@@moozooh Thanks...and I just realized something: that's the same Inbachi replay that's widely thought of to be cheated (via pause buffering), and has also not been accepted by Cave as a legitimate clear. Sorry :(
"alright, we need to design an absurdly difficult bullet pattern for our last boss" "what if zatsuza was the sun and the player had to dodge photons?" "perfect."
And then that moment where the same person uses an alternate account to reply back to this again. (NOTE: That first reply is my true account. This is my alt.)
Eh, actually, 1.5 Hibachi's attacks are pretty equal in difficulty. That red gauge meter during the final attack makes it a lot harder, but you can just hyper cancel it unlike in 1.5 Hibachi. 2nd attack if you know how to move with it and bomb it a few times, it's pretty okay. The first attack actually has a safespot. For the third one you can do a lot of damage and usually if you're doing well this is where you destroy the first phase, although it's pretty RNG since the lasers can come from the wrong direction making it a lot harder or forcing you to bomb. Beating is probably easier than 1.5 Hibachi, although No Missing it is harder.
mwells219 You can't be serious ... you think there are elders in japan who are ready to play games like these just as the youth does !? So you're saying that elder had started to play shmups since the 80s when he was like 40 years old !? You're completely not serious.
Gradius III is another game where that is also true, though on the PS2 version you can turn the slowdown off, making an already brutal game even harder as nothing will slow the game down at all.
I wonder what the devs were thinking when they made this boss Dev1: we need a boss that will make the player feel physical pain Dev2: what if we made a boss un-fucking-dodgeable Dev1: to what degree? Dev2: *make them dodge atoms*
what in the ever loving fuck is that last attack did this game really need to have both the hardest and the second hardest pattern in shmup history on the same boss
Actually, the FPS drop was intended by the developers, because without it, the patterns would be impossible to dodge. Also, the game in itself does require skill, it's just this level is exceptionally BS.
Arcade hardware limitations =/= intended by the devs. And still, even with the lag to ease it up, there's more bombing than dodging when it comes to the bosses. Especially since they do so much damage to the bosses. I'm not saying it's a bad game, but I believe it's not a that good shmup, wich are made around the concept of dodging bullets positioning to maximize damage, rather than a reaction time game where you need to press x at the good moment. but hey, nothing can please everyone at once can it?
+Nifty Block Arcade hardware limitations were well known to the devs, and those devs decided to take advantage of the slowdown by building huge, elaborate, super fast bullet patterns that they knew would be slowed down to playable levels by the arcade hardware. But I totally agree about the bombs; there are many times in the very late-game the DoDonPachi series where you'll face combinations of attacks that are literally impossible to dodge, so you either have to die or bomb. Yeah, DoDonPachi is a harder game, but I think Touhou is a fairer game. No matter what pattern you see in Touhou, it's designed such that a skilled player with quick reflexes and precise fingers can dodge it and never have to bomb.
Clayton Chesser That's what i like about it. That moment when you got no more bombs left and you're at the final boss and you need to go pro or go home. But even in touhou that's a fine line between "I stuck myself so i need to bomb" and just a panic bomb at some of the crazier attacks, especially when you got good at the early level and made a bomb stock. Even with deathbombing mechanic, it's safer to bomb before the bullet hits you, hence the panic. Most of my runs in any game ends up in bombs at the final boss because I didn't practice it much, i just played over and over until I got there and had no idea what to expect. So out of fear of getting a game over after getting so far, i don't use bombs sparingly. It's more the times after that that I try using lesser bombs.
Since CAVE makes each new DoDonPachi game harder than the previous one, the hardest boss can most likely be found in DoDonPachi Saidaioujou, the newest game. It has a second TLB called Inbachi... which is even harder than this second TLB.
And believe it or not, this falls into the "fair" category, as everything is hypothetically avoidable given enough skill and judicious use of resources (just UNLOCKING the TLB takes some major cojones). Unfairly difficult would involve stuff like I Wanna Be The Guy where there's no way to know where the death traps are without having gone through the level before (or watching someone else play it). As Dizzy Gear pointed out earlier in the comments, you're meant to use up all of your saved resources on this final battle.
That's true if it was pointed out by the game staff directly - but based on my experience on bullet hell shmups - even with the slowdown support in this video - it is still almost impossible for not to get hit on the whole battle - unless there is a player who cleared this without a single bomb or other weaponry which deletes the incoming attacks then it would be more believable for it to be a fairly difficult game X)
I don't see the connection between using the tools you've been given to deal with a problem and a game being unfair. Just because Cave doesn't share the Touhou mentality of resource management doesn't make it bad or unfair by design, only cruel. The only Cave TLB that I would consider to be a bit on the haphazardly designed side is Aki from Mushihimesama for that horrific final pattern + reflection shield combo where you can't focus your movement. It's the soul reason why I won't even attempt to clear Ultra.
