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Showing posts with label Ketsui. Show all posts
Showing posts with label Ketsui. Show all posts

Sunday, May 09, 2010

Ketsui: PCB v.s. XB360 port

I was lucky to buy Ketsui back in early 2005 while the hype (and monetary value) was still at a relative low point. Since then, the game had grown into legend with the failed Arika PS2 port and superplay debacle, failed Mame dump attempt, soaring PCB prices, and DS mini-game version giving only a glimpse of this classic Cave style play.

With the recently released 5pb port of the game on Xbox 360, now those who typically trolled the forums with angst towards PCB owners are finally getting their own taste of the game, and realizing it may have been worth the hype as one of Cave's top produced games this decade.



So how does the port stack up against the PCB? Lets find out.


At a recent Bay Area shmupmeet, a side-by-side comparison was setup for participants to judge for themselves. In an attempt to level the playing field, two identical arcade cabinets were used with sanwa arcade controls and tri-sync arcade monitors. The original PCB runs natively at 15khz video resolution, while the XB360's lowest setting 640x480 resolution was used. Obvious differences in the graphical look were apparent, but most participants didn't much mind the XB360 scaled graphics, which were helped by various filters used to reduce the blockiness. A noticable lack of formal HD graphics, and no scanline display options in the 5pb port pailed in comparison to the previous two Cave ports (Mushihemesama Futari, and Espgaluda II). Its arguable that external scaling hardware could be used to restore a 15khz display with native scanlines, although this would not be considered "pixel perfect" by purists. The only Cave ports that have "pixel perfect" bestowed upon them are Arika's PS2 Espgaluda and PS2 DoDonPachi Dai-Ou-Jou, which both run at a native 15khz (non-interlaced).



From this distance, both PCB and port look identical (despite a slight color variation in the monitors), but the game speed was noticeably different.


The next noticeable difference when playing the port was the game speed, which felt slightly faster than the original PCB. Again another compromise when porting a low resolution arcade game to a modern console that displays on consumer LCD screens and television sets. Does this really effect the playability of the port? Certainly not. But rest assured, console players will be quick to point out that they are playing at a slight disadvantage to the PCB.

Lastly, the sound, which normally a port should exceed the PCB, given it can play in stereo and with newly arranged soundtracks, but unfortunately the port being based on the last Ketsui rom fix, includes the slightly louder lock-on sound, which can be quite annoying if you are used to the original PCB rom. Of course with the fixed roms comes no chance of the game crashing during the demo sequence, which I've never personally witnessed on my PCB since I don't use freeplay settings.



So what makes the port better than the PCB?


Being an order of magnitude cheaper than the cost of the PCB is certainly a bonus, but the port has many advantages over the PCB which can't be denied. First and foremost is an all new arrange mode, which takes bullet canceling in Ketsui to a new level. I haven't spent much time with this mode yet, but it certainly looks fun, despite it not being created by IKD/Cave.

Next on my list would have to be the ability to practice individual levels, without which progress for me on the PCB has been quite slow. Being able to practice Stage 4 and 5 the past two days has been a great time saver, not to mention much more pleasurable without making those minor mistakes in the first 3 stages which prevent you from having a high scoring run. Something lacking, is the ability to practice individual bosses, which seems odd given this has been a standard in almost every other Cave port to date.

Last are typical XB360 port features such as arrange soundtrack, online leaderboards with downloadable replays, gamer icons, and wallpapers, all which don't interest me much to be honest. The replays are a nice tool to help see how others approach the game, but there have been plenty of Ketsui superplays/DVDs available before now, its really only worth watching if someone exceeds these previous records.

In Summary, the port is definitely worth owning, and all who played it at the shmupmeet thought it was faithful to the PCB (ignoring the slight speed difference). Unfortunately, 5pb's effort pales in comparison to previous Cave ports in terms of features, modes, and settings. This may be due to the high amount of pressure to release the game on time, and bug free, unlike their failed Dai-Ou-Jou 360 attempt. The question now remains if the port sufficiently bursts the hype bubble around the PCB to deflate its value to any significant degree. Given the largely positive feedback I've read on the forums, I think this may take longer than expected due to a now wider acknowledgment that Ketsui is indeed one of Cave's finest.

Thursday, January 21, 2010

Ketsui Highscore

I've never given Ketsui a lot of attention since my last high score, only playing it on random occasions. In fact I'd almost call it casual play, since I have no strategy, other than trying to get as many 5 chips as possible. I think I decided to bomb more often in this run, and it paid off, getting me almost halfway into stage 5.



DJK - 95,357,314 - Stage 5 - Tiger Schwert


I'd really like to clear this before the port comes out for xbox360...but seems unlikely without some serious time and attention.

Saturday, January 09, 2010

Ketsui crashes with no battery. Solved!

After having discovered what happens to Varta batteries if left unchecked, I decided it was best to remove them from all of my PGM Cave boards (Espgaluda, DoDonPachi Dai-Ou-Jou, Ketsui). Since I always use default settings and always play with coins, I figured there was no need to buy new batteries, only to have them fail sometime in the future, so I just left them off the PCB.


I continued playing without batteries for a few weeks, with no problem, and then yesterday after I powered up Ketsui, I got this crash. This looks very similar to the known "Freeplay" bug....only difference is with no battery my game was set to use coins, yet it still crashed!


In fact, once in this state, the game crashes every time I power it on, in exactly the same place, during the start of the "Demonstration" sequence. Now my thinking was: buy a new varta battery, and/or replace the ROM with the "Fixed" version. Given the fixed ROM has a *very annoying* lock-on laser sound change - that was a not an option. And I really didn't want to have to keep changing the battery like CPS2 games. So I investigated the crash further, and found the reason, and how to prevent it.

How it happened:
Ketsui will run fine without a battery as long as you DO NOT turn off the PCB during the middle of an active game. If you turn off the PCB while its still playing an active credit, this can potentially leave NVRAM in a corrupted state. And with no battery, the board seems to fall victum to this corrupted state, and crashes when it tries to execute the stored demonstration sequence.

How to fix if your PCB is stuck in this crash state?:
1. Insert a credit before the first demonstration cycle, and play normally. Then just remember to not power down the PCB during the middle of an active game.

- or -

2. Before powering on Ketsui, flip that red devil switch shown in the first picture. Actually you will need to hold the switch for a few seconds, then release, then power up the board. This grounds the NVRAM chip, clearing it of any data. Then power on the PCB and everything will work fine. Again, make sure you do not power off until after your credit ends normally.

[update]
So it seems option 2 above, using the red switch to reset NVRAM (and fix the demo crashing bug), didn't seem to work 100% of the time. So option 1 is really the only way to ensure your Ketsui doesn't crash without a battery: just insert a coin (or press the credit button) after booting up the PCB and all will be fine.
[/update]


And there you have it. Also note that ESPGaluda and DoDonPachi Dai-Ou-Jou have no problem powering off during an active credit....so those games run perfectly fine without a battery.

Monday, July 30, 2007

New Ketsui high score

Saturday, July 28, 2007

New Ketsui high score