and often rewarded for attempting crazy "what if I did this?" stunts. My one complaint is that in Shun, you do hit a wall at a certain point if you haven't completely mastered the art of flinging yourself in long arcs. I forget the field number, but the door is located on a flat ice block, with a sloped one leading down to a pit & broken glass next to it, and a regular block hanging over the glass. Unless I'm doing it wrong, you have to build up momentum to launch yourself in an upward arc to reach the door. Up until this level I've had no problem improvising ways around the obstacles, but this brings things to a screeching halt, as there only seems to be one way of reaching the goal. Of course, this is a 'complaint' more about the original version than the port and nothing that practice shouldn't overcome, but after 6 or 7 fields of slow but steady progress it jerks you out of the experience when you hit a wall like that.
Still, it's damn entertaining; between this and Phantasy Star 0 my DS has been getting a lot of play lately.
Re: Umihara Kawase Portable
What's the going rate for the PS version of SE these days, out of curiosity?
"Am I the only one who thinks it's funny that people start declaring a game is overrated before it's even out? "
"You're at shmups.com. We're all psychics full of righteous indignation!"
"You're at shmups.com. We're all psychics full of righteous indignation!"
-
Warp_Rattler
- Posts: 383
- Joined: Fri Feb 15, 2008 5:48 am
- Location: OR, US
Re: Umihara Kawase Portable
Y!J Auctions has a handful of them up, running $80 to about $140 or so.
There was one copy sitting around $300 if you're one of those weirdos who have to have it sealed.
Note that the non-SE version of Shun seems to sit in the $40-60 range (at least, those are the copies that have bids on them; there were a few at $90+ with a few hours left and no bids, leading me to think those were wishful, eBay-esque prices instead of any sort of market indicator).


Note that the non-SE version of Shun seems to sit in the $40-60 range (at least, those are the copies that have bids on them; there were a few at $90+ with a few hours left and no bids, leading me to think those were wishful, eBay-esque prices instead of any sort of market indicator).