Dodonpachi Saidaioujou

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kid aphex
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Re: Dodonpachi Saidaioujou

Post by kid aphex »

Elixir wrote:a horrible image
Face, fingers
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Illyrian
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Re: Dodonpachi Saidaioujou

Post by Illyrian »

Whoever drew that has no idea how to draw people, the dimensions and anatomy are so laughably bad it's actually funny!
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Re: Dodonpachi Saidaioujou

Post by O. Van Bruce »

Come on guys... he did what he could I suppose ^^U. Let's hope for some good fanart when the pro-doujin artists start to realize they can make profit of this.

Anyway... talking about the characters...

Why Cave?! You could have given they a better design and personality. Those girls are the ussualest of the ussual moe design... if only they would have been more daring like in Muchi Muchi Pork, Ibara, Deathmisles... hell, every other character on a Cave shmup have more personality than this girls...
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Re: Dodonpachi Saidaioujou

Post by Formless God »

kid aphex wrote:Face, fingers
The entire thing, really.
O. Van Bruce wrote:STG
personality
lolno

On topic, 2ch and 4gamer are being awfully quiet (although it's probably still early seeing as 4gamer updated at 10PM yesterday).
I also caught this from their thread
1中ボスの手裏剣が減ってる。1ボスの耐久低杉、ハイパー瞬殺できる。
Is nobody here going at all ?
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Re: Dodonpachi Saidaioujou

Post by rancor »

Formless God wrote: Is nobody here going at all ?
I think anyone here that cares/has the ability already went to the first loc. test. Isn't the AOU out in Makuhari? that's a hell of a round-trip for most of us just to see what color the new characters panties are. :roll: I can wait 'til April for the final product.
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Re: Dodonpachi Saidaioujou

Post by hzt »

I think that this is the first Cave arcade game where they've got relatively well known and popular voice actresses, and made this a noticeable part of their promotion. I'm not sure I like what that implies about their approach to this game/the game itself (I am sure and I don't). I also don't like in the bit in the interview that goes "is there any part of the game you want players to take notice of?" "YES THE ELEMENT DOLLS".

I know people are going to do that thing where they get annoyed with the focusing on and complaining about this one basically irrelevant (to what we actually care about) aspect but a) it's all there really is to talk about so far and I don't like it and b) Cave seem to be focusing on this themselves and frankly I am concerned that the gameplay is going to suffer as all they seem to care about is their shitty characters. Formless God's Japanese quote, which basically says that they made it too easy, is not encouraging either.
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Re: Dodonpachi Saidaioujou

Post by gs68 »

I don't mind a drop in difficulty so long as it's through more lenient patterns and enemy placements, not artificial means of easiness like auto-bomb.

Why, Gradius Gaiden is one of the most popular game in the series, at least amongst people who have actually heard of it (as opposed to the 7 billion people who think the only games are Gradius 1, Life Force, GIII, and GV), and it's one of the easiest Gradius games.
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Re: Dodonpachi Saidaioujou

Post by O. Van Bruce »

Formless God wrote:
O. Van Bruce wrote:STG
personality
lolno
You say those things but if Cave is going to focus more on moe and characters as a part of their marketing, they may as well try to get more attention through interesting and somewhat developed characters and plot.

Doujin works make for free advertising...
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Re: Dodonpachi Saidaioujou

Post by cul »

O. Van Bruce wrote:
Formless God wrote:
O. Van Bruce wrote:STG
personality
lolno
You say those things but if Cave is going to focus more on moe and characters as a part of their marketing, they may as well try to get more attention through interesting and somewhat developed characters and plot.
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Re: Dodonpachi Saidaioujou

Post by GaijinPunch »

rancor wrote: I think anyone here that cares/has the ability already went to the first loc. test. Isn't the AOU out in Makuhari? that's a hell of a round-trip for most of us just to see what color the new characters panties are. :roll: I can wait 'til April for the final product.
The only reason I went to the first is that I work halfway between my house and Akiba. :) Makuhari? Fuck that.
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Re: Dodonpachi Saidaioujou

Post by SuperPang »

Image
Nice choice of cab Cave Image
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Formless God
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Re: Dodonpachi Saidaioujou

Post by Formless God »

I waited all day for this

Doesn't look that nerfed. Mid-boss's shuriken pattern still looks pretty tough.
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Re: Dodonpachi Saidaioujou

Post by Udderdude »

Formless God wrote:I waited all day for this

Doesn't look that nerfed. Mid-boss's shuriken pattern still looks pretty tough.
NO MORE DEATH SCREAMS
Looks pretty nice.
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Re: Dodonpachi Saidaioujou

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SuperPang wrote:Nice choice of cab Cave Image
What kind of cab is that, or more important what kind of monitor is that ?
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Re: Dodonpachi Saidaioujou

Post by AntiFritz »

rtw wrote:
SuperPang wrote:Nice choice of cab Cave Image
What kind of cab is that, or more important what kind of monitor is that ?
Monitor looks lcd.
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Re: Dodonpachi Saidaioujou

Post by SuperPang »

rtw wrote:
SuperPang wrote:Nice choice of cab Cave Image
What kind of cab is that, or more important what kind of monitor is that ?
It's a New Delta supplied by River Service.
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Re: Dodonpachi Saidaioujou

Post by chempop »

Thanks for the upload!
Bikini mode looks difficult, that is certainly a good thing. There's a whole lot I like about this more than DFK, but also some things that are disappointments. Can't make a real judgement until I play it.
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Re: Dodonpachi Saidaioujou

Post by Skykid »

SuperPang wrote:
rtw wrote:
SuperPang wrote:Nice choice of cab Cave Image
What kind of cab is that, or more important what kind of monitor is that ?
It's a New Delta supplied by River Service.
:palm:
hzt wrote:I think that this is the first Cave arcade game where they've got relatively well known and popular voice actresses, and made this a noticeable part of their promotion. I'm not sure I like what that implies about their approach to this game/the game itself (I am sure and I don't). I also don't like in the bit in the interview that goes "is there any part of the game you want players to take notice of?" "YES THE ELEMENT DOLLS".

I know people are going to do that thing where they get annoyed with the focusing on and complaining about this one basically irrelevant (to what we actually care about) aspect but a) it's all there really is to talk about so far and I don't like it and b) Cave seem to be focusing on this themselves and frankly I am concerned that the gameplay is going to suffer as all they seem to care about is their shitty characters. Formless God's Japanese quote, which basically says that they made it too easy, is not encouraging either.
Thanks for the info dude.
I don't care if they want everyone to look at their new tits n' ass as long as the game is good. However...

Incoming warning of potential non-positivity

...that video was a bit boring to watch. I was yawning on the 2nd stage. Perhaps there's more to learn about the game/rank etc, but it struck me as being even less interesting in terms of bullet patterns than Mushi original's stage 1, with only a few nice bits to dodge interspersed with not much. Obviously it's only the first coupla stages, things can pick up, but I'll be pissed if it turns out to be a chill-out session with an emphasis on scoring.
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Illyrian
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Re: Dodonpachi Saidaioujou

Post by Illyrian »

My main issue at this time is that the size of the hitbox (bigger than pink sweets unless I am mistaken) reduces what you can do with bullet patterns. You can't carpet the screen as well as you could otherwise, so you're forced to do simpler, less varied patterns.

Some of my favourite moments in Cave games are those "oh fuck 1200 bullets are coming at me!" moments, like mushi maniac mode 3rd boss final pattern, or some parts of stages 1-5 and 2-3 in DFK 1.5.

By definition you can't go as far with a bigger hitbox and I am slightly worried by this.

I actually think this game looks a bit average at the moment, but to be honest I like the look of the hyper system, the graphics are pretty cool and the stages all seem to flow nicely. I think the furthest anyone has got in the videos I've seen is stage 1-3 midboss and it all looked quite good for the most part.
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mesh control
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Re: Dodonpachi Saidaioujou

Post by mesh control »

I agree with Skykid, that video was a bit tiresome.

I'm hoping (in order to score well) you have to jack dat rank up and ride hypers throughout the stage, creating a big mess along the way. Just talking shit until I can play this game on my phone lol
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Re: Dodonpachi Saidaioujou

Post by Udderdude »

Skykid wrote:...that video was a bit boring to watch. I was yawning on the 2nd stage. Perhaps there's more to learn about the game/rank etc, but it struck me as being even less interesting in terms of bullet patterns than Mushi original's stage 1, with only a few nice bits to dodge interspersed with not much. Obviously it's only the first coupla stages, things can pick up, but I'll be pissed if it turns out to be a chill-out session with an emphasis on scoring.
Dodonpachi was never about extremely complex patterns, it was about seemingly simple fast patterns that kill your ass dead. It seems to be working quite well in that aspect.

Hell, I'm just glad it doesn't have some ridiculous level of bullet cancelling .. >_>
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Re: Dodonpachi Saidaioujou

Post by Illyrian »

In all of these videos has anyone even hit the first score extend? That might offer a look into how little we know about the scoring system.
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Re: Dodonpachi Saidaioujou

Post by Smraedis »

To me, it looks like they are trying to aim between DeathSmiles and Otomedius, in a DDP setting, prolly because both of these games did so well on their ports.
It doesn't appeal to me much, hopefully the full game will be enjoyable, and challenging too.
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Re: Dodonpachi Saidaioujou

Post by TonK »

If there is a clever score system, a first for the DDP series, I may be interested.

I mean, when DFK hit, it was HOT.

Totally overhauled, new visuals, music, mechanics - the works.

This looks like a lazy effort - add a few things and ramp up the difficulty.

Once I finally play it, my opinion may change.

Time will tell.
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Re: Dodonpachi Saidaioujou

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Re: Dodonpachi Saidaioujou

Post by Sapz »

Finally more A-Type! The stage 3 meltdown is really hilarious in that run. He tries to stop the midboss entering its final phase by delaying it and the midboss just travels up the screen, goes 'nope' and suddenly fires some walls out of a new turret near the bottom. :lol:

The fact that the player used a level 6 hyper is very interesting indeed. Look at those hits pouring in!
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Re: Dodonpachi Saidaioujou

Post by TheSoundofRed »

One thing that stood out to me was how much collecting the bee during Stage 2 after the midboss boosted the hyper level gauge. As it seems the hyper level is going to be an important part of skyrocketing your hit count, bee collecting will probably be just as important as previous DDP games.

On Rank 00, this game looks pretty tame, but just seeing how many more bullets were on screen during Rank 04 makes me optimistic that this game won't be a complete cake walk.
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Re: Dodonpachi Saidaioujou

Post by TrevHead (TVR) »

mesh control wrote:I agree with Skykid, that video was a bit tiresome.

I'm hoping (in order to score well) you have to jack dat rank up and ride hypers throughout the stage, creating a big mess along the way. Just talking shit until I can play this game on my phone lol
Ill reserve judgement until I get to play it (god willing) but going by the vids ive noticed that type C/D is really boring to watch. Type C/D was the first vid I saw of the game and I wasnt that impressed, my opinion changed when I saw a Type B vid
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Re: Dodonpachi Saidaioujou

Post by chempop »

I have a theory that rank can be boosted way beyond what we are seeing when played for score, it's two digits after all... Maybe there are techniques to get difficulty out of control wild? Maybe the ideal is to constantly be in hyper mode?
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Re: Dodonpachi Saidaioujou

Post by Illyrian »

Sapz wrote:Finally more A-Type! The stage 3 meltdown is really hilarious in that run. He tries to stop the midboss entering its final phase by delaying it and the midboss just travels up the screen, goes 'nope' and suddenly fires some walls out of a new turret near the bottom. :lol:

The fact that the player used a level 6 hyper is very interesting indeed. Look at those hits pouring in!
It will be interesting to get accurate on what the highest hyper rank is, if it gives a disproportionately large hit bonus (i.e. 9x hyper going for 15x hits or w/e but 8x hyper going for 8x hits etc.) and if point blanking has any effect on hits/hyper gain like aura grinding in DFK.
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