Greetings!
Please post your scores for MUSHIHIMESAMA in this thread.
Scores should be posted as such:
Score - name - team name - Stage - platform
EXAMPLE: 51,200 - dunpeal2064 - Bhutanese Snow Ferrets - Stage 2 - Arcade
More rules:
- Score for 1-credit runs only
- No old scores
- Played on default settings on the following formats only:
- Arcade / Original
- 360 / 360 Mode
- PS2-JP / Original Mode
- MAME - Arcade Original mode
- Top 2 scores from each team are counted - be sure to talk strategy with your teammates via PM or at minimum, make sure they get at least one score submitted.
- There has been talk of "prizes" such as games or free steam codes, etc. to be given to the winning team. There are no "fees" to enter and we won't say any member or any team has to do this, but if you would like to donate a prize to the winning team, I think we could arrange for that.
Scores can begin being posted at midnight EST tonight (12:01am - 11.15.13)
Good Luck!
WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
thoughts on the iOS port of mushi for this week's competition?
http://toucharcade.com/2011/12/16/bug-princess-review/
not kidding

http://toucharcade.com/2011/12/16/bug-princess-review/
not kidding
- dunpeal2064
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Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
Hmm, two things I noticed about the iOS ports that might be too different to make it comparable to the pcb/ports
1) Movement Speed: Your movement is tied directly to your finger movement. So, you can move at any speed you wish, using either shot type.
2) Collision Detection: In every iOS port I've played, if you are trapped in a corner, and you move your finger as quickly as possible through the mass of bullets, you will make it through more often than not. I'm not sure if I've always just been super lucky, or if the game can't pickup on a collision that is happening for such a short period of time.
I know that the first time I ever played DDP Res was on the iOS port, and I cleared the first loop in that same run. Since then, I've probably put 30-40 runs into the port/mame versions, and have not been able to get a clear
1) Movement Speed: Your movement is tied directly to your finger movement. So, you can move at any speed you wish, using either shot type.
2) Collision Detection: In every iOS port I've played, if you are trapped in a corner, and you move your finger as quickly as possible through the mass of bullets, you will make it through more often than not. I'm not sure if I've always just been super lucky, or if the game can't pickup on a collision that is happening for such a short period of time.
I know that the first time I ever played DDP Res was on the iOS port, and I cleared the first loop in that same run. Since then, I've probably put 30-40 runs into the port/mame versions, and have not been able to get a clear
Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
dunpeal2064 wrote:Hmm, two things I noticed about the iOS ports that might be too different to make it comparable to the pcb/ports
1) Movement Speed: Your movement is tied directly to your finger movement. So, you can move at any speed you wish, using either shot type.
2) Collision Detection: In every iOS port I've played, if you are trapped in a corner, and you move your finger as quickly as possible through the mass of bullets, you will make it through more often than not. I'm not sure if I've always just been super lucky, or if the game can't pickup on a collision that is happening for such a short period of time.
I know that the first time I ever played DDP Res was on the iOS port, and I cleared the first loop in that same run. Since then, I've probably put 30-40 runs into the port/mame versions, and have not been able to get a clear
i know DDP:R isn't arcade equivalent, but Mushi is supposed to be...
- dunpeal2064
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Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
Ah okay, I haven't played Mushi, so that could be true!
How does the movement speed thing work? Does your character move at the same speed as your touch, or does she move towards it at the normal rate she should move at in the original game?
Edit: So, how does this work. You pick between these:
Novice
Normal
Hard
Hell
And then you pick:
Original
Maniac
Ultra
That first bracket of options is not present in the arcade. Is "Normal" supposed to be what replicates the pcb?
How does the movement speed thing work? Does your character move at the same speed as your touch, or does she move towards it at the normal rate she should move at in the original game?
Edit: So, how does this work. You pick between these:
Novice
Normal
Hard
Hell
And then you pick:
Original
Maniac
Ultra
That first bracket of options is not present in the arcade. Is "Normal" supposed to be what replicates the pcb?
- Bradtemple87
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- Location: Bay Area
Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
I know a lot of these games were dumbed down for home release. I thought the harder modes mirrored the pcb?
Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
dunpeal2064 wrote:Ah okay, I haven't played Mushi, so that could be true!
How does the movement speed thing work? Does your character move at the same speed as your touch, or does she move towards it at the normal rate she should move at in the original game?
Edit: So, how does this work. You pick between these:
Novice
Normal
Hard
Hell
And then you pick:
Original
Maniac
Ultra
That first bracket of options is not present in the arcade. Is "Normal" supposed to be what replicates the pcb?
I'm playing with it. Normal is far easier than the PS2 Arcade/Orginal mode which is ~PCB. Less bullets, for one.
Will check the others. The movement speed thing is a thing, though.
-
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Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
EllertMichael wrote:super speed + autobomb = not comparable.
yeah, can't turn that auto bomb off it seems. Hell mode is more intense than the default PCB settings though

A fun way to practice on the go, at least!
Re: WEEK 3: Racket STGT - MUSHIHIMESAMA Scores
3 hours away from monitor rotate and hitting this up. Feel the excite. Electric in the air.