As far as I'm aware, Touhou is the most difficult series of video games that's still fair. (Of course, difficulty is very relative. It's kinda hard to compare Touhou to a non-Bullet Hell game.) Cave is designed to eat money. Many of the patterns are pretty much, or even literally un-dodgeable without bombing or cheap-assing them.
@@serraramayfield9230 I can only assume you're joking. Even in Impossible Spell Card, every pattern can be survived. Just look around TH-cam, and you will be able to find perfect runs of *any* entire Touhou game on Lunatic difficulty. The same cannot be said for CAVE games. Even the best CAVE players have to bomb to win, because the game is designed that way.
@@HouraisanKaguya Bombing to win =/= unfairness. It's merely a difference in mechanics...besides, there are movement patterns that are just recently being discovered which make some bosses possible to do without bombs.
Playing this game is like taking a shower in the middle of the Atlantic Ocean, during a rainstorm while having a water gun fight and trying not to get wet
This feels like the hardest shmup boss ever as far as just staying alive is concerned. The framerate drop feels like it's there just to balance stuff, imagine how this boss would be if the game could handle all his projectiles at 60 fps.
DOJ kind of manages that. There are brief moments of slowdown, but everything else happens at full speed. Its hardware platform (PGM) has a hard limit of only 200 bullets on screen though, which prevents object overload; DFK 1.5 & BL are built on CV-1000 which doesn't have a hard cap, so at ≈500 onscreen bullets it gets easily overloaded, and some attacks in BL apparently have up to 2000! According to Cave, the effect is partly intended: they can choose the value at which the overload happens.
@Hakkar6993 Zatsuza has thick lasers that prevent yours from reaching him unless you hyper, has a separate stream of large round bullets aimed exactly at your location (instead of a layer of small round bullets), and a second set of spearhead bullets mirrored against the first. The likely reason you don't see the difference is that the player doesn't bother dodging either, as both versions are absurd.
@godofnopants It does consume a bomb, but allows not recharging the gauge fully before the next hypers if there are bombs in stock. The player has that ability as a result of declining the autobomb.
@@veronwoon2892 Nothing is ruined, Daifukkatsu is unique in the series in that bullet canceling is a major thing. It's obvious that the final pattern isn't supposed to be possible to dodge. The name of the game is carefully managing your resources so you can both get to the final boss and have enough resources, like bombs, hypers, to defeat it. You also need to know where to use them, since you don't have infinite lives.
Believe it or not, the True Final Boss has a pattern. In the last attack, it throws full rings of bullets in a fashion similar to the True Final Boss of DoDonPachi and waves of blue and pink with scripted gaps between them on top and on the sides for the blues and none for the pinks. However, the first rings cross-hatch and leave no room to dodge after a while. Also, hypering while in Red Mode may throw this pattern off (even though it restarts after each death). Looooong explanation.
@TheMcK777 Zatsuza, of course. The other two are actually very easy, it's the requirements to meet them that are hard. Though I think Mushihimesama's Aki takes the cake for the most ludicrous final attack. That random blur of purple puts Larsa and Zatsuza to shame.
@Hakkar6993 When the small gauge in the upper left corner is charged (by using shot and laser simultaneously to do damage to things), a player gets a bomb/hyper item that can be used as either. In this case the player uses a hyper to power up (the ship's shot and laser become stronger and get a yellowish tint). It's roughly twice more powerful than the regular shot/laser.
@traumacenterfan10 Tricky question. DFK Black Label isn't very hard if you take advantage of the resources it gives you. Zatsuza itself, as well as the requirements to meet it, is a killer, of course. Similarly, Mushihimesama Futari BL God mode isn't very hard-most bosses are actually pretty easy-but the last boss and the requirements to meet the TLB are the real challenge. I'd say, Zatsuza aside, most Cave games that came before DeathSmiles are, in fact, harder than DFK BL.
@@TJ4vris dodonpachi is significantly harder than touhou though. Touhou is entry level stuff, not like that makes them bad games, but there are much harder
It's kind of a pity that all those bullets make it nigh-impossible to see what the bosses actually look like - they seem really cool from what little I can actually see.
@Broyale26 They sure do because Ketsui, Pro Gear, ESPGaluda 1, a console port of Mushi 1, console port of DDP3, and DDP4 Black Label, and Ketsuipachi are all still unavailable in the US in some sense. We still have to jump through flaming hoops to get those titles.
Ib- Oh shit, right. I'm sorry for the confusion. Those are invincibility frames from the Hyper system in pretty much every DoDonPachi game from DaiOuJou onward. Correct me if I'm wrong. You can still get hit while in hyper, just not during the first few frames of it. Hyper is basically "You get a shitload of power and scoring capability but in return you use up a bomb and only get a small fraction of the invincibility frames"
@koedt well, Zatsuza, seems to be the original hibachi, which is a burning red bee. the normal hibachi you meet here does not have the flames which zatsuza (which is a wordplay on hibachi) does.
You thought the first phase was easy? Ok, dodge rain, photons from the sun, and molecules of air all at the same time. - This fucking boss. I want this game just so I can have the bragging rights for attempting it. (And beating it if I git gud.)
@TheMcK777 Mushihimesama Futari Ultra ver. 1.0x and Pink Sweets Extended mode; both are pretty much impossible to clear without every extend option (in the former) or the infinite lives trick (in the latter). Other than that, Futari 1.5 Ultra, Pink Sweets normal mode, DDP DOJ (White) 2-ALL, Ketsui Ura loop 2-ALL, Mushi 1.5 Ultra are all amazingly hard. The requirements for Futari BL God mode TLB, DeathSmiles MBL TLB, and Zatsuza are also horrible, making respective games much harder.
@traumacenterfan10 Exy can do the same, and it's easier to fight bosses with her, but her short bomb stock suggests getting better at the game first. Shotia basically allows you to cruise through every difficult part on bombs, which works out to better survival in the end.
@koedt I'm pretty sure it has been confirmed that strong style is required, as people have fulfilled the requirements with the other types and not seen Zatsuza.
I love how this reminds me of the difference between other "bullet hell" games compared to Cave (read 'true') bullet hell. It's like comparing Beatmania IIDX with DDR in raw chart difficulty.
exactly. touhou is nothing compared to this. i still thoroughly enjoy touhou though, just as i enjoy both iidx and ddr. but they both have hard aspects.
If anyone is wondering, "Le Roi est mort, vive le Roi" Means " The king is dead, all hail the king!!" . It basicly reflect that once a country's monarch passed away, it was automatically replaced by his son, and so on.
***** You're missing the big picture. Bosses like Zatsuza aren't designed to be dodged-which is why, if you carefully review this video, you'll see it isn't being dodged; instead, bombs and hypers are used as bullet erasers at player's convenience. Touhou bosses (at least final ones) typically require actual dodging as dying/bombing is hugely detrimental to your score unless done at particular favorable points. Playing Touhou games for score is legitimately hard, and because of that most of them are nowhere near perfected unlike many Cave games, despite being played by top-tier scorers such as GFA2-ISO. It took over a decade to achieve 3.6 billion points in TH07, 6.6 billion in TH08, almost as much time to achieve 5 billion in TH11-and that's only counting characters with the highest scoring potential. If you watch those replays you're guaranteed an amazing display of research and skill throughout.
NieR: Automata - Yan Ji - Furi - Enter the Gungeon - I Wanna Kill The Guy - Witch Thief - I Wanna Run The Marathon - Nuclear Throne - Geometry Wars - Cuphead - I Wanna Be The Guy - I Wanna Be The Boshy - Astrabreed - Undertale - Rabi-Ribi - Disappearing of Gensokyo - I Wanna Kill the Kamilia 3 - Touhou - *DODONPACHI* - REAL SHIT
I'll have to partially disagree here. Although I do prefer some variation in colours too, this game actually doesn't use any randomness; everything is either aimed, static, or based on a weird function of the ship's position, whereas Touhou uses quite a lot of randomness.
@koedt well, Zatsuza, seems to be the original hibachi, which is a burning red bee. the normal hibachi you meet here does not have the flames which zatsuza (which is a wordplay on hibachi) does. Also, i think you have to play on strong style without dying once.
@OmegaWeaponX25 That is basically bomb-spamming. It makes Zatsuza invincible and reduces your bomb/hyper-stock by 1. I cannot see how it would be possible without it.
@swinetastic No he isn't, he's just abusing hyper mode and bombs. From what I can tell, the patterns that he actually dodges aren't particularly difficult, and are certainly trumped by the patterns in Mushihimesama Futari. The difficulty (with air quotes) comes from the unavoidable patterns, which he has to bomb through.
@jimmykudo1 Actually, CAVE games do have patterns (although they're hard to tell, and I'm not saying that all of them have patterns, but they do have some), but they're not patterns that you can strategically dodge like Touhou. The patterns made in CAVE games are patterns with no strategic way out; either you dodge the bullets or you get hit. In my opinion, CAVE games does seem harder, but I've never played them before though.
@moozooh I saw Aki's final attack...it definitely seems intimidating, if not for its relatively slow-ish speeds. The fact that it's natural and not via lag is what makes it so damn crazy.
@TheMcK777 In November, this nightmare will reach Europe... Just a couple more days of sleep left... P.S: It's been revealed that the European version of Daifukkatsu will also be compatible with US X360s.
@Hakkar6993 There are Novice and Arcade modes. I don't have the game yet (it should be delivered tomorrow or a day after), but Novice should be quite doable.
