word is there may be a demo at the next Reitaisai, maybe
It would make sense. After all, they would have had several months to work/re-work the game after the last demo. If this game was to have any hope of being released by either Comikets this year, they would have need this game to pretty much be finalized by now, more or less.
Damn, i forget Scarlet Weather Rhapsody… even this is coming this year?, the fighting genre is more alive than the 90s these days.
there’s no confirmed info on SWR, stop waiting for it already and play an established game that has 2 years of tourney play for fuck’s sake
everyone agreed SWR sucked including the US IaMP scene and the Japanese scene, the only people who still play it are random people who weren’t any good at IaMP that crawled away from the game crying about how hard it was
once the game does have a confirmed release date or some ACTUAL CONFIRMED INFO or an available demo download (the SWR demo we got was NOT public domain, it was released as a CD at a Touhou event) then we can start speculating. we’re waiting for SWR as much as anyone else is but that doesn’t mean IaMP is an outdated and unplayed game.
Yea I’m hoping the reason they are keeping quiet and releasing another demo is because they want to totally overhaul the system mechanics.
Because frankly, the gameplay mechanics in SWR were trash. Not even “in comparison to IaMP”, they were just plain trash and SWR was not fun.
If SWR isn’t changed in the new demo then I doubt I’ll pick it up. But you know, I am keeping hopeful that they do change it a lot in the next demo release.
In the mean time I will continue to play IaMP because it’s a good game and a lot of people play it.
I hope you don’t mind me asking, but why is the gameplay mechanics in SWR bad? I didn’t really play those two games for long, but personally I felt that I had more control over my characters in SWR due to the absence of the distance sensitivity attacks. Not saying that I don’t like IaMP, in fact I felt that it’s a really well thought out game, just that I don’t really have anyone to play with given where I stay.
It’s understandable.
I hate to continue using this thread for SWR discussion but, oh well.
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Homogenized bullet cancel points. When you throw a bullet, the only time you can jumpcancel it was immediately after the bullet was fired. That made the concept of jump canceling really linear. You couldn’t delay cancel to bait things and in order to do it you just held up to jump and the game would automatically do it for you at the soonest possible point.
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Linear point blank game. Many of the cast could make their IAD rushdown airtight, so blockstrings were more or less endless if your execution was any good. That meant that if you block anything anywhere on the ground you were getting pushed back into the corner and/or forced to use a border escape. And if you blocked anything anywhere in the air you were definitely getting guard broken for a aircombo.
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Linear mixup game. They actually removed the element of bullet/melee mixups by making bullets and HJCs so fast, and they removed the frametrap elements by making everything so fast, so basically what you had was those charge-melees for high/low which instantly popped and orb and put you in a hittable stagger state. It was really homogenized and simplistic. Because everyone had 5A chains all you were doing is hitting mid until you used a 6a/3a crush move. So the whole concept of high/lows and mixups was just very linear. You could say the same for IaMP 22s being similar to the crush attacks in SWR, but they aren’t. IaMP 22s had a huge variety of types, speeds, and uses. Plus in IaMP there’s more high/lows with lots of variable ways to do attack strings.
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Homogenized combos. It didn’t look that way at first, but it is. Mash 5AAA and do a ground bounce or wallslam combo. Everyone had it. It was linear and it was kind of boring. And the same with juggles, you do 5A then a bullet then hold up and push 5A again and then another bullet. So yeah it was like melee-bullet-melee-bullet-melee-bullet-etcetcetc. It was pretty stupid that it made the whole cast generic like that. It also lead to stupidly good air guard breaks. If you blocked anything in the air any one of the cast would definitely guard break you for a combo anywhere, didn’t matter of what or where or anything.
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Forced knockdowns from juggle. This was designed to prevent infinites I think. But as a side effect it also nullified any form of teching and tech trapping games. Not that you would ever want to airtech in that game anyway, but if for some reason it would have actually been a good idea to do so, the combo cap removed the ability to airtech anyway so you couldn’t.
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Double taps for dashing and D for flying. This was a bad idea and should be the other way around: D for dashing and double taps for flying.
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Border escape. Bad mechanic in general. At the cost of one orb you could cancel blockstun into an immediate vertical high jump, but the high jump held no special properties than a normal high jump.
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Weather cards. Useless. Any card you used to changed the weather would effect the opponent as well. So not only do you waste a card, you also waste the time spent casting it.
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Random Spellcards. Bad idea. Everyone is going to choose which card they want to use during a match anyway, so randomizing the collection order which made you have to shuffle your deck is really stupid and unnecessary. It also adds a random element to a fighting game, and random items/effects are never really welcomed in fighters for a damn good reason.
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Too much movement/space. I know that sounds weird, but being able to 8-way fly meant that you could very easily out-turtle your opponent’s bullet game, which meant there was a really boring and turtle-ish kind of midrange game. Basically everyone just kept avoiding each other’s bullets very easily by running away, very little risk involved because movement was so free and hard for the opponent to force a hit. The midrange style of using cover fire and using trapping and controlling space and footsies in general were just really watered down in SWR.
