LiveWire ports SaiDaiOuJou to the Switch (all regions)

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Tokyo-J
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Re: LiveWire ports SaiDaiOuJou to the Switch

Post by Tokyo-J »

To Far Away Times wrote: Sun Dec 15, 2024 8:46 pm
XoPachi wrote: Sun Dec 15, 2024 8:11 pm So what did EXA mode change? I've never looked at an overview for it and obviously never have played it (and never will).
I’m no expert at the game, but I got a chance to credit feed through it a few months ago.

It’s balanced to be easier with less dense bullets and you get a ton of hypers. Many of the bullet patterns are changed too. It’s a total overhaul of the game.

The final stage really picks up in difficulty, but I’m pretty confident I could clear it if I put in the time, whereas normal SDOJ is probably out of reach for me.

I would buy this version in a heartbeat if it was ever released on consoles or Steam.
Yeah I have been unable to clear SDOJ and I have been playing religiously since 2012. One of a few Cave shmups I have yet to clear 1CC.
A Hardcore gamers reaction to the Lack of Kinect games. Apparently i could of played Dodonpachi with it if i beat a entirely in Japanese Visual Novel piece of shit game called Instant Brain
Tokyo-J
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Tokyo-J »

Ms. Tea wrote: Sun Dec 15, 2024 3:15 am I see the thread title got updated to "all regions", so just to keep expectations in check - the English trailer links to the Hong Kong store page, and right now the only store pages up are Japan, Hong Kong and South Korea. Feels like there's a chance we might not get it outside Asia.
I had posted that is was coming Outside of ASIA but untranslated. That has occurred. My intel is always on point. See previous posts.
A Hardcore gamers reaction to the Lack of Kinect games. Apparently i could of played Dodonpachi with it if i beat a entirely in Japanese Visual Novel piece of shit game called Instant Brain
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by PC Engine Fan X! »

Playing the Cave SH-3 based DDP-SDOJ arcade rom through emulation on a candy cab setup running in 320 x 240p resolution is quite something, especially with proper tate support.

Another issue with both the 360 and Switch ports of DDP-SDOJ is, there's no option for scanline filter for completeness -- so by adding an external HD SLG (Scanline Generator) device between a docked Switch console and your choice of end-user gaming monitor, that particular problem is solved/taken care of.

PC Engine Fan X! ^_~
Last edited by PC Engine Fan X! on Thu Dec 19, 2024 5:06 pm, edited 1 time in total.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Tokyo-J »

PC Engine Fan X! wrote: Thu Dec 19, 2024 4:24 pm Playing the Cave SH-3 based DDP-SDOJ arcade rom through emulation on a candy cab setup running in 320 x 240p resolution is quite something, especially with proper tate support.

Another issue with both the 360 and Switch ports of DDP-SDOJ is, there's no option for scanline filter for completeness -- so by adding an external HD SLG device between a docked Switch console and your choice of end-user gaming monitor, that particular problem is solved/taken care of.

PC Engine Fan X! ^_~
How are you getting 320 X 240P resolution out of a PC or Emulator that you are using? How is it connected and what is your setup? I currently have an Egret II but I only run PCB's. For PC or Consoles I have to use my Naomi Net City VGA.
A Hardcore gamers reaction to the Lack of Kinect games. Apparently i could of played Dodonpachi with it if i beat a entirely in Japanese Visual Novel piece of shit game called Instant Brain
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by reckon luck »

Tokyo-J wrote: Thu Dec 19, 2024 3:30 pm
Ms. Tea wrote: Sun Dec 15, 2024 3:15 am I see the thread title got updated to "all regions", so just to keep expectations in check - the English trailer links to the Hong Kong store page, and right now the only store pages up are Japan, Hong Kong and South Korea. Feels like there's a chance we might not get it outside Asia.
I had posted that is was coming Outside of ASIA but untranslated. That has occurred. My intel is always on point. See previous posts.
any word on a Steam release?
Tokyo-J
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Tokyo-J »

reckon luck wrote: Thu Dec 19, 2024 4:52 pm
Tokyo-J wrote: Thu Dec 19, 2024 3:30 pm
Ms. Tea wrote: Sun Dec 15, 2024 3:15 am I see the thread title got updated to "all regions", so just to keep expectations in check - the English trailer links to the Hong Kong store page, and right now the only store pages up are Japan, Hong Kong and South Korea. Feels like there's a chance we might not get it outside Asia.
I had posted that is was coming Outside of ASIA but untranslated. That has occurred. My intel is always on point. See previous posts.
any word on a Steam release?
Livewire has yet to release any of the Cave ports on Steam. However, they did publish Radiant Silvergun so anything is possible.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Ms. Tea »

Wow, very pleasant surprise. Didn't think this would happen globally yet! Well, enjoy the game everyone.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by PC Engine Fan X! »

Tokyo-J wrote: Thu Dec 19, 2024 4:47 pm
PC Engine Fan X! wrote: Thu Dec 19, 2024 4:24 pm Playing the Cave SH-3 based DDP-SDOJ arcade rom through emulation on a candy cab setup running in 320 x 240p resolution is quite something, especially with proper tate support.

Another issue with both the 360 and Switch ports of DDP-SDOJ is, there's no option for scanline filter for completeness -- so by adding an external HD SLG device between a docked Switch console and your choice of end-user gaming monitor, that particular problem is solved/taken care of.

PC Engine Fan X! ^_~
How are you getting 320 X 240P resolution out of a PC or Emulator that you are using? How is it connected and what is your setup? I currently have an Egret II but I only run PCB's. For PC or Consoles I have to use my Naomi Net City VGA.

For Tokyo-J,

View this thread here: viewtopic.php?t=61134&start=30

I use a Crown Arcade "Raspberry Pi to Jamma" pcb (sold on eBay) with a Raspberry Pi 4B+ with 8gb running RGB-Pi OS4 front end with Final Burn Neo emulator running all the Cave SH3 based arcade roms with the exception of a certain Mushi title -- you have to hook up an usb keyboard to the Raspberry Pi 4 itself just to properly "credit/coin-up" a game though. With DDP-SDOJ, it'll display in tate but it requires it being run in yoko mode first to display it in full-screen tate at 320 x 240p resolution -- it was through "trial 'n' error" that I got SDOJ to tate properly. Quite impressive to see it up and running on a candy cab nevertheless.

For greater versatility, you can hook up an usb-based arcade rotary spinner and usb-based arcade trackball setup to use with arcade roms that use those specific type of dedicated controller interfaces (i.e. -- Tempest, Arkanoid, Arkanoid II: Revenge of Doh, Centipede, Millipede, Missile Command, Crystal Castles, Rampart, etc). I use a Tornado Spinner with usb 2.0 interface (found on eBay) and it works like a charm -- it has two ball bearings installed for a truly silky-smooth rotary spinning action.

PC Engine Fan X! ^_~
Last edited by PC Engine Fan X! on Thu Dec 19, 2024 7:27 pm, edited 2 times in total.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Sima Tuna »

I saw the game stealth dropped on the Eshop overnight. Not sure if I'm going to jump in at launch for $35, or just wait a little while first.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by PC Engine Fan X! »

The initial $34.99 usd price might seem a bit high but well worth it in the end as an "insta-buy." Of course down the road, it'll be discounted -- it's a given. It's just a matter of time when it'll be cheaper, however long that may be, is anyone's guess.

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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Tokyo-J »

PC Engine Fan X! wrote: Thu Dec 19, 2024 5:35 pm
Tokyo-J wrote: Thu Dec 19, 2024 4:47 pm
PC Engine Fan X! wrote: Thu Dec 19, 2024 4:24 pm Playing the Cave SH-3 based DDP-SDOJ arcade rom through emulation on a candy cab setup running in 320 x 240p resolution is quite something, especially with proper tate support.

Another issue with both the 360 and Switch ports of DDP-SDOJ is, there's no option for scanline filter for completeness -- so by adding an external HD SLG device between a docked Switch console and your choice of end-user gaming monitor, that particular problem is solved/taken care of.

PC Engine Fan X! ^_~
How are you getting 320 X 240P resolution out of a PC or Emulator that you are using? How is it connected and what is your setup? I currently have an Egret II but I only run PCB's. For PC or Consoles I have to use my Naomi Net City VGA.

For Tokyo-J,

View this thread here: viewtopic.php?t=61134&start=30

I use a Crown Arcade "Raspberry Pi to Jamma" pcb (sold on eBay) with a Raspberry Pi 4B+ with 8gb running RGB-Pi OS4 front end with Final Burn Neo emulator running all the Cave SH3 based arcade roms with the exception of a certain Mushi title -- you have to hook up an usb keyboard to the Raspberry Pi 4 itself just to properly "credit/coin-up" a game though. With DDP-SDOJ, it'll display in tate but it requires it being run in yoko mode first to display it in full-screen tate at 320 x 240p resolution -- it was through "trial 'n' error" that I got SDOJ to tate properly. Quite impressive to see it up and running on a candy cab nevertheless.

For greater versatility, you can hook up an usb-based arcade rotary spinner and usb-based arcade trackball setup to use with arcade roms that use those specific type of dedicated controller interfaces (i.e. -- Tempest, Arkanoid, Arkanoid II: Revenge of Doh, Centipede, Millipede, Missile Command, Crystal Castles, Rampart, etc). I use a Tornado Spinner with usb 2.0 interface (found on eBay) and it works like a charm -- it has two ball bearings installed for a truly silky-smooth rotary spinning action.

PC Engine Fan X! ^_~
Thank you. Which Mushi title are you not running? Mushihimesama because of the PC port or just because you own a PCB version?
A Hardcore gamers reaction to the Lack of Kinect games. Apparently i could of played Dodonpachi with it if i beat a entirely in Japanese Visual Novel piece of shit game called Instant Brain
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by PC Engine Fan X! »

Tokyo-J wrote: Thu Dec 19, 2024 8:35 pm
PC Engine Fan X! wrote: Thu Dec 19, 2024 5:35 pm
Tokyo-J wrote: Thu Dec 19, 2024 4:47 pm

How are you getting 320 X 240P resolution out of a PC or Emulator that you are using? How is it connected and what is your setup? I currently have an Egret II but I only run PCB's. For PC or Consoles I have to use my Naomi Net City VGA.

For Tokyo-J,

View this thread here: viewtopic.php?t=61134&start=30

I use a Crown Arcade "Raspberry Pi to Jamma" pcb (sold on eBay) with a Raspberry Pi 4B+ with 8gb running RGB-Pi OS4 front end with Final Burn Neo emulator running all the Cave SH3 based arcade roms with the exception of a certain Mushi title -- you have to hook up an usb keyboard to the Raspberry Pi 4 itself just to properly "credit/coin-up" a game though. With DDP-SDOJ, it'll display in tate but it requires it being run in yoko mode first to display it in full-screen tate at 320 x 240p resolution -- it was through "trial 'n' error" that I got SDOJ to tate properly. Quite impressive to see it up and running on a candy cab nevertheless.

For greater versatility, you can hook up an usb-based arcade rotary spinner and usb-based arcade trackball setup to use with arcade roms that use those specific type of dedicated controller interfaces (i.e. -- Tempest, Arkanoid, Arkanoid II: Revenge of Doh, Centipede, Millipede, Missile Command, Crystal Castles, Rampart, etc). I use a Tornado Spinner with usb 2.0 interface (found on eBay) and it works like a charm -- it has two ball bearings installed for a truly silky-smooth rotary spinning action.

PC Engine Fan X! ^_~
Thank you. Which Mushi title are you not running? Mushihimesama because of the PC port or just because you own a PCB version?

It's actually the ESPgaluda II arcade rom that's not playable with Final Burn Neo due to the Mame dev team issuing a "Cease & Desist" order thus preventing the general public from playing it. It turns out all the Cave arcade roms from Donpachi to SDOJ (with the special exception of ESPgsluda II) are playable with Final Burn Neo emulator which is rather impressive with this particular Raspberry Pi 4 powered jamma pcb setup. The RPi-4 motherboard has been overclocked to ensure roms like "graphically intensive" SDOJ runs at it's best, performance-wise. The pre-installed cooling fan mounted on the underside of the Crown Arcade Raspberry to Jamma pcb provides ample and adequate cooling (so no worries in that particular department).

PC Engine Fan X! ^_~
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by hamfighterx »

As far as various releases go, also feels extremely likely that this will get a physical release via the trio of Embracer-related companies: Limited Run in the US, Clear River at retail in Europe, and Super Deluxe at retail in Japan. Just like all three of Live Wire's other Cave STG releases (and Radiant Silvergun).
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Steven »

So I'm guessing that most people here held off on buying this, because normally by now people would be discussing how it is, and I mean not just the lag but also the game itself. Laggy game on 360 + potential for additional Switch lag + digital only + high price + sudden NA launch + still no Europe launch is not an enticing combination to be sure, but it's still surprising that so few have actually bought and discussed it.

Everyone was all over Daioujou immediately even though that was Japan-only, but I guess people kinda hate this game compared to Daioujou for some reason that I've never understood, so...
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by spmbx »

It's a beautiful game but i will never buy this, i guess i'm too much of a filthy casual to enjoy this. I have deathsmiles which i enjoy, but sdoj for me is only fun to watch other people play. It's just way too difficult for me.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Steven »

spmbx wrote: Fri Dec 20, 2024 7:57 am It's a beautiful game but i will never buy this, i guess i'm too much of a filthy casual to enjoy this. I have deathsmiles which i enjoy, but sdoj for me is only fun to watch other people play. It's just way too difficult for me.
Try novice and the 360 arrange if you haven't and can do so for free somehow. Those are way easier than the arcade mode. Even with that, novice is still difficult for a novice mode and is comparable to some actual normal arcade games. I'm thinking of stuff of comparable survival difficulty and it's like... Tatsujin 1-ALL? Even that's most likely easier than Saidaioujou novice survival ALL, though, at least for me. Maybe also Fire Shark on 1P side is about the same difficulty.

I've heard that Saidaioujou is actually not that bad if you pick A-S with no autobomb to get more bombs and just bomb the crap out of the game, as boring as that probably is, and I imagine that should help with a novice clear as well, but I've never tried it myself. Might try it in a little while on 360 unless I decide to play Tales of Rebirth or Daifukkatsu instead... which is likely, in all honesty.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Starfighter »

Ms. Tea wrote: Thu Dec 19, 2024 5:14 pm Wow, very pleