the text being slow as shit in international aside, that is
not posting this to strategy because no one reads strategy
some discussion here: http://shmups.system11.org/viewtopic.php?t=17716
prometheus apparently says it's a myth? (so it has to be true?)
basically, I found this "strategy" while practicing on the INT version (and I do runs on the JP one because of the text)
https://www.youtube.com/watch?v=sLWNL1oCcEM
notice the ships don't fire upwards, only below them
this guy told me it's not working, told him to post a video and he did:
https://www.youtube.com/watch?v=CDAfrBDO9o8
notice now the ships fire behind them a lot and you can't do the above thing anymore (on JP version)
decided to make jp version savestates myself, full bomb bonus, exact same score, no miss, almost the same max chain, no bees picked up and suddenly they fired upwards too and if I suicided before them, they no longer did
= JP version has a higher rank cap?
idk why but when I did runs the game did feel a little different and I felt a bit uncomfortable, didn't really affect how well I played I believe but I can kind of feel a difference (in both bullet speed and how aggressive enemies are, maybe a bit less slowdown on JP)
going to do some more testing, the leaderboard is merged, should it remain that way?
for some reason I also noticed the superplays having less slowdown on the 2-5 super spam part and I always blew it horribly on runs for some reason despite being pretty good at it in practice
Dodonpachi JP/US version differences (higher rank on JP?)
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Bananamatic
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Re: Dodonpachi JP/US version differences (higher rank on JP?
This is weird. I tried to reproduce this on 1-3 under no-miss no-bomb condition (albeit the scores are different), and here's what I got:
- In JP version, the bullets always fly upwards.
- In INT version, the bullets don't fly upwards if I NMNB up to that point; if I die immediately before that point, though, bullets do fly up.
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Bananamatic
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Re: Dodonpachi JP/US version differences (higher rank on JP?
I tried dying there on both jp and int and now it didn't change one bit (2-3), still got the back shots on jp and not on int
checked some superplays, seen the backshots a few times but most of the time the players just avoid going up entirely
another thing I noticed is that on int hibachi can use the final with perfectly consistent slowdown, making it quite doable to no miss no bomb (he does it maybe 30% to half the time) meanwhile on jp the speed is always at least a bit inconsistent with the slowdown going on and off at points, never got the perfect consistent slowdown on the final there
checked some superplays, seen the backshots a few times but most of the time the players just avoid going up entirely
another thing I noticed is that on int hibachi can use the final with perfectly consistent slowdown, making it quite doable to no miss no bomb (he does it maybe 30% to half the time) meanwhile on jp the speed is always at least a bit inconsistent with the slowdown going on and off at points, never got the perfect consistent slowdown on the final there
Re: Dodonpachi JP/US version differences (higher rank on JP?
Great discovery Bananamatic! I have the INT ver, I will try this strategy out because that section usually causes problems for me 

"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: Dodonpachi JP/US version differences (higher rank on JP?
Nice find!
So why does it have to have anything to do with rank? The bullets behaviour can be programmed differently in INT and JP without connection to rank. Or am I missing something?
Also: wrong forum, it's strategy. Let's have one place for the really important cool stuff please (i.e. strategy).
So why does it have to have anything to do with rank? The bullets behaviour can be programmed differently in INT and JP without connection to rank. Or am I missing something?
Also: wrong forum, it's strategy. Let's have one place for the really important cool stuff please (i.e. strategy).
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Bananamatic
- Posts: 3530
- Joined: Fri Jun 25, 2010 12:21 pm
Re: Dodonpachi JP/US version differences (higher rank on JP?
Actually I think I was wrong, it might have nothing to do with the version at all, the behavior seems just really odd and random and determined way before that sectionPlasmo wrote:Nice find!
So why does it have to have anything to do with rank? The bullets behaviour can be programmed differently in INT and JP without connection to rank. Or am I missing something?
Also: wrong forum, it's strategy. Let's have one place for the really important cool stuff please (i.e. strategy).
though considering that sdoj has a part where you can manipulate behavior, who knows (but sdoj is also way newer and probably not relevant)
Hibachi still feels consistently faster though (or just has less slowdown?), the slowest final attack with consistent slowdown just doesn't seem to exist and just also got another faster speed variation on the 3rd attack that I don't remember from int version
or it might just be another thing that's determined way before 2-7 and difficult to actually test with savestates
I'd still use jp version if you're serious about the game just to be on the safer side
Re: Dodonpachi JP/US version differences (higher rank on JP?
But "fierce fier power"I'd still use jp version if you're serious about the game just to be on the safer side

"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc