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 Post subject: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Fri May 31, 2013 5:51 pm 


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Joined: 19 Feb 2009
Posts: 1063
Location: Florida
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AWWWWW YEAH.

Thanks to moozooh for hosting the previous thread!

Right, so, this is going to be massive. I'm going to need people to actually read the damn submission rules because I won't post your score if you don't follow them. DEAL, SUCKAS.

RULES: One credit only. With the exception of INVISIBLE OPERATOR, all shop items are banned (yes, even Marked Bee). All settings for difficulty, extends, etc. must be on default. lrn2play

**UNTIL FURTHER NOTICE: Do not use the input, score, or extra windows. This causes additional slowdown making the game easier. Hopefully this is something Cave will fix with a patch (along with the leaderboards).

Arcade and 1.5 modes capped at 15 places per shot type. Novice mode and 360 mode capped at 10. I'm going to combine ship types (but not shot types) unless someone shows me some legit reason I shouldn't.

Type D (Saya) has additional slowdown and god knows what else. She has separate tables for each mode capped at 5 places.

For all modes EXCEPT 360 Mode, please indicate a clear after Kouryu as ALL, after Hibachi as ALL2, and after Inbachi as ALL3. For 360 Mode, if you don't beat Inbachi, you don't beat the game.

Finally, if you're playing on a PCB, please indicate that somewhere in your submission. I'm going to assume everyone's on the port unless I see otherwise.

Submission format:

ARCADE MODE
SHOT TYPE (SHOT/LASER/EXPART)
Name - Score - Stage - Type (A/B/C/D) - Autobomb ON/OFF
***As far as the score glitch with laser is concerned: I'll address what to do about it if it becomes an issue on this forum.

1.5 MODE
SHOT TYPE (SHOT/LASER/EXPART)
Name - Score - Stage - Type (A/B/C/D) - Autobomb ON/OFF

360 MODE
SHOT TYPE (SHOT/LASER/EXPART)
Name - Score - Stage

NOVICE MODE
SHOT TYPE (SHOT/LASER/EXPART)
Name - Score - Stage - Type (A/B/C/D) - Autobomb ON/OFF

OKAY EVERYBODY READY? HERE. WE. GOOOOOOOOOOOOOOOOOOOOOOOOO!

ARCADE MODE

SHOT
Code:
01. iconoclast       - 24,376,840,935 - ALL  - Type A - ON
02. Jaimers          - 22,243,729,176 - ALL2 - Type A - ON
03. Erppo            - 17,842,944,475 - ALL  - Type A - ON
04. Ratikal          -  8,303,575,838 - ALL  - Type A - ON
05. NTSC-J           -  8,149,216,830 - ALL  - Type A - ON - PCB
06. kakashi06        -  6,837,772,318 - ALL  - Type A - ON - PCB
07. -S.L.-           -  6,459,285,486 - 5    - Type A - ON - PCB
08. Zengeku          -  5,998,426,274 - ALL  - Type A - ON
09. øS.back          -  5,462,385,894 - 5    - Type A - ON   
10. Nereid           -  5,412,470,212 - ALL  - Type A - ON - PCB
11. Spork            -  3,967,784,809 - ALL  - Type A - ON - PCB
12. awo              -  3,957,065,175 - ALL  - Type A - ON
13. chempop          -  3,504,033,620 - 5    - Type A - ON
14. TonK             -  2,501,337,121 - 5    - Type C - ON - PCB
15. eckart           -  1,626,000,630 - 4    - Type A - ON - PCB


LASER
Code:
01. x91              - 16,659,812,901 - ALL - Type C - ON - PCB
02. Ratikal          -  3,309,812,300 - 5   - Type A - ON
03. chempop          -  2,778,449,486 - 5   - Type C - ON
04. Kakashi06        -  2,561,793,590 - 4   - Type B - ON - PCB
05. Mimiroru         -  2,284,747,967 - 5   - Type B - ON
06. sven666          -  1,881,021,527 - 4   - Type A - ON - PCB
07. PAPER/ARTILLERY  -  1,272,477,783 - 4   - Typc C - OFF
08. Ransom           -  1,180,351,241 - 4   - Type A - ON   
09. Mero             -  1,154,964,466 - 3   - Type A - OFF
10.                  -                -     -        -    -   
11.                  -                -     -        -    -   
12.                  -                -     -        -    -   
13.                  -                -     -        -    -   
14.                  -                -     -        -    -   
15.                  -                -     -        -    -   