@Rikarikun Yukari's last word may have quite a lot of bullets, but they are placed around in a way in which you can strategically dodge them. As for danmakufu scripts... Well yeah, depending on what people makes, those are either insane or fair. Heck, I even saw a recreation of this boss in danmakufu and a triple-Hibachi creation.
They don't force it; the CV-1000 platform is very old-it's about on par with the PS2 and just can't avoid the overload when a large amount of objects is present on the screen. The only thing the programmers can manipulate to an extent is the amount of objects the graphics pipeline can render before going into the overload. On beefier systems such as the X360 they attempt to emulate the slowdown of the original system and allow turning the emulation off, which is what wait control is.
Yeah, sadly they're normal. Check out Dodonpachi Saidaioujou's TLBs for brutal slowdownless rape. :)
/watch?v=bIfum4wHzto (Hibachi)
/watch?v=UoUIM63soZ8 (Inbachi)
The links are dead
@@serraramayfield9230 The Hibachi link is still alive, here's the mirror for Inbachi: th-cam.com/video/ogC2s4GpbEA/w-d-xo.html
@@moozooh Thanks...and I just realized something: that's the same Inbachi replay that's widely thought of to be cheated (via pause buffering), and has also not been accepted by Cave as a legitimate clear. Sorry :(
@@serraramayfield9230 Right. I don't know if there are any that are proven to be legitimate; been out of the loop for a while.
@@moozooh the mirror video was not available anymore
"alright, we need to design an absurdly difficult bullet pattern for our last boss"
"what if zatsuza was the sun and the player had to dodge photons?"
"perfect."
Zatsuza in a nutshell.
I felt my eye start twitching when I saw this fight the first time.
And then that moment where the same person uses an alternate account to reply back to this again.
(NOTE: That first reply is my true account. This is my alt.)
Eh, actually, 1.5 Hibachi's attacks are pretty equal in difficulty. That red gauge meter during the final attack makes it a lot harder, but you can just hyper cancel it unlike in 1.5 Hibachi. 2nd attack if you know how to move with it and bomb it a few times, it's pretty okay. The first attack actually has a safespot. For the third one you can do a lot of damage and usually if you're doing well this is where you destroy the first phase, although it's pretty RNG since the lasers can come from the wrong direction making it a lot harder or forcing you to bomb.
Beating is probably easier than 1.5 Hibachi, although No Missing it is harder.
If you look closely you can see that the boss is firing bullets
Weegee McDonut33 interesting
Fascinating
I didn't notice, thanks
Holy shit
Just think, there's some 72 year old guy in an arcade in Tokyo who can beat this on one credit.
mwells219 You can't be serious ... you think there are elders in japan who are ready to play games like these just as the youth does !?
So you're saying that elder had started to play shmups since the 80s when he was like 40 years old !?
You're completely not serious.
That was surprisingly astute. Who would've thought mwells219 wasn't serious?
moozooh So you mean you believe what mwells said ?
No, I'm just being sarcastic. Carry on. o/
moozooh I see X)
The only game where lag is a beneficial effect.
Gradius III is another game where that is also true, though on the PS2 version you can turn the slowdown off, making an already brutal game even harder as nothing will slow the game down at all.
Every bullet hell game actually
Yeah@@ejspy3331
next mission: dodge air
kaizomario1234 underrated comment rofl
Finale:Dodge subatomic particles.
I wonder what the devs were thinking when they made this boss
Dev1: we need a boss that will make the player feel physical pain
Dev2: what if we made a boss un-fucking-dodgeable
Dev1: to what degree?
Dev2: *make them dodge atoms*
what in the ever loving fuck is that last attack
did this game really need to have both the hardest and the second hardest pattern in shmup history on the same boss
I give it a balanced gameplay and 10fps out of 10.
this should be named press the bomb button simulator
Actually, the FPS drop was intended by the developers, because without it, the patterns would be impossible to dodge.
Also, the game in itself does require skill, it's just this level is exceptionally BS.
Arcade hardware limitations =/= intended by the devs.
And still, even with the lag to ease it up, there's more bombing than dodging when it comes to the bosses. Especially since they do so much damage to the bosses.
I'm not saying it's a bad game, but I believe it's not a that good shmup, wich are made around the concept of dodging bullets positioning to maximize damage, rather than a reaction time game where you need to press x at the good moment.
but hey, nothing can please everyone at once can it?
You've got a point.
Touhou games, for example, encourage learning the patterns, rather than bombing through them.
+Nifty Block Arcade hardware limitations were well known to the devs, and those devs decided to take advantage of the slowdown by building huge, elaborate, super fast bullet patterns that they knew would be slowed down to playable levels by the arcade hardware.
But I totally agree about the bombs; there are many times in the very late-game the DoDonPachi series where you'll face combinations of attacks that are literally impossible to dodge, so you either have to die or bomb. Yeah, DoDonPachi is a harder game, but I think Touhou is a fairer game. No matter what pattern you see in Touhou, it's designed such that a skilled player with quick reflexes and precise fingers can dodge it and never have to bomb.
Clayton Chesser
That's what i like about it.
That moment when you got no more bombs left and you're at the final boss and you need to go pro or go home.
But even in touhou that's a fine line between "I stuck myself so i need to bomb" and just a panic bomb at some of the crazier attacks, especially when you got good at the early level and made a bomb stock. Even with deathbombing mechanic, it's safer to bomb before the bullet hits you, hence the panic.
Most of my runs in any game ends up in bombs at the final boss because I didn't practice it much, i just played over and over until I got there and had no idea what to expect. So out of fear of getting a game over after getting so far, i don't use bombs sparingly. It's more the times after that that I try using lesser bombs.
3:22 HOW DOES ONE DODGE THE RAIN
itsacharcoalice YOU USE AN UMBRELLA!!! (Or in this case an energy shield)
1. Dodge well.
2. Cancel the bullets when you get walled.
3. ????
4. Win.
This is my favorite survival horror game.
Since CAVE makes each new DoDonPachi game harder than the previous one, the hardest boss can most likely be found in DoDonPachi Saidaioujou, the newest game. It has a second TLB called Inbachi... which is even harder than this second TLB.
I remember the first time I saw Zatsuza. All I could think of was:
WHAT IS THIS!
You know what, if I was playing this game, I wouldn't be able to past the title screen. I would run away in fear.
*There's a difference between a fairly difficult game & an unfairly difficult game.*
And believe it or not, this falls into the "fair" category, as everything is hypothetically avoidable given enough skill and judicious use of resources (just UNLOCKING the TLB takes some major cojones). Unfairly difficult would involve stuff like I Wanna Be The Guy where there's no way to know where the death traps are without having gone through the level before (or watching someone else play it). As Dizzy Gear pointed out earlier in the comments, you're meant to use up all of your saved resources on this final battle.
That's true if it was pointed out by the game staff directly - but based on my experience on bullet hell shmups - even with the slowdown support in this video - it is still almost impossible for not to get hit on the whole battle - unless there is a player who cleared this without a single bomb or other weaponry which deletes the incoming attacks then it would be more believable for it to be a fairly difficult game X)
I don't see the connection between using the tools you've been given to deal with a problem and a game being unfair. Just because Cave doesn't share the Touhou mentality of resource management doesn't make it bad or unfair by design, only cruel. The only Cave TLB that I would consider to be a bit on the haphazardly designed side is Aki from Mushihimesama for that horrific final pattern + reflection shield combo where you can't focus your movement. It's the soul reason why I won't even attempt to clear Ultra.
Square Air
Just a question & pardon my sharp words.
How many shmups & how many difficulties have you tested ?
You are being a snowflake in this comment section.
I don't even know what I'm looking at. My mind can't comprehend.
1:33
''THERESNOWAYFORYOUTOWINTHERESNOWAYFORYOUTOWIN''
31kei.blog88.fc2.com/blog-entry-431.html
Raid has a weak it give it's at unrequited haze lie in state get out of the way.
(]-[|/34
This looks more like an extreme lava lamp than a video game..
UT fans: Sans is the hardest boss-fight, bar-none.
Touhou fans: Hold my beer.
Cave fans: You are like small baby.
Ahem lolk
As far as I'm aware, Touhou is the most difficult series of video games that's still fair. (Of course, difficulty is very relative. It's kinda hard to compare Touhou to a non-Bullet Hell game.) Cave is designed to eat money. Many of the patterns are pretty much, or even literally un-dodgeable without bombing or cheap-assing them.
MCDarkVeil Uh, no? Touhou relies on bombs a LOT more than Cave.
@@serraramayfield9230 I can only assume you're joking. Even in Impossible Spell Card, every pattern can be survived. Just look around TH-cam, and you will be able to find perfect runs of *any* entire Touhou game on Lunatic difficulty. The same cannot be said for CAVE games. Even the best CAVE players have to bomb to win, because the game is designed that way.
@@HouraisanKaguya Bombing to win =/= unfairness. It's merely a difference in mechanics...besides, there are movement patterns that are just recently being discovered which make some bosses possible to do without bombs.
1:32 YOU HAVEN'T EVEN SEEN MY FINAL FORM!!
Son of a bitch
3:15 Time to die.
The easiest boss. All attacks do only 1 damage.
+artman40 geeettttttt dunked on
The problem: You also have only 1 hp. Fair.
This music just makes me wanna stop the video and go play ddr for a bit lmao.
"Let's relax playing a video ga-"
this is
a classic "Don't ask us how to beat it. We can't." situation
Mesmerising and beautiful. A proper classic of a game.
Playing this game is like taking a shower in the middle of the Atlantic Ocean, during a rainstorm while having a water gun fight and trying not to get wet
This feels like the hardest shmup boss ever as far as just staying alive is concerned. The framerate drop feels like it's there just to balance stuff, imagine how this boss would be if the game could handle all his projectiles at 60 fps.
There's worse.
My heart stopped just by watching this.
DOJ kind of manages that. There are brief moments of slowdown, but everything else happens at full speed. Its hardware platform (PGM) has a hard limit of only 200 bullets on screen though, which prevents object overload; DFK 1.5 & BL are built on CV-1000 which doesn't have a hard cap, so at ≈500 onscreen bullets it gets easily overloaded, and some attacks in BL apparently have up to 2000! According to Cave, the effect is partly intended: they can choose the value at which the overload happens.
Cave Big Boss: How many shots are you going to have the last boss shoot, how many sprites are you going to use?
Cave programmer: YES!
Just when I think I knew what unfair was, I run into THIS.
Oh, there's worse
@@serraramayfield9230 I can imagine there is.
@@SharpnelBoy I didn't think you'd actually respond...wow. But, uh...just look at other Cave games.
@Hakkar6993
Zatsuza has thick lasers that prevent yours from reaching him unless you hyper, has a separate stream of large round bullets aimed exactly at your location (instead of a layer of small round bullets), and a second set of spearhead bullets mirrored against the first. The likely reason you don't see the difference is that the player doesn't bother dodging either, as both versions are absurd.
This feels like if Fear and Hunger was a Japanese techno bullet hell game. Best attempt at describing the aesthetic so far
3:22 dafuq
ノಠ益ಠ)ノ彡┻━┻
@godofnopants It does consume a bomb, but allows not recharging the gauge fully before the next hypers if there are bombs in stock. The player has that ability as a result of declining the autobomb.
So Zatsuza is basically Hibachi, except with triple amount of bullets AND lots of lasers added?
And then the undertale fan who took 27 tries to get past sans is just like
'wut'
WHAT THE FREAKING HELL WERE THEY THINKING
They were thinking a bullet hell that can defeat almost everything,
except the player ships,
they ruined it with hyper SPAM!!!!!!!!!!!!!
@@veronwoon2892 Nothing is ruined, Daifukkatsu is unique in the series in that bullet canceling is a major thing. It's obvious that the final pattern isn't supposed to be possible to dodge. The name of the game is carefully managing your resources so you can both get to the final boss and have enough resources, like bombs, hypers, to defeat it. You also need to know where to use them, since you don't have infinite lives.
If we had a defense system like this no one would ever attack us again
Just have countermeasures in place if it should ever turn against humanity.
Zatsuza may be the main event here, but I just CAN'T BELIEVE you wiped the floor with Hibachi Black Label like that. Took you about no time at all.
Believe it or not, the True Final Boss has a pattern.
In the last attack, it throws full rings of bullets in a fashion similar to the True Final Boss of DoDonPachi and waves of blue and pink with scripted gaps between them on top and on the sides for the blues and none for the pinks. However, the first rings cross-hatch and leave no room to dodge after a while. Also, hypering while in Red Mode may throw this pattern off (even though it restarts after each death).
Looooong explanation.
If you can dodge this, you can dodge radiation.
Achievements
America: Slayer: You have completed the final boss.
Japan: First Kill: Tutorial Level Complete!
@TheMcK777 Zatsuza, of course. The other two are actually very easy, it's the requirements to meet them that are hard. Though I think Mushihimesama's Aki takes the cake for the most ludicrous final attack. That random blur of purple puts Larsa and Zatsuza to shame.
@Hakkar6993
When the small gauge in the upper left corner is charged (by using shot and laser simultaneously to do damage to things), a player gets a bomb/hyper item that can be used as either. In this case the player uses a hyper to power up (the ship's shot and laser become stronger and get a yellowish tint). It's roughly twice more powerful than the regular shot/laser.
@traumacenterfan10
Tricky question. DFK Black Label isn't very hard if you take advantage of the resources it gives you. Zatsuza itself, as well as the requirements to meet it, is a killer, of course. Similarly, Mushihimesama Futari BL God mode isn't very hard-most bosses are actually pretty easy-but the last boss and the requirements to meet the TLB are the real challenge. I'd say, Zatsuza aside, most Cave games that came before DeathSmiles are, in fact, harder than DFK BL.
I have beaten Black Label Spiritual Larsa on God Mode and Hell Difficulty and WHAT THE BLOODY HELL IS THIIIIIIIIS?!?!? O______O
this is like going outside while its raining and dodging every drop
That's a touhou fan
@@TJ4vris dodonpachi is significantly harder than touhou though. Touhou is entry level stuff, not like that makes them bad games, but there are much harder
@@TJ4vris If the rain is a drizzle perhaps, but Cave games are like trying to dodge drops in a downpour, and Cave's games tends to be quite fun.
It's kind of a pity that all those bullets make it nigh-impossible to see what the bosses actually look like - they seem really cool from what little I can actually see.
When I tell people I don't like bees, they really have no idea why...
@Akrilloth Don't forget that those giant bee's (hornets) can spit acid that can sometimes melt tissue, and they tend to shoot it at your eyes!
@Broyale26 They sure do because Ketsui, Pro Gear, ESPGaluda 1, a console port of Mushi 1, console port of DDP3, and DDP4 Black Label, and Ketsuipachi are all still unavailable in the US in some sense. We still have to jump through flaming hoops to get those titles.
And people say *Touhou* is impossible... [SIGH]
but seriously if ZUN put this shit in Touhou everyone would freak the hell out in an equal mix of anger and joy
***** But there is always a shield on the guy, or am I wrong? A lot of projectiles didn't hit.
Ib- No. There's no "Shield". The hitbox is about 6x6 pixels in area. If the entire ship were the hitbox, it'd be no fun.
I know that. But still, it's like projetiles coming near him disappears.
Ib- Oh shit, right. I'm sorry for the confusion. Those are invincibility frames from the Hyper system in pretty much every DoDonPachi game from DaiOuJou onward. Correct me if I'm wrong.
You can still get hit while in hyper, just not during the first few frames of it. Hyper is basically "You get a shitload of power and scoring capability but in return you use up a bomb and only get a small fraction of the invincibility frames"
I want to see someone beat this with no hits or anything.
Seriously, there is no way in hell that anyone could do that flawlessly.
It's been done.
@koedt well, Zatsuza, seems to be the original hibachi, which is a burning red bee. the normal hibachi you meet here does not have the flames which zatsuza (which is a wordplay on hibachi) does.
the developers of this game must've been on one hell of a mixture
I was referring to difficulty/strength mainly. A boss style Shin Akuma from any game is quite scary even compared to Boss style Akuma.
You thought the first phase was easy? Ok, dodge rain, photons from the sun, and molecules of air all at the same time. - This fucking boss.
I want this game just so I can have the bragging rights for attempting it. (And beating it if I git gud.)
The initial blue/pink shots after that second bee spawn, oh god, epilepsy.
@TheMcK777 Mushihimesama Futari Ultra ver. 1.0x and Pink Sweets Extended mode; both are pretty much impossible to clear without every extend option (in the former) or the infinite lives trick (in the latter).
Other than that, Futari 1.5 Ultra, Pink Sweets normal mode, DDP DOJ (White) 2-ALL, Ketsui Ura loop 2-ALL, Mushi 1.5 Ultra are all amazingly hard. The requirements for Futari BL God mode TLB, DeathSmiles MBL TLB, and Zatsuza are also horrible, making respective games much harder.
@traumacenterfan10 Exy can do the same, and it's easier to fight bosses with her, but her short bomb stock suggests getting better at the game first. Shotia basically allows you to cruise through every difficult part on bombs, which works out to better survival in the end.
@theycallmejpj
This is the port. There have been no gameplay differences reported between it and the PCB with regards to bosses.
@koedt I'm pretty sure it has been confirmed that strong style is required, as people have fulfilled the requirements with the other types and not seen Zatsuza.
Give me Hibachi any day. Fuck Zatsuza!
@Rikarikun I've played Touhou before and I've never seen the screen THAT clustered up before, even in Lunatic mode.
I love how this reminds me of the difference between other "bullet hell" games compared to Cave (read 'true') bullet hell. It's like comparing Beatmania IIDX with DDR in raw chart difficulty.
exactly. touhou is nothing compared to this. i still thoroughly enjoy touhou though, just as i enjoy both iidx and ddr. but they both have hard aspects.
If anyone is wondering, "Le Roi est mort, vive le Roi" Means " The king is dead, all hail the king!!" . It basicly reflect that once a country's monarch passed away, it was automatically replaced by his son, and so on.
AND I THOUGHT TOUHOU WAS SOME BULLSHIT
WTF IS THIS SHIT?
*****
You're missing the big picture. Bosses like Zatsuza aren't designed to be dodged-which is why, if you carefully review this video, you'll see it isn't being dodged; instead, bombs and hypers are used as bullet erasers at player's convenience. Touhou bosses (at least final ones) typically require actual dodging as dying/bombing is hugely detrimental to your score unless done at particular favorable points. Playing Touhou games for score is legitimately hard, and because of that most of them are nowhere near perfected unlike many Cave games, despite being played by top-tier scorers such as GFA2-ISO. It took over a decade to achieve 3.6 billion points in TH07, 6.6 billion in TH08, almost as much time to achieve 5 billion in TH11-and that's only counting characters with the highest scoring potential. If you watch those replays you're guaranteed an amazing display of research and skill throughout.
*****
You dodge in Touhou for score and you bomb like hell in whatever the fuck this is
There, tldr version
VictiniExpert2400 Touhou isn't as bad in a lot of cases as DoDonPachi.Now, with Touhou UFO Ultra on Lunatic, there's a discussion.
***** It ain't that hard tho
OverloaDno2 Ultra + Lunatic? You need to rethink the term "possible".
NieR: Automata -
Yan Ji -
Furi -
Enter the Gungeon -
I Wanna Kill The Guy -
Witch Thief -
I Wanna Run The Marathon -
Nuclear Throne -
Geometry Wars -
Cuphead -
I Wanna Be The Guy -
I Wanna Be The Boshy -
Astrabreed -
Undertale -
Rabi-Ribi -
Disappearing of Gensokyo -
I Wanna Kill the Kamilia 3 -
Touhou -
*DODONPACHI* - REAL SHIT
I'll have to partially disagree here. Although I do prefer some variation in colours too, this game actually doesn't use any randomness; everything is either aimed, static, or based on a weird function of the ship's position, whereas Touhou uses quite a lot of randomness.
@koedt well, Zatsuza, seems to be the original hibachi, which is a burning red bee. the normal hibachi you meet here does not have the flames which zatsuza (which is a wordplay on hibachi) does. Also, i think you have to play on strong style without dying once.
Oh, hell no.
CONGRATS!
YOU PASSED THE FIRST TUTORIAL LESSON!
Probably trying to make a game that can get in Guinness's book for most bullets wasted.
@TheMcK777 I don't know for sure. Since Ketsui hasn't seen an overseas release, my opinion is that it won't.
If you ever EVER see this thing in the sky RUN RUN RUNNNNNNNNNNNNNN!!!!
@OmegaWeaponX25
That is basically bomb-spamming. It makes Zatsuza invincible and reduces your bomb/hyper-stock by 1. I cannot see how it would be possible without it.
It's a retail title, not XBLA or Game on Demand. You can find it on Play-Asia or any other e-shop dealing with Asian retail items internationally.
Heard about that. Isn't it called wait control or something that they do put in for players to switch, but force it in the game's programming.
its for arcade and xbox 360, but there is also iphone / android port...
@swinetastic No he isn't, he's just abusing hyper mode and bombs.
From what I can tell, the patterns that he actually dodges aren't particularly difficult, and are certainly trumped by the patterns in Mushihimesama Futari. The difficulty (with air quotes) comes from the unavoidable patterns, which he has to bomb through.
@jimmykudo1 Actually, CAVE games do have patterns (although they're hard to tell, and I'm not saying that all of them have patterns, but they do have some), but they're not patterns that you can strategically dodge like Touhou. The patterns made in CAVE games are patterns with no strategic way out; either you dodge the bullets or you get hit.
In my opinion, CAVE games does seem harder, but I've never played them before though.
@moozooh I saw Aki's final attack...it definitely seems intimidating, if not for its relatively slow-ish speeds. The fact that it's natural and not via lag is what makes it so damn crazy.
@TheMcK777 Not really sure of the particulars, but I think so. Also, only Deathsmiles IIX was DLC. Deathsmiles I was sold in a disc.
@TheMcK777 In November, this nightmare will reach Europe...
Just a couple more days of sleep left...
P.S: It's been revealed that the European version of Daifukkatsu will also be compatible with US X360s.
@Ultima64 but you get a whole lot more bullets to dodge, right?
I never knew there was a secret to dodging all that...
Epilepsy warning : moderate
@Hakkar6993 There are Novice and Arcade modes. I don't have the game yet (it should be delivered tomorrow or a day after), but Novice should be quite doable.
@Rikarikun Yukari's last word may have quite a lot of bullets, but they are placed around in a way in which you can strategically dodge them. As for danmakufu scripts... Well yeah, depending on what people makes, those are either insane or fair. Heck, I even saw a recreation of this boss in danmakufu and a triple-Hibachi creation.
They don't force it; the CV-1000 platform is very old-it's about on par with the PS2 and just can't avoid the overload when a large amount of objects is present on the screen. The only thing the programmers can manipulate to an extent is the amount of objects the graphics pipeline can render before going into the overload. On beefier systems such as the X360 they attempt to emulate the slowdown of the original system and allow turning the emulation off, which is what wait control is.
I wonder how many people know this ship is available to play as in Dariusburst Chronicle Saviors?
When your character in a SHMUP has only a 1-pixel hitbox....
You know shit's about to get real.
I know, Cave, the company that makes these games have incredibly good music.
if any boss like this does exist, they can destroy the world in a sec
WHAT THE FUCK those bullets and laser beams
@Ganndd Nope, cannot. That's the major reason it's so much harder than vanilla Hibachi.
@theycallmejpj
Er, sorry, misread your question. Yes, this is in the PCB version as well.
*TOUHOU IS HELL*
Rlly?
Proof that more bullets is always a valid option
Epitome of all shmup games: spam so many bullets on screen, the game actually lags.