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The Mega-Cave Shooter Post, because they're totally awesome and sweet

danmaku

Member
It's not clear if the patch makes the US version identical to the Japanese one. Anyway, the leaderboards are still divided by region, and Europe will have its own. I guess that even co-op will be possible only inside the same region, as the games aren't exactly the same.
 

Princess Skittles

Prince's's 'Skittle's
danmaku said:
It's not clear if the patch makes the US version identical to the Japanese one. Anyway, the leaderboards are still divided by region, and Europe will have its own. I guess that even co-op will be possible only inside the same region, as the games aren't exactly the same.
I'm still confused how the timings ended up different in different region's versions.

And apparently the timing is different based on the 360 or Arcade graphics too.
 

danmaku

Member
It's the same even in the japanese version. The Arcade mode is almost perfect, while the 360 HD version is much less faithful. Basically, it was their first port and they had little knowledge of the 360 hardware. All the latest ports are much better, and for some reason they are also smaller (Death Smiles is more than 3 GB while Daifukkatsu is just 600 MB).
 
danmaku said:
It's the same even in the japanese version. The Arcade mode is almost perfect, while the 360 HD version is much less faithful. Basically, it was their first port and they had little knowledge of the 360 hardware. All the latest ports are much better, and for some reason they are also smaller (Death Smiles is more than 3 GB while Daifukkatsu is just 600 MB).
Wow, Daifukkatsu iOS is bigger than Daifukkatsu X360.
 
_dementia said:
That's true, I must have forgotten. Haha, I think I even bought DDPR before I received my iPhone to take advantage of that early adopter incentive.
This strategy seems to work out pretty well for them (otherwise iOS wouldn't have been blessed with 3 little big gems in such a relatively short time span). Deathsmiles for €3,99? Day 1. [input big smile-y]
 

Princess Skittles

Prince's's 'Skittle's
Does anybody know the secret achievements in Espgaluda II iPhone?

As far as I can tell there's one for dying in Stage 1 (at least, I did not remember seeing this in the list before having it), one for using up an entire gauge for a guard barrier (have to be in an advance control method for this, obviously), one for defeating the powered up Seseri (which you can fight by getting to stage 5 without dying and have over-awakening level max).. and then.. I think there's one empty spot lingering around.

And I am not sure of the second two in my list above.. just going by the little information I've found online.
 

Peff

Member
Princess Skittles said:
Does anybody know the secret achievements in Espgaluda II iPhone?

As far as I can tell there's one for dying in Stage 1 (at least, I did not remember seeing this in the list before having it), one for using up an entire gauge for a guard barrier (have to be in an advance control method for this, obviously), one for defeating the powered up Seseri (which you can fight by getting to stage 5 without dying and have over-awakening level max).. and then.. I think there's one empty spot lingering around.

And I am not sure of the second two in my list above.. just going by the little information I've found online.

Picking up the secret extra life in level 3, maybe?

* At the Stage 3 Sub-Boss, destroy all 6 optional parts on the first form. (3 parts on the left, 3 on the right)
* Do not use your Guard Barrier between facing the mid-boss and the end of the stage.
* At the end of the stage where you pick up the Energy item, on the left hand side of the screen roughly 25% in, go into Absolute Awakened Perception and shoot the scenery. You will see a small life extend appear.

The others you mention are right as far as I remember.

Death Smiles finally arrived to the local shops here, so I went ahead and picked it up. What a fantastic game and a great edition for a ridiculous price. I hope there's more of them coming for the region-locked games.
 

AC!D

Member
Done my bit and picked up the EU version of Deathsmiles. I've been wanting to play this since I saw the first images shown in Arcadia. Really looking forward to it and I hope if it does well Akai Katana and maybe others will follow to these shores.
 
gunstarhero said:
Which means it definitely might be getting a domestic release. :)

So do you think this ma be Cave's new strategy? Region Lock for the titles that may have a strong chance of a US/UK publishing & localization deal. And Region Free for the games that domestic publishers aren't interested it?

I love this to be true.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
Reluctant-Hero said:
So do you think this ma be Cave's new strategy? Region Lock for the titles that may have a strong chance of a US/UK publishing & localization deal. And Region Free for the games that domestic publishers aren't interested it?