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Alt.move and move level cards. I really think this was just bad because of the time needed to cast the cards and the fact that you got them randomly. It meant that you’d have to sacrifice rushdown/momentum/initiative just to cast the card. I don’t think they balanced it well either. While it was worth it to cast it with Alice or Reimu because the yoyo spinners or shadow stabbers and buster cards were stupidly good, the same wasn’t true for Aya who didn’t really benefit too much from the alt.cards or from powering up a move.
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The deck system all together. Sorry but the deck system is a major inconvenience for offline gaming. Sure it’s fine for online when you play at home, but just imagine how it must be at a tournament or local gathering event where everyone has to adjust their deck. Fuck that. And if you go with a totally randomized deck, also fuck that. Rolling a subpar or unwanted set of cards would be so stupid in a tournament, just imagine “I lost because the random cards gave me nothing but useless shit, while my opponent got the best cards in the game!”, stupid.
Now, that said, I believe SWR could be a very good game, provided they changed some things. What they really needed to do was modify the above listed things just a little bit. It’s not like they would have to get rid of any of it, but rather just tweak it a little bit so that things worked differently.
But, as it stands now (and this has been proven), the gameflow is really linear, predictable, and boring. Basically the midrange really sucks because it’s too easy to avoid bullet traps by flying around. And finally once anyone blocks anything anywhere it turns into an airtight sequence where if they are in the air they will get guard crushed, and if they are on the ground they will get pushed into the corner and chipped away until they have no spirit orbs or risk doing a border escape.
So the game looked like this (even at high level play):
- spam random bullets, fly away from enemy bullets
- move on the ground (because air is too risky) until you can use melee
- hjc sequence to force opponent to corner, force a border escape or force an orb pop to hit them
repeat
But really I want to express that the game has potential. Just that in it’s current state, once you learn how to neutralize midrange and abuse close range HJC and IAD the game becomes very unfun, and the card system was more of a burden than a plus.
Ok, so let’s get back on topic.
[media=youtube]e1oLVb57-sc&fmt=6[/media]
Here we have something like the Suika video I posted earlier, but this is for the rest of the cast. It shows how to cover either forward or upward movement during a bullet string trap, and what you can do if they don’t move (block).
Of course there’s other variables to consider, but this is a big chunk of how IaMP works even in top level JP tournament play (in moderation to strait melee strings and staggers and such). Just remember it’s only half the puzzle, another big part is to know when to use melee only and not bullets, and another big part is to know when not to attack at all, and the rest of the game happens midrange outside of the corner.
Compatibility Problems
***Umm not to run off the main subject again, but does anyone know know why when i play story mode on IAMP after the 7th stage, after ive beaten suika the exe or program file, whatever you call it will crash right after i get my final score, and its really annoying because ive tried setting the compatibility settings to windows 2000 on it and still no change, ive done story mode like over 7 times meaning, no new characters or anything, so could someone help me? ***
Netplay
Oh, and another thing lol, if anybody does wanna netplay, anybody mind throwing out some ip numbers unless its dangerous then dont do it!!! If its dangerous lol im just gettin bored.
We put this on the computers a few weeks ago at FFA (SoCal arcade). We also put Big Bang Beat on if you care.
If it becomes popular it’s possible we could start holding tournaments. We need the bodies playing it, though.
All the characters are unlocked too, if you were going to ask.
[media=youtube]H5NyiGU5EOg[/media]
Tutorial vid completed at long last.
There is not enough smiley in this site to convey my appreciation.
That video clears up SO much about the damn meter system. I never knew about the circular meter, you know? Again, excellent job. So then, small question, does hong meilin’s dash shoulder ram a bullet graze attack? Most of the times I only really see it in an offensive part of her game.
bell’s commentary
[details=Spoiler]
dude you seriously sound like a white sk8r kid, when I don’t hear you in person, for some reason. no offense meant lol[/details]
not-a-ninja edit:
I highly, highly recommend all fellow n00bs to watch this stuff.
if it’s the dashing elbow, that’s a graze attack. it’s also neutral on block, so that plus her 5f 5a means she can get back in your face easily with that move.
as far as the commentary goes, I was trying to go for a very diplomatic, neutral tone. you can watch the NEC top 8 or West Toast X vids for me actually commentating on matches.
I have no intention of ever playing this game, but that was excellent! Kudos, sir.
This is pretty much what I’ve wanted to do with SNK games - I can capture & splice vids together and do audio commentary, but it would look ghetto compared to this. I have no clue how to make an intro or anything, and can only capture at 30fps. Would it still be a worthwhile endeavor under these limitations?
Thanks,
Josh.
This makes Suika sad. :sad:
She’ll be ok. If not IaMP, then perhaps she’ll get to meet some new people with Scarlet Weather (Channel) Rhapsody. :wgrin:
Capping at 60 FPS would be ideal for a HQ version of the tute. A bit of editing skill is also nice so your footage isn’t just a bunch of clips pasted back to back, which is why I let Xenozip do that (since I have no ability to use Premiere).
Boss In Wrong Place
:wonder:
So true. I’ve been playing those shooter games… I keep mistaking the one when the girl is alone. I always mistake that as a boss stage.
:bottle:
I haven’t played that game yet, but I’m planning to, though I’m getting what you mean even if I haven’t played yet.
:china: