Touhou Hisouten ~Scarlet Weather Rhapsody~ (sequel to Immaterial and Missing Power?)

[media=youtube]1Z_zk6pM7oM[/media]

My screen capture program fucked the audio and the framerate, but I figured out how to fix both. I’ll do some corner stuff later.

(also, TMN posted this on his page: [media=youtube]XobdXJ_MxzA[/media])

[media=youtube]t-1V0V8evxc[/media]

More Aya, and I fixed my capping issues.

Also upped some netplay matches I had against godsh0t and fooligar. I’ll cap and up more netplay later when I get a better handle on the game.

Hello.

It has been roughly a year since the news of Touhou Hisouten - Scarlet Weather Rhapsody has been announced. We have already received an unofficial demo, and today Tasofro has made their demo official.

http://tasofro.net/touhou105/index.html

Being that the site is currently hammered and foreigner-unfriendly to begin with, I have provided a mirror link.

http://swr.mizuumi.net/stuff/th105_t_w.zip

Please discuss.

I suppose it’s already pre-patched and there’s nothing else different from the C72 version, right?

Thanks for your upload, also good to know that this game is still alive, i was afraid that the game was cancelled, i mean, Tasogano doesnt put news of this game since middle of the last year.

This is a new demo.

I demand caster for people who can record matches! :tup:

Right, it’s a stand-alone demo. You don’t need the old one at all. You only need the new one and nothing else (it’s nice a small, 80 megs or so).

I’m still very skeptical, but because this is day-1 I’ll just try it out and see what I think of the changes.

And yeah, there’s tons of changes. No new characters yet (it’s still Reimu, Marisa, Alice, and Aya), but I hear Youmu is confirmed as a character that will appear in the final game. So let’s see what changed.

  • There’s a sample of a story mode (apparently Reimu-only). Different difficulty settings, too.

  • There’s a SFX and BGM volume adjustment in the options menu (thank fucking god for that)

  • Backgrounds are changed. The Hakurei shrine (Reimu stage) is no longer “destroyed”. Alice and Marisa backgrounds are rehashed from their IaMP stage backgrounds. Music has been moved around, the songs are on different stages now but are still “the same”, they are rearranged/remixed versions of the older ones. The old stages are missing.

  • Lots of other random graphical changes (that I don’t care about), especially in the menu.

  • They removed the weather cards, but weather changes and weather effects are still in the game and new graphical weather announcements occur during weather changes.

  • They added power-up cards called “Temperament Manifestation” (translation from Tropsy), which seem to give you a big speed boost for flying/flight. The activation is invulnerable after the pose and the SFX occurs, like IaMP declares. So far it seems that you do not get the weather bonuses in Storymode until you activate this card, and then you receive the bonus for a limited time. Beyond that, I have no idea what this card does.

  • They removed the alternate-special-move-cards. There’s still special-move-powerup cards (disabled by default, need to enable them in your deck), but no alternate moves.

  • They modified a lot of moves and special moves. Aya now has a crow summon special move (yes yes, just like Melty Blood’s Nero), Alice’s A-doll attacks have hitboxes where the spears/lances are, Alice’s j.2C puts dolls on the ground for a very long time and you can activate them manually like mines with 22B or 22C after the dolls fire their normal shots (her 22B and 22C activates any doll that has shot their bullets, and activates them into spinner-types that slowly glide toward the opponent).

  • Everyone was given a j.2A, j.6A, and j.8A (yeah, in the air press Up plus A).

  • They added IaMP-style bomb cards. The Bomb cards have invulnerability so they can be used like reversal attacks. They do no damage, do not cancel blockstun or hitstun (so no d-bombs), increase juggle limit by 60% (so you can juggle after them but juggle potential is cut by just over half), they do not refill spirit orbs when they hit, and they do not cancel your attacks (so no o-bomb cancels). The bombs also can’t be used in the air. I’m assuming they were intended to help people defend against high/low guard crush mixups on the ground or crossup mixups, or maybe as reversals when getting up off the ground, or to break out of loose blockstrings, and that’s about all they are good for as far as I can tell. They juggle differently on CH.

  • Border Escape (guard cancel) is now controllable. By default, double tapping D while blocking will perform a backdash. You can also make it dash forward with 6DD. And it can also do a highjump 3DD (for hj9), 1DD (for hj7) and 2DD (for hj8). It still crushes one orb, which refills very slowly. And border escapes can be done in the air.

  • I don’t know if reversal grazing was in the previous demo, but it’s certainly in this one now.

  • Bullet cancels seem to have been slowed down, Reimu 236, Aya 5C and 6C, etc have noticeably slower cancel points than before. Mostly the C and special move cancel windows have been slowed/moved to a later point. The B-strength bullets still seem fast.

  • Counterhits that spin the opponent on the ground will now bounce the opponent off the corner/wall. So like, they stay on the ground while spinning like a top, they just ricochet off the wall while remaining grounded.

  • They added new cheat hotkeys for single player (thank god)
    F1: Life regeneration toggle (for like training mode)
    F2: Fills your card deck
    F3: Empties your card deck
    F5: Cycles the weather forward
    F6: Cycles the weather backward
    F7: Resets weather timer

  • Weather effects have been modified slightly:
    Sun: free border escape, cheaper flight (in flymode)
    Wind(blowing): one additional air-dash/fly (so three airdashes total instead of two), characters not-Alice can also HJC their melee
    Hail: faster spirit orb regeneration, and increased special move (bullet-type only) damage
    Mist(drizzle): spellcard damage increase, and ?

  • Guard crush “smash” attacks (3[A] and 6[A]) can no longer be chained from 5AAA. You can still cancel them from far A and 2A, but not from the A-chain’s third hit (of the close AAA chain). Alice still has no low crush/smash, her 3A is like her IaMP 2A and not a smash. Marisa can still 5AA 2A 3A (etc).

  • You can’t special-cancel the last hit of the 5AAAA chain anymore (or bullet cancel for that matter).

Excellent, now I get to find out whether the game really is IaMP + EFZ cross or not. Honestly, this game rose up to #1 on my list of 08 HYPE FAITAAA GEMU right now, even above KoF12.

http://www.paletweb.com/selectpage.asp?code=80000083
Flyin Rolento on a Pogo stick! It’s fukken sold out already. Seriously, Tasogare’s games are fukken impossible to get. After I lost EFZ hard copy after I moved, I had to leech off Hongfire’s pirated version which is uncompatible with regular one. Weak.

edit. So uh… I don’t follow touhou continuity, since I kinda uh, suck at overhead plane shooters. Will Hong Meirin show up? She’s the only character I could handle on IaMP and my favorite.

Awesome, I love the Weather Channel! Can’t wait to try this out.

Don’t hold your breath. I’m sick and tired of futzing with Caster.

If I do end up doing one it will be for the full version, not for this demo. And that’s a pretty damned big if.

I’ve sent a request/reservation for it regardless. I don’t think the game is sold out or anything like that, just that there’s no stock as it isn’t officially out yet :slight_smile:

I updated my last post with a few more specifics.

Also, I just noticed the image for the new jewel case posted on Tasofro’s site has the silhouette for the new boss character that will debut in the final version. Heh, cool.

Not awfully impressed so far, but only I tried it for like 10 minutes or so.

Should give it more time when this exam crap is over and PS2 converter arrives.

It seems like a lot of my really big complaints about the game have been fixed in this version.

Personally, I like the fact that they ditched the weather cards (which were useless) and the alternate special move cards (which was too chaotic). I like the fact that since those card types were ditched, and the special move powerup cards are disabled by default, the default deck looks acceptable for tournament use (I can’t see custom decks being any more than casual use only). I like that they added bomb cards, even though you can’t o-bomb with them it’s still nice to see bombs in some form or other in the game, and these seem to be strictly reversal-type bombs, which isn’t a bad thing.

I also like that they disabled the ability to chain a Crush after 5AAA. And like that the damage scaling is pretty steep on 5AAAA combos. And I like that they slowed down major bullet cancels.

I like Alice’s new 22 move, though I think it may end up making her a bit overpowered if used properly. Probably needs some tweaking/adjusting.

But I still have some complaints. For now though, I’ll keep them to myself since this is still day-1 and I want to give the game a better evaluation.

Reitaisai (the Touhou fest in Japan) website says that the full version of the game will be released in May 25.

Some of us have been trying the built-in netplay that comes with the demo. It seems they have properly implemented the delay function, so it’s sort of passable to play with the default one online. The replay save and auto-save-replay functions seem to be operating well, too.

This bodes well for the full release. If they tweak the netplay a little for the final then a caster might not even be necessary (unless one is needed to fix desync issues).

So far, so good. I like this demo. Definitely a nice improvement over the original by far.

And a hurray for the official release date too. It may be time to put my link at square-plus to work again…

Vista cucks socks! Man, nothing works right with this pos. screenrecording, windows mode, etc. So after 5 download, each tries saying d3dx9_33.dll was not found, I might have to downgrade into xp.

So, big question then for me. Does the control still change like IaMP? i.e. do your attacks change into projectiles automatically in long range? That’s a big complaint I got besides no throws.