2 Reviews:
xva
Matsuri Bayashi is one of the most confusing, irrational and insane experiences a man can have. this game is almost entirely illogical and makes little to no sense. getting the game to launch in the first place is an arduous and difficult task, requiring hours of finding decade-old DLL downloads and other obscure and random things. the game is initially very difficult to play, as it's made in an unknown engine with a lot of input delay. in this state, the avoidance is essentially unplayable. how do you go about removing input delay? well, gm8xfix and debugger helper won't help you much - you have to recompile the game on your own.
---- THESE ARE INSTRUCTIONS ON HOW TO PLAY THE GAME WITHOUT INPUT DELAY, THEY HAVE NOTHING TO DO WITH THE AVOIDANCE AND ITS CONTENTS ----
recompiling the game is a task which is insanely difficult, requiring a lot of code alteration and odd changes. the main culprit of this is the fact that MaizeMusic.dll is required, which is a dll file with no existing download on the internet at the moment. the only place where you can find this is in a fangame engine by the name of fapost engine. within the files of this engine, you'll find CleanMem.dll and MaizeMusic.dll. the error messages you'll be met with when trying to compile the game right away with GM8.2 all point to syntax errors with lines of code beginning with "mm". this is the prefix for MaizeMusic and any subsequent functions it has. you'll need to remove every mention of them, as MaizeMusic.dll is broken and essentially doesn't work. additionally, the game requires 2 other DLLs alongside with MaizeMusic.dll and CleanMem.dll: one with a broken name (GM8À©Õ¹ÔöÇ¿) and one called NoisyFox's Writing. these are only obtainable by decompiling the avoidance with an older version of the decompiler (provided by GaspacoZanis, who I extend my thanks greatly to), which spits out all extensions that were used in the gamemaker project of whatever game you decompiled. this will give you .gex files for all of these aforementioned missing DLLs. you will find this to be very, very useful. you will now be able to add them to the GM8.2 project. after removing all lines of code with the prefix "mm" and adding the extensions, you'll get a version of the game that compiles properly but runs into an error upon startup. this part is fairly easy to figure out, as you can fairly easily understand what the error messages are telling you to fix. now, you can play the game with no input delay and have a realistic chance of clearing it. I'm not aware of any other way to properly launch the game without having severe input lag issues. another thing that is extremely important is to NOT CLOSE THE GM8.2 WINDOW UNDER ANY CIRCUMSTANCE. whatever code modifications you have made will not save properly and the entire thing is gonna collapse. you'll have to do all the code modification again if you end up closing the GM8.2 window
now, about the actual avoidance. it's painfully luck-based, as many Sinchi games are. the attack ideas are interesting, as this is the only avoidance by Sinchi which is entirely original and doesn't rip entire attack concepts from other games. of course, it takes great inspiration but doesn't just shamelessly take stuff (i.e. Bad Back Entrance, GoodBye The Destruction State, etc). unfortunately, it doesn't work well at all. the first part of the avoidance, up until the drop is alright. the first drop is really, really difficult. whatever code is used for these curving bullets is insanely mean, as it's some of the most difficult curving I've ever seen in my life. I have no real comparison as to how hard this is, but it's going to be the main thing that'll prevent most people from getting anywhere in this avoidance. the attack after the curving with the rotating lines is equally as difficult, if not even harder than the curving attack. it stretches on for quite a bit compared to other attacks, so you can't just luck your way through it most of the time - even if you really have to. it's borderline unreadable at times. just when you think you've figured out a strategy that might work, the next few times you try it you'll realize you were just gaslighted into thinking anything was going to work. the end of this attack is also extremely mean, I don't really know how you're supposed to read it. I just kinda jump hopelessly and it works sometimes. the attack after this, with the moving spikes is actually quite interesting, but very easy. the 4-screen attack or whatever you wanna call it is difficult but surprisingly fair if you figure out how it works. I can't exactly describe what I do, as my strat didn't work all too often either. after this is the most brutal sequence of RNG attacks I've ever played in my life. Miku from Entrance, Wakasagihime from Fish and Koishi from Destruction State appear (in that order) and begin throwing a bunch of insane bullshit at you. everything moves at what appears to be speeds in excess of Mach 15 and you just kinda have to dodge everything. Wakasagihime's attacks are particularly bad and will cause most of your deaths. her bursts are by far the hardest to read because they're so incredibly dense and often form straight lines that I don't know how to dodge other than hoping they don't appear in the first place
I don't know what the idea behind any of this is, it's incredibly painful to play and has a myriad of technical problems that aren't worth fixing. if you do end up fixing all of them, you'll still need a miracle to clear it in the end. if this is the big overarching idea, I'd just chalk it up to the goal being "maximum suffering"
I think I may be one of the only clears of this avoidance. I'd be somewhat surprised if other people clear this as well in the near future. to anyone attempting: hi, thanks for reading, and good luck. you'll fucking need it
not recommended
[5] Likes
---- THESE ARE INSTRUCTIONS ON HOW TO PLAY THE GAME WITHOUT INPUT DELAY, THEY HAVE NOTHING TO DO WITH THE AVOIDANCE AND ITS CONTENTS ----
recompiling the game is a task which is insanely difficult, requiring a lot of code alteration and odd changes. the main culprit of this is the fact that MaizeMusic.dll is required, which is a dll file with no existing download on the internet at the moment. the only place where you can find this is in a fangame engine by the name of fapost engine. within the files of this engine, you'll find CleanMem.dll and MaizeMusic.dll. the error messages you'll be met with when trying to compile the game right away with GM8.2 all point to syntax errors with lines of code beginning with "mm". this is the prefix for MaizeMusic and any subsequent functions it has. you'll need to remove every mention of them, as MaizeMusic.dll is broken and essentially doesn't work. additionally, the game requires 2 other DLLs alongside with MaizeMusic.dll and CleanMem.dll: one with a broken name (GM8À©Õ¹ÔöÇ¿) and one called NoisyFox's Writing. these are only obtainable by decompiling the avoidance with an older version of the decompiler (provided by GaspacoZanis, who I extend my thanks greatly to), which spits out all extensions that were used in the gamemaker project of whatever game you decompiled. this will give you .gex files for all of these aforementioned missing DLLs. you will find this to be very, very useful. you will now be able to add them to the GM8.2 project. after removing all lines of code with the prefix "mm" and adding the extensions, you'll get a version of the game that compiles properly but runs into an error upon startup. this part is fairly easy to figure out, as you can fairly easily understand what the error messages are telling you to fix. now, you can play the game with no input delay and have a realistic chance of clearing it. I'm not aware of any other way to properly launch the game without having severe input lag issues. another thing that is extremely important is to NOT CLOSE THE GM8.2 WINDOW UNDER ANY CIRCUMSTANCE. whatever code modifications you have made will not save properly and the entire thing is gonna collapse. you'll have to do all the code modification again if you end up closing the GM8.2 window
now, about the actual avoidance. it's painfully luck-based, as many Sinchi games are. the attack ideas are interesting, as this is the only avoidance by Sinchi which is entirely original and doesn't rip entire attack concepts from other games. of course, it takes great inspiration but doesn't just shamelessly take stuff (i.e. Bad Back Entrance, GoodBye The Destruction State, etc). unfortunately, it doesn't work well at all. the first part of the avoidance, up until the drop is alright. the first drop is really, really difficult. whatever code is used for these curving bullets is insanely mean, as it's some of the most difficult curving I've ever seen in my life. I have no real comparison as to how hard this is, but it's going to be the main thing that'll prevent most people from getting anywhere in this avoidance. the attack after the curving with the rotating lines is equally as difficult, if not even harder than the curving attack. it stretches on for quite a bit compared to other attacks, so you can't just luck your way through it most of the time - even if you really have to. it's borderline unreadable at times. just when you think you've figured out a strategy that might work, the next few times you try it you'll realize you were just gaslighted into thinking anything was going to work. the end of this attack is also extremely mean, I don't really know how you're supposed to read it. I just kinda jump hopelessly and it works sometimes. the attack after this, with the moving spikes is actually quite interesting, but very easy. the 4-screen attack or whatever you wanna call it is difficult but surprisingly fair if you figure out how it works. I can't exactly describe what I do, as my strat didn't work all too often either. after this is the most brutal sequence of RNG attacks I've ever played in my life. Miku from Entrance, Wakasagihime from Fish and Koishi from Destruction State appear (in that order) and begin throwing a bunch of insane bullshit at you. everything moves at what appears to be speeds in excess of Mach 15 and you just kinda have to dodge everything. Wakasagihime's attacks are particularly bad and will cause most of your deaths. her bursts are by far the hardest to read because they're so incredibly dense and often form straight lines that I don't know how to dodge other than hoping they don't appear in the first place
I don't know what the idea behind any of this is, it's incredibly painful to play and has a myriad of technical problems that aren't worth fixing. if you do end up fixing all of them, you'll still need a miracle to clear it in the end. if this is the big overarching idea, I'd just chalk it up to the goal being "maximum suffering"
I think I may be one of the only clears of this avoidance. I'd be somewhat surprised if other people clear this as well in the near future. to anyone attempting: hi, thanks for reading, and good luck. you'll fucking need it
not recommended
Rating: 2.0 20
Difficulty: 91 91
Feb 2, 2025