EXPART
Code:
01. Jaimers          - 11,910,642,487 - 5   - Type B - ON
02. endoKarb         -  1,233,243,520 - 3   - Type B - ON   
03.                  -                -     -        -    -   
04.                  -                -     -        -    -   
05.                  -                -     -        -    -   
06.                  -                -     -        -    -   
07.                  -                -     -        -    -   
08.                  -                -     -        -    -   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   
11.                  -                -     -        -    -   
12.                  -                -     -        -    -   
13.                  -                -     -        -    -   
14.                  -                -     -        -    -   
15.                  -                -     -        -    -   


SHOT (TYPE D)
Code:
01. deexor           -  5,753,717,889 - ALL - OFF     
02. awo              -  4,370,077,016 - ALL - OFF   
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -     


LASER (TYPE D)
Code:
01.                  -                -     -        -   
02.                  -                -     -        -       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


EXPART (TYPE D)
Code:
01. Erppo            - 27,922,687,539 - ALL - ON   
02. Jaimers          - 15,511,619,815 - ALL - ON       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


1.5 MODE

SHOT
Code:
01. Jaimers          - 17,160,352,985 - ALL - Type A - ON   
02. awo              - 10,393,469,654 - ALL - Type A - ON
03. Giest118         -  9,511,867,902 - 5   - Type A - OFF
04. Xeno             -  5,700,043,564 - 4   - Type C - ON
05. CRI              -  5,504,376,340 - 5   - Type A - ON
06. eckart           -  3,418,545,581 - 4   - Type A - ON
07. Ransom           -  3,169,087,919 - 4   - Type A - ON
08. trap15           -  2,314,323,943 - 3   - Type A - OFF
09. ACD              -  2,041,647,277 - 4   - Type A - ON 
10.                  -                -     -        -    -   
11.                  -                -     -        -    -   
12.                  -                -     -        -    -   
13.                  -                -     -        -    -   
14.                  -                -     -        -    -   
15.                  -                -     -        -    -   


LASER
Code:
01. Ratikal          - 16,750,067,047 - 4   - Type A - ON   
02. CRI              - 14,484,916,723 - 5   - Type A - ON   
03. Cagar            -  9,521,035,761 - 5   - Type C - ON
04. japtor           -  5,992,335,728 - 4   - Type C - ON   
05. Mimiroru         -  4,224,944,152 - 5   - Type B - ON   
06. Sanasanasan      -  3,702,025,901 - 4   - Type B - OFF     
07.                  -                -     -        -   
08.                  -                -     -        -   
09.                  -                -     -        -   
10.                  -                -     -        -   
11.                  -                -     -        -   
12.                  -                -     -        -   
13.                  -                -     -        -   
14.                  -                -     -        -   
15.                  -                -     -        -   


EXPART
Code:
01. n0rty            -    890,628,963 - 2   - Type C - ON
02. Annoyboy         -    532,989,793 - 2   - Type A - OFF
03. Giest118         -    512,326,983 - 2   - Type A - OFF 
04.                  -                -     -        -    -   
05.                  -                -     -        -    -   
06.                  -                -     -        -    -   
07.                  -                -     -        -    -   
08.                  -                -     -        -    -   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   
11.                  -                -     -        -    -   
12.                  -                -     -        -    -   
13.                  -                -     -        -    -   
14.                  -                -     -        -    -   
15.                  -                -     -        -    -   


SHOT (TYPE D)
Code:
01. Giest118         -  8,800,684,048 - ALL - OFF   
02.                  -                -     -        -       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


LASER (TYPE D)
Code:
01.                  -                -     -        -   
02.                  -                -     -        -       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


EXPART (TYPE D)
Code:
01.                  -                -     -        -   
02.                  -                -     -        -       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


360 MODE

SHOT (NOVICE)
Code:
01. Icarus           - 35,329,316,481 - ALL
02. Ransom           - 30,359,437,521 - ALL
03. Smraedis         - 30,042,989,499 - ALL
04. CSF              - 29,486,412,196 - ALL
05. BKR              - 28,644,034,094 - ALL
06. KOA              - 27,944,567,066 - ALL
07. Tyjet Poison     - 27,598,254,822 - ALL
08. NTSC-J           - 22,864,140,766 - ALL
09. Giest118         - 22,720,137,797 - ALL
10. Dracuify         - 22,434,410,088 - ALL


LASER (NORMAL)
Code:
01. Ratikal          - 21,594,528,975 - 5
02. Mimiroru         - 16,100,873,640 - ALL
03. Ransom           - 11,085,482,675 - 4
04. BKR              -  9,880,619,192 - 5
05. CRI              -  8,561,215,486 - 4   
06. Jeneki           -  8,338,584,127 - 4
07. deexor           -  7,716,606,358 - 4   
08. JCT              -  5,666,608,147 - 4   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   


EXPART (YOU GON DIE)
Code:
01. Ratikal          -  7,567,600,815 - 5
02. RBS              -  6,426,295,465 - 3
03. Annoyboy         -    840,539,372 - 3
04.                  -                -     -        -    -   
05.                  -                -     -        -    -   
06.                  -                -     -        -    -   
07.                  -                -     -        -    -   
08.                  -                -     -        -    -   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   


NOVICE MODE

SHOT
Code:
01. Erppo            - 20,448,520,758 - ALL2 - Type A - ON
02. deexor           - 17,866,263,482 - ALL2 - Type A - ON   
03. Ransom           - 15,679,349,484 - ALL2 - Type A - ON
04. endoKarb         -  9,276,380,365 - ALL  - Type C - ON
05. Annoyboy         -  6,273,516,723 - ALL  - Type A - OFF
06. MIT              -  6,251,156,599 - ALL  - Type A - ON 
07. Mimiroru         -  4,006,109,921 - ALL  - Type B - ON   
08. Lumi             -  3,959,568,869 - ALL  - Type A - ON
09. ACD              -  3,756,818,659 - ALL  - Type A - ON
10.                  -                -      -        -    -   


LASER
Code:
01. awo              - 16,257,014,141 - ALL2 - Type B - ON
02. Mimiroru         - 15,772,776,749 - ALL2 - Type B - ON
03. deexor           - 15,330,327,097 - ALL2 - Type C - ON
04. Annoyboy         -  5,902,564,519 - ALL  - Type B - OFF
05. Imhotep          -  5,183,666,835 - ALL  - Type A - ON 
06. Aleksei          -  5,134,647,998 - ALL  - Type C - ON
07.                  -                -     -        -    -   
08.                  -                -     -        -    -   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   


EXPART
Code:
01. awo              -  5,394,683,521 - 5   - Type C - ON
02. Mimiroru         -  5,242,536,410 - ALL - Type B - ON
03. Ratikal          -  2,937,845,031 - 5   - Type A - ??
05.                  -                -     -        -    -   
06.                  -                -     -        -    -   
07.                  -                -     -        -    -   
08.                  -                -     -        -    -   
09.                  -                -     -        -    -   
10.                  -                -     -        -    -   


SHOT (TYPE D)
Code:
01. awo              - 18,437,150,366 - ALL2 - ON     
03. MIT              - 17,532,749,885 - ALL  - ON
02. Giest118         - 14,264,545,532 - ALL2 - OFF
04. Annoyboy         -  8,335,623,610 - ALL  - ON
05.                  -                -      -        -   


LASER (TYPE D)
Code:
01. Mimiroru         - 13,772,781,482 - ALL2 - ON
02.                  -                -     -        -       
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   


EXPART (TYPE D)
Code:
01. deexor           -  8,180,408,418 - ALL - OFF
02. Giest118         -  8,155,276,022 - 5   - OFF
03.                  -                -     -        -       
04.                  -                -     -        -       
05.                  -                -     -        -   
_________________
<trap15> I only pick high quality games
<trap15> I'm just pulling shit out of my ass tbh
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Last edited by CptRansom on Mon Jul 29, 2013 1:17 am, edited 30 times in total.

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Fri May 31, 2013 5:55 pm 


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Joined: 19 Feb 2009
Posts: 1063
Location: Florida
Please let me know if you spot any errors from the previous thread. My aim is to update the thread about 2-3 times a week. Due to how massive this is, I kindly ask that YOU NOT POST additional scores until I post that I've updated. Simply go back and edit your post to reflect your higher score instead unless it's something earth-shattering... and no, your "I went from 500mil to 550mil" update does not qualify as earth-shattering. EX ALLs and S/L ALL2/3s in Arcade/1.5 count as earth-shattering, lol.

Yes, I'm a dick.
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<trap15> I'm just pulling shit out of my ass tbh
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Fri May 31, 2013 8:21 pm 


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Joined: 13 Nov 2010
Posts: 974
Location: Massachusetts
I was thinking about high-jacking this thread too. Thanks for taking up the job!

Here's my shitty first score.
1.5 MODE
LASER
Ratikal - 4,390,451,265 - 4 - Type A - Autobomb YES

Half that score is from Stage 1 and 2 so obviously there's lots to improve on.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Fri May 31, 2013 8:28 pm 


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Joined: 30 Dec 2010
Posts: 525
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ARCADE MODE
SHOT
Jaimers - 5,585,733,427 - ALL - Type C - Autobomb YES

Shitty day 1 score.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 5:14 am 


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Joined: 03 Oct 2011
Posts: 4313
Location: Southern Ontario
CptRansom wrote:
With the exception of INVISIBLE OPERATOR, all shop items are banned (yes, even Marked Bee).


There's a couple other purely cosmetic shop items as far as I can tell - the one that disables your ship afterimages when you move while lasering and the one that removes your visible glowing hitbox entirely (surprisingly fun, pretend you're playing DOJ! :p). Although it's probably just best not to touch the shop at all for serious score runs in case it turns out any of them do mess with the game in unintended/unforseen ways.

I'd recommend amending the rules to include no Score/Input/Extra Windows enabled as, quite oddly, they might cause massive additional slowdown in stages. It's especially bad to see it in Stage 1, and I've installed SDOJ to the hard drive...
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 6:17 am 


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To get the 360 mode board rolling...

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 1:58 pm 


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SHOT
deexor - 13,350,773,921 - ALL
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 3:26 pm 


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BareknuckleRoo wrote:
CptRansom wrote:
With the exception of INVISIBLE OPERATOR, all shop items are banned (yes, even Marked Bee).


There's a couple other purely cosmetic shop items as far as I can tell - the one that disables your ship afterimages when you move while lasering and the one that removes your visible glowing hitbox entirely (surprisingly fun, pretend you're playing DOJ! :p). Although it's probably just best not to touch the shop at all for serious score runs in case it turns out any of them do mess with the game in unintended/unforseen ways.

I'd recommend amending the rules to include no Score/Input/Extra Windows enabled as, quite oddly, they might cause massive additional slowdown in stages. It's especially bad to see it in Stage 1, and I've installed SDOJ to the hard drive...


Yeah, I didn't want to touch anything else in the shop for exactly that reason. Invisible Operator is such a tiny cosmetic thing that it definitely doesn't make a difference. I'm away for the weekend, but if you want to do some more testing and get back to me via PM, Roo, I'd definitely appreciate it.

Can anyone else confirm the additional slowdown with the extra windows added? If so, I will amend the rules. I play with them off (I don't want anything obfuscating my motivating view of Shuri's rack), so I don't really know. Obviously we're all going to need to chip in a little with changes so I can get everything hammered out. The rules I have are just a baseline to make sure things are as level and accurate as possible from what we know.

I wish I had added my 14.X bil 360 SHOT score before I left (and MUCH higher is possible since I didn't use the "ShotLaser" much in st4-5). Glad to see people enjoying it. It's easily my favorite mode so far because of the very pronounced risk/reward factor (yes, it's extremely easy if you keep your gauge at 10000 for five autobombs and only hyper when you need to refill it... but enjoy your shitty score).

This game is begging for a well-written ST. Someone who is better than me should get on that (or I'll start one if I get time this week - could be fun)! Best game ever.

Scores updated.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 4:40 pm 


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I'll mess around with it more and see (I left them off after trying a few runs), I've been playing Xbox 360 mode mostly, so I'll have to see if it's just limited to Arcade HD for whatever reason, or if all modes have issues with the extra score/input windows open. It's bizarre that they would, I don't remember DFK or Galuda 2 having noticeably more slowdown with them open...

360 Mode
Shot
BKR - 7,164,826,728 - All (I guess Inbachi shows up no matter how badly you do?)

Okay, after some more testing, I can confirm 100% that slowdown occurs with Score Displays (Stage & Hiscore) and Input Displays (I had 1P & 2P both on) turned on. Aside from the obvious menu starting to move slower and stutter slightly, go into any mode (except 360 Mode, it doesn't seem to support Score/Input Display?), enter training, pick stage 5 as it's the most obvious one. Use any shot type, even one with few bullets like A-Laser. Don't hyper or bomb, just use rapid shot. With all the windows open, notice how fucking slow the start of stage 5 is, even in Novice (I tried this in Arcade, 1.5 and Novice). Now, pause the game, turn off all the Score & Input Displays, then notice how the slowdown at the start of the stage vanishes. ._. Alternatively, start at the st 5 Midboss (it puts you at the first one in Stage 5) and you'll see that using rapid shot will cause it to slowdown when the displays are on, no slowdown when the displays are off.

It's even noticeable in Arcade and 1.5 in Stage 1 with a Shot/Expert type, the stage has way more slowdown than it should and the stage music actually plays much longer with all the slowdown occurring. So yeah, I don't know why the interface is so fucked, but runs that are done with the displays on will have a lot more in-game slowdown than is normal, making it easier.

edit: geez 360 Mode is rough. If you're focused only on getting a clear it is surprisingly easy, just manual bomb to keep rank low and save your meter, but playing for score means you're living on the edge almost always one hit away from a gameover. It's fun.

360 Mode
Shot
BKR - 8,696,122,413 - 5 (died at a silly spot) ;_;
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Last edited by BareKnuckleRoo on Sat Jun 01, 2013 7:56 pm, edited 1 time in total.

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 7:04 pm 


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Thanks for testing that out, Roo! I'll update the OP to reflect this and hope that Cave patches it along with the leaderboard glitching.

And yeah, even if you continue, 360 Mode has Hachi, Hibachi, and Inbachi on Shot (Novice) at least. I don't know if Laser (Normal) or Expert will be the same, or if Hibachi and Inbachi will be at full strength. Even with autobombs and hypers to fill the autobombs back up, only having one life to get through Hibachi AND Inbachi sounds like a nightmare. So much for "piss easy" 360 mode, lol.

Score updated.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 7:39 pm 



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1.5 Mode
Laser
Sanasanasan - 3,141,425,895 - 4 - Type B - Autobomb off

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 10:13 pm 


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while playing novice expert with type-z I noticed a lot of unusual slowdown while using the shot (score/input display is off.) I checked it in arcade and 1.5 against type-c, and saya's shot definitely caused slowdown that normally isn't there. z-laser's shot also caused some parts of stage 5 to slow down. it's especially bad on expert and would give an unfair advantage, so I think saya should either be banned outside of 360 mode or have seperate leaderboards from the other ships (the shot formation also feels a bit OP.)

my crap:

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Mimiroru - 4,006,109,921 - ALL - Type B - Autobomb YES


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sat Jun 01, 2013 11:45 pm 



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It should probably be a separate category for each ship anyway instead of just shot/laser/expert.

One of the things I liked about the DFK scoreboard was that you could compete with each style and ship type if you wanted to. I don't really like the idea of having type A, B, and C in the same scoreboard as they'd have different potentials. Obviously there should be an overall board regardless, but it'd be nice to have boards for each ship.

I wouldn't suggest banning it if someone wants to play as it. Definitely hope the extra slowdown glitches and other stuff is patched.


Won't be able to play this one for a while though.


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 12:22 am 


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I'll consider separating ship types (A/B/C) if/when more people submit scores. Or if I get bored.

I WILL separate Type Z.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 11:10 am 


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360 MODE
SHOT
NTSC-J - 20,323,512,839 - ALL

I don't find the rank all that different even at high levels. I did a passive run not hypering at all and the TLBs were about as hard as when I cleared them at rank 50.


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 11:37 am 


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Chaos Phoenixma wrote:
It should probably be a separate category for each ship anyway instead of just shot/laser/expert.

One of the things I liked about the DFK scoreboard was that you could compete with each style and ship type if you wanted to. I don't really like the idea of having type A, B, and C in the same scoreboard as they'd have different potentials. Obviously there should be an overall board regardless, but it'd be nice to have boards for each ship.


I don't think a complete scoreboard for every ship and shot type combination is necessary. Differences in score potential only really matter for the highest scores.

You can just add a small scoreboard tracking only the single best score for every ship type (a-shot, b-shot, ecc.) so that people can compete for the first place with their favorite ship.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 12:38 pm 


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endoKarb wrote:
You can just add a small scoreboard tracking only the single best score for every ship type (a-shot, b-shot, ecc.) so that people can compete for the first place with their favorite ship.


Yeah, in a game with only a couple shot types that have drastically different scoring potential and playstyle (Espgaluda, Futari) it makes sense to separate by shot type. Ideally the boards would be separated based on ship and shot type, but really like DFK, there's so many shot type combinations that it'd be a pain in the butt to maintain such a list with that many categories, and A/B/C all have the same laser, so as far as chaining goes they're probably not that different in terms of high-level scoring potential, so combining all the ship types into each Shot/Laser/Expart (lol) category makes more sense, at least until more scores get posted.

I haven't unlocked Saya yet, but if she causes that much more slowdown and has such a powerful attack, she might end up reigning over the scoreboard kinda like how nobody bothers to play anything except the secret ship in Strikers 1999, so it's a good idea to divide her from the rest.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 1:32 pm 


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360 MODE
SHOT
deexor - 15,901,587,609 - ALL

A horrible stage 5 performance, but improved a little.

Let's laser?

360 MODE
LASER
deexor - 7,716,606,358 - 4
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 4:54 pm 


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ARCADE MODE
SHOT
Jaimers - 8,681,070,234 - ALL - Type A - Autobomb YES

Gotta get that Hibachi.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 6:47 pm 



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BareknuckleRoo wrote:

edit: geez 360 Mode is rough. If you're focused only on getting a clear it is surprisingly easy, just manual bomb to keep rank low and save your meter, but playing for score means you're living on the edge almost always one hit away from a gameover. It's fun.

360 Mode
Shot
BKR - 8,696,122,413 - 5 (died at a silly spot) ;_;


That's a joke right? I consider myself really bad (I cannot 1CC Arcade mode of DaiOuJou/DFK or SaiDaiOuJou) and I scored more after couple attempts. I never manually bomb, arrived at Stage 5 @ Rank 32 and last boss at Rank 40 (due to few misses).

Keep in mind that X360 Mode Shot = Novice Shot bullet pattern. That's probably the easiest mode in any CAVE shmup ever made (beside Deathsmiles 2X Xbox360 mode maybe). The first two levels are like almost a no bullet game. There is nothing to dodge and no risk to take by having your counter under 2000. Stage 3 is pretty much a cakewalk as well, beside maybe one of the boss pattern that's a bit annoying. Stage4 midboss is annoying. Stage 5 is where everything is decided.

X360 Mode makes everything even easier due to the way the life counter works. You can easily miss over 10 times during a playthrough while still reaching the lass boss with your counter at 10000, a thing that wouldn't even be possible in Novice mode. Even on the last boss, for every Lv1 Hyper you manage to fully use, you will replenish ~2500 points, which is more than a life.

360 Mode - ST5
Shot
91億6475万7998


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 7:49 pm 


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Antipika wrote:
You can easily miss over 10 times during a playthrough while still reaching the lass boss with your counter at 10000


If you're looking to score well in 360 Mode, you will rarely if ever keep your counter up since it's crucial to spend it in order to regain hypers, which means you're frequently in the danger zone and spending it as soon as your hypers end, and hence one miss can immediately end your run. If you just play it while keeping your counter maxed out via hypers, it's quite forgiving, all things I pointed out in the original post you quoted.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Sun Jun 02, 2013 9:05 pm 


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1.5
LASER
Ratikal - 7,915,016,534 - 5 - Type A - ON

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Ratikal - 17,258,992,906 - ALL
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Last edited by ratikal on Mon Jun 03, 2013 10:13 pm, edited 2 times in total.

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 12:35 am 



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BareknuckleRoo wrote:
Antipika wrote:
You can easily miss over 10 times during a playthrough while still reaching the lass boss with your counter at 10000


If you're looking to score well in 360 Mode, you will rarely if ever keep your counter up since it's crucial to spend it in order to regain hypers, which means you're frequently in the danger zone and spending it as soon as your hypers end, and hence one miss can immediately end your run. If you just play it while keeping your counter maxed out via hypers, it's quite forgiving, all things I pointed out in the original post you quoted.


Just did a run by almost always using hyper at Lv1 (as soon as I had hyper available basically) and you always get more counter back than whatever you have spent to obtain level 1 hyper. Using this strategy has been proven more efficient scoring wise (to me at least) and you never go into the danger zone past stage 3 unless you miss a lot.

360 Mode - ST5
Shot
115億4305万1120


(No idea why the game don't count continues properly and says "ALL" even if I did die on the final boss form)


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 1:41 am 


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Antipika wrote:
(No idea why the game don't count continues properly and says "ALL" even if I did die on the final boss form)


Wait, you're getting a gameover in your runs and continuing, then submitting that score?

...doesn't it reset the score to 0 when you continue? I just turned continues off...

If you want the highest scores, using only level 1 hypers is not the way to accomplish that, as you get a low GP Bonus multiplier. At higher levels, you get a higher multiplier during the hyper (3.0x at level 10), as well as extra hits.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 2:30 am 


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I'll update scores tomorrow when I'm bored at work as well as making a separate Z-type setup for Novice/Arcade/1.5. God help me.

Antipika:

Quote:
360 MODE
SHOT TYPE (SHOT/LASER/EXPERT)
Name - Score - Stage


Also, please put your scores in x,xxx,xxx,xxx format. That's how I have them on the board. That's how the in-game scoreboards (during attract mode) show them. I don't like doing extra work because

Quote:
Yes, I'm a dick.


Anyway, now that I'm home again, my score from Friday that I know I can do MUCH better on (I only used hypers in st4-5 to refill my meter after autobombing and annihilating my chains all over the place because yes I get hit a ton in Novice and fuck every single one of you going on about how easy this is because stage 5 isn't "easy" goddammit :evil: )...

360 MODE
SHOT
Ransom - 17,683,281,174 - ALL

NTSC-J: TLB patterns are the same regardless of rank. Stage 5 itself is much more difficult than the TLBs in 360 Shot Mode at high rank.
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Last edited by CptRansom on Tue Jun 04, 2013 3:31 am, edited 1 time in total.

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 5:12 am 


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360 Mode
Shot
BKR - 21,264,216,778 - All

Yay, a clear that's not too terrible score-wise. Had some nice long chains, but no full chains except stage 1 & 2 (I can normally do 3 but I had a stupid hit during the midboss). St5's chain drop was especially sad, during the midboss when I had a good amount rolling, with no chain drops I can easily see 30+bil. Is it me, or is Hibachi's final phase attack harder than any of Inbachi's attacks? I actually cleared Inbachi with only like... 16-18 bil? I'd have to check the replay, but it seems there's a good chunk of points for simply clearing the game, wasn't expecting a 21 bil. Stage 3's biggest improvement was trying to pointblank and laser aura those ships that teleport in (and are invulnerable during the teleport animation), which nets a good chunk of chain during a hyper, but can be a bit risky... Getting a 10000 chain before the midboss makes it worth it though, assuming you don't drop it like I did. -_-

I lost track of how many times the st4 midboss or one of the turrets early in stage 5 killed me. Was working on this most of the night... The end of stage 5 is surprisingly fun, almost like Futari Stage 4 due to the quantity of those turrets that cancel onscreen bullets on death, so it's more of a cash-in section than really difficult.

It seems that the best way of recharging is by holding down laser and only tapping/holding rapid shot for a second or so to clear large enemies or dense waves of popcorn with the super laser so you get the juicy items without spending as much of your meter.
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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 12:29 pm 


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360 MODE
SHOT
NTSC-J - 22,864,140,766 - ALL

I played it really safe on stage 5, so my score didn't turn out so great. Fun mode, but I think I'll move on to something else.


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 3:49 pm 


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ARCADE MODE
SHOT
ACD - 506,107,685 - 3 - Type A - Autobomb YES - 360


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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Mon Jun 03, 2013 10:40 pm 


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Hi there :D

ARCADE MODE
SHOT
øS.back - 3.977.057.493 - 5 - Type A - Autobomb YES - 360

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 Post subject: Re: Dodonpachi Saidaioujou (Arcade, X360)
PostPosted: Tue Jun 04, 2013 5:13 am 


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Still garbage, but slightly better garbage.

360 MODE
SHOT
KRS - 13,288,621,136 - ALL
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