I love this to be true.
Yeah, that's pretty much it.

The only problem is that, just because Cave has hope that a game has overseas potential, doesn't mean that AkSys, or anyone else, agrees. They region lock it in the hope they can "sell it" to a publisher, but I'm always worried it may not actually happen. They haven't necessarily talked to western publishers beforehand.

Also the games they have made region free, often have decent North American sales potential in my eyes, such as Espgaluda II and Mushihimesama Futari (not that I'm complaining about any game being region free). It seems like a Japanese-centric "we think these games can sell in the west... but these ones over here won't" decision-making, where it's not necessarily so. Just my thoughts.
 
BocoDragon said:
Yeah, that's pretty much it.

The only problem is that, just because Cave has hope that a game has overseas potential, doesn't mean that AkSys, or anyone else, agrees. They region lock it in the hope they can "sell it" to a publisher, but I'm always worried it may not actually happen. They haven't necessarily talked to western publishers beforehand.

Also the games they have made region free, often have decent North American sales potential in my eyes, such as Espgaluda II and Mushihimesama Futari (not that I'm complaining about any game being region free). It seems like a Japanese-centric "we think these games can sell in the west... but these ones over here won't" decision-making, where it's not necessarily so. Just my thoughts.

Yeah, I fully agree with you on the fact Cave is region locking what they hope will get licensed. I'd love to see how will DeathSmiles sold for Aksys. Did it meet their sales expectations?

InfiniteNine said:

Hopefully Akai Katana Shin does make to the US. I think it's a strong contender as it's got the 16:9 ratio going for it. That's something in common it shares with DeathSmiles.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
Reluctant-Hero said:
Yeah, I fully agree with you on the fact Cave is region locking what they hope will get licensed. I'd love to see how will DeathSmiles sold for Aksys. Did it meet their sales expectations?
Last time I was asked that question I nearly linked to a certain banned sales site ;)

So I guess we don't know right now..

And though I hope the game did ok, I personally dont believe DeathSmiles should be the litmus test for Cave in the west.....It might well be considered so by bean counters.. But I feel it doesn't encompass the full appeal of their games...
 
BocoDragon said:
Last time I was asked that question I nearly linked to a certain banned sales site ;)

So I guess we don't know right now..

And though I hope the game did ok, I personally dont believe DeathSmiles should be the litmus test for Cave in the west.....It might well be considered so by bean counters.. But I feel it doesn't encompass the full appeal of their games...

Agreed. Nothing against DeathSmiles, but a game with Loli anime girls isn't Cave's "best foot forward". But I think it was picked up for US localization because: a) it's 16:9 ratio and b) it had anime artwork.
 

danmaku

Member
DS isn't 16:9, it's 4:3 in all modes. The only 16:9 game Cave made so far is Death Smiles 2 360 mode (arcade mode is still 4:3). Anyway, it's an hori shooter with selectable difficulty and this makes it more accessible than Espgaluda 2, which is vertical and hard as hell. Futari would've been an excellent choice, I agree.
 

gunstarhero

Member
Reluctant-Hero said:
So do you think this ma be Cave's new strategy? Region Lock for the titles that may have a strong chance of a US/UK publishing & localization deal. And Region Free for the games that domestic publishers aren't interested it?

I love this to be true.

Yeah - makes sense to me. Akai Katana Shin seems to fit an american audience more so than Muchi Muchi Pork. :)

While I love me some Futari, Espagaluda and Deathsmiles (in that order BTW), it's hard to imagine a shooter doing ok with flying underage girls. The genre has a hard enough time appealing to the U.S. audience as it is.

Would love to see Cave do so more serious looking shooters - like Raiden or Rtype. I would kill to see Cave step in and do a Thunderforce reboot!
 

hipgnosis

Member
Played a couple of credits of Deathsmiles PAL today. The game is fantastic. Really loving the slowdowns in this game, shit gets so awesome when you blast that special attack against a group of enemies. Volcano-stage is especially great in this regard.

Competition isn't too harsh yet in Europe, managed to get to 25th place in the leaderboards.

I feel like I'm going to put some serious playtime in this title.
 
BocoDragon said:
Last time I was asked that question I nearly linked to a certain banned sales site ;)

So I guess we don't know right now..

And though I hope the game did ok, I personally dont believe DeathSmiles should be the litmus test for Cave in the west.....It might well be considered so by bean counters.. But I feel it doesn't encompass the full appeal of their games...
DeathSmiles 360 nears 100,000 sold

I'd love to know US sales expectations were...
 
tearsofash said:
Copy of MMP/PS shipped this morning from play-asia. Any similar games I can play in preparation?

I would recommend Battle Garegga, Battle Bakraid or Armed Police Batrider. Ibara works too but unless you have a PCB you'd be stuck with the weird PS2 port.
 

hipgnosis

Member
1CC'd Deathsmiles today. Difficulty wasn't too bad and it was definitely easier than Futari 1.5. Didn't go for suicide bullets or the extra stage so those are next. Awesome game.
 

Princess Skittles

Prince's's 'Skittle's
Blah, the only game I've come CLOSE to 1CCing is Espgaluda I.

Hmm, though I think I came close on Death Smiles once or twice.

I'm not very good at these, for how much I like them.

Peff said:
Picking up the secret extra life in level 3, maybe?
Nah, that one is not secret.
 
hikarutilmitt said:
I would recommend Battle Garegga, Battle Bakraid or Armed Police Batrider. Ibara works too but unless you have a PCB you'd be stuck with the weird PS2 port.
What about Soukyugurentai? Is it too different? I love that game.

100k for Deathsmiles is really nice. I can't think of a shooter these past three gens that might do those numbers.
 

cj_iwakura

Member
Just out of morbid curiosity, did any of you play SMT Imagine, the (decent-mediocre) Megami Tensei MMO? Cave developed it, reportedly. Not sure of the story behind that.
 

rabbitsyndrome

Neo Member
cj_iwakura said:
Just out of morbid curiosity, did any of you play SMT Imagine, the (decent-mediocre) Megami Tensei MMO? Cave developed it, reportedly. Not sure of the story behind that.

Yep, Cave developed it. I agree, it's an okay MMO at best.

I remember reading an interview where somebody from Aeria Games mentioned that Atlus and Cave had a good relationship (no surprise there, I suppose) so that made it easy for Cave to get the rights to make a Megaten MMO. Why they wanted to do it, I have no idea. :p
 

hipgnosis

Member
danmaku said:
Congrats! Final score?
Thanks man! Final score was 97,6 million. Currently 8th on the european leaderboards. :) Gonna try and improve my score a lot though since I've only had this game for a couple of days. Haven't even tried the extra Gorge stage yet.
 

cj_iwakura

Member
rabbitsyndrome said:
Yep, Cave developed it. I agree, it's an okay MMO at best.

I remember reading an interview where somebody from Aeria Games mentioned that Atlus and Cave had a good relationship (no surprise there, I suppose) so that made it easy for Cave to get the rights to make a Megaten MMO. Why they wanted to do it, I have no idea. :p

Maybe Cave were inspired by the cyberpunk settings? SMT is pretty classic over there.

They did a pretty good job of the story and setting, definitely. It nailed the SMT aesthetics.

The main flaws were in the XP allocation and repetitive dungeons. The atmosphere itself was gorgeous, though.


Loved Nakano.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
So what's the word on the latest patch for Deathsmiles North American version? Did it fix the issues?
 

Princess Skittles

Prince's's 'Skittle's
BocoDragon said:
So what's the word on the latest patch for Deathsmiles North American version? Did it fix the issues?
The patch is out and supposedly brings the slowdown emulation in line with the Japanese release, which means extremely arcade-accurate for arcade mode and.. sort of/sort of not for Xbox 360 mode.
 

hipgnosis

Member
Rising Star Games posted this message on their forums today:

Hi all,

thanks for all your support and comments on Deathsmiles, they really are appreciated!

As for Dondonpachi Daifukkatsu, it's far too early for us to make any comments on it at the moment. We're happy with the sales of Deathsmiles so far and hope for it to continue. We are still receiving figures from the rest of Europe and it'll be a while before we can say whether it has been a success or not.

All I can tell you is that your voices have been heard and we will take this into consideration when we next talk to CAVE.

No promises at the moment though!

Interesting message and it is great to see they are listening their audience and at least considering Daifukkatsu for PAL release. I think it will happen if Deathsmiles sells well enough so keeping my fingers crossed here.
 
Ok guys so I'm starting a project, and that project is to get every single Cave 360 STG.

Right now the only one I own is Deathsmiles. I'm looking for my second shmup. I have a Japanese 360 so that's not an issue. Here's what I'm looking for:

I'm not super interested in the scoring meta game. I mostly play for survival. With Deathsmiles, I found that the game itself was great, but I didn't like the difficulty spike. So if you select level 3 all the way through, as I'm sure you guys are aware, all of a sudden in stage 4 I believe the game changes completely; a new type of bullet is introduced that only your familiar can absorb. I really took issue with this. It completely changes the game into like an Ikaruga type deal where you have to absorb the bullets. I wouldn't have minded if that was there from the beginning, but the way it just comes out of nowhere, you have to completely change the way you play.

What sucks to me about Death Smiles is that the game itself is not hard, the bullet patterns are pretty tame by Cave standards, I just hate the suicide bullets that you need to absorb via your familiar. I really don't like it, and that's where all the challenge is. Minor beef, still a fantastic stg, but here's what I'm looking for.

I'm looking for the most basic Cave stg on 360. I'm not interested in scoring, I'm not interested in cancelling bullets, all I want is a game that gives me challenging, fair bullet patterns to dodge. Nothing more, nothing less. Which game right now will fit my needs? I'm oldschool, I don't care about scoring until I've mastered 1CCing the title. What would you guys reccomend to me? Thanks in advance.
 

Tain

Member
Arpharmd B said:
Ok guys so I'm starting a project, and that project is to get every single Cave 360 STG.

Right now the only one I own is Deathsmiles. I'm looking for my second shmup. I have a Japanese 360 so that's not an issue. Here's what I'm looking for:

I'm not super interested in the scoring meta game. I mostly play for survival. With Deathsmiles, I found that the game itself was great, but I didn't like the difficulty spike. So if you select level 3 all the way through, as I'm sure you guys are aware, all of a sudden in stage 4 I believe the game changes completely; a new type of bullet is introduced that only your familiar can absorb. I really took issue with this. It completely changes the game into like an Ikaruga type deal where you have to absorb the bullets. I wouldn't have minded if that was there from the beginning, but the way it just comes out of nowhere, you have to completely change the way you play.

What sucks to me about Death Smiles is that the game itself is not hard, the bullet patterns are pretty tame by Cave standards, I just hate the suicide bullets that you need to absorb via your familiar. I really don't like it, and that's where all the challenge is. Minor beef, still a fantastic stg, but here's what I'm looking for.

You've cleared the game in arcade mode and are looking for more challenge out of it, then, I assume? If not, why force the difficulty spike on yourself?

I'm looking for the most basic Cave stg on 360. I'm not interested in scoring, I'm not interested in cancelling bullets, all I want is a game that gives me challenging, fair bullet patterns to dodge. Nothing more, nothing less. Which game right now will fit my needs? I'm oldschool, I don't care about scoring until I've mastered 1CCing the title. What would you guys reccomend to me? Thanks in advance.

They all give you challenging, fair bullet patterns to dodge, but it sounds like you want Ketsui or Mushi Futari.
 
Tain said:
You've cleared the game in arcade mode and are looking for more challenge out of it, then, I assume? If not, why force the difficulty spike on yourself?



They all give you challenging, fair bullet patterns to dodge, but it sounds like you want Ketsui or Mushi Futari.

Thanks everyone for the reccomendation.

Well the thing is I can clear the first 3 stages on level 3 no problems whatsoever, it's when the game suddenly starts throwing those suicide bullets I believe they're called. That changes the entire game. I wish it would just give you harder bullet patterns to dodge instead.

So what I did instead was just keep the game at level 2. That way you never see those bullets. However, the game is almost too easy this way! Seriously the patterns aren't tough at all, save for the final end boss.

So Mushi and Ketsui don't have anything like that? Do they have bullet cancelling IE when you are scoring and able to turn on screen bullets into gold? I don't really like that, like I said I'm looking for straight up survival, bullet dodging. With that said, how is the scoring meta game in Mushi and Ketsui? Is it straight forward? Could someone sum it up quickly for me? Thanks again guys for the fast responses, much appreciated.
 

Tain

Member
Arpharmd B said:
Thanks everyone for the reccomendation.

Well the thing is I can clear the first 3 stages on level 3 no problems whatsoever, it's when the game suddenly starts throwing those suicide bullets I believe they're called. That changes the entire game. I wish it would just give you harder bullet patterns to dodge instead.

So what I did instead was just keep the game at level 2. That way you never see those bullets. However, the game is almost too easy this way! Seriously the patterns aren't tough at all, save for the final end boss.

For whatever reason, Cave made the stupid decision of letting people select a level as many times as they want in 360 mode. If you were playing arcade mode, you wouldn't be able to keep it at level 2 the entire time. You would HAVE to play at least two levels at level 3, which is the way that makes the most sense in terms of having a somewhat consistent difficulty curve. Arcade mode is the way to go, unfortunately!

So Mushi and Ketsui don't have anything like that? Do they have bullet cancelling IE when you are scoring and able to turn on screen bullets into gold? I don't really like that, like I said I'm looking for straight up survival, bullet dodging. With that said, how is the scoring meta game in Mushi and Ketsui? Is it straight forward? Could someone sum it up quickly for me? Thanks again guys for the fast responses, much appreciated.

Mushi's scoring system depends on the mode, but it's either about using a certain shot type or traditional DDP-style chaining. There are enemies that clear the screen when they die, as usual, but that's about it as far as bullet cancelling goes. Ketsui is all about being close to the enemy when you kill it.
 
Thanks. Sounds like those will be the first games I get.

Now speaking of scoring and Deathsmiles, I am very confused.

I understand the basics. Gold crowns are worth 10 (I think), silver crowns worth 5 and skull rings are worth 1. When in powerup mode, enemies start dropping gold crowns (and it's dependent on what type of shot you use to kill them. I pretty much understand what shot is best for what enemy), but it gets confusing when in regular mode or powerup mode.

In regular mode, I am to understand that it is best to try and collect the gold crowns. But in powerup mode, I see the pros going for the skull rings. Why is this so? Also, I noticed that I am only able to max out the score multiplier if I go for the skull rings (in powerup mode). In regular mode, I can never max out the counter whether I go for gold crowns or skulls...

It's just very confusing. Also, I noticed a little trick that the pro players use. Take the first stage for instance. I noticed that they are somehow able to get 25 worth of silver crowns out of the pig enemies, whereas no matter what I try I can only get 5 worth out of them. How are they doing this? Is it a glitch? So, yeah, any help trying to explain this scoring system would be much appreciated.
 
Arpharmd B said:
Ok guys so I'm starting a project, and that project is to get every single Cave 360 STG.

Right now the only one I own is Deathsmiles. I'm looking for my second shmup. I have a Japanese 360 so that's not an issue. Here's what I'm looking for:

I'm not super interested in the scoring meta game. I mostly play for survival. With Deathsmiles, I found that the game itself was great, but I didn't like the difficulty spike. So if you select level 3 all the way through, as I'm sure you guys are aware, all of a sudden in stage 4 I believe the game changes completely; a new type of bullet is introduced that only your familiar can absorb. I really took issue with this. It completely changes the game into like an Ikaruga type deal where you have to absorb the bullets. I wouldn't have minded if that was there from the beginning, but the way it just comes out of nowhere, you have to completely change the way you play.

What sucks to me about Death Smiles is that the game itself is not hard, the bullet patterns are pretty tame by Cave standards, I just hate the suicide bullets that you need to absorb via your familiar. I really don't like it, and that's where all the challenge is. Minor beef, still a fantastic stg, but here's what I'm looking for.

I'm looking for the most basic Cave stg on 360. I'm not interested in scoring, I'm not interested in cancelling bullets, all I want is a game that gives me challenging, fair bullet patterns to dodge. Nothing more, nothing less. Which game right now will fit my needs? I'm oldschool, I don't care about scoring until I've mastered 1CCing the title. What would you guys reccomend to me? Thanks in advance.

Mushi Futari is a straight forward, no bullshit shmup that is tons of fun to play for survival.
 

Llyranor

Member
You can disable suicide bullets in the options, but I think it'll disable uploading your score online. I do that. Lvl 3 for all stages, and a challenging endgame without being impossible because of the suicide bullets.
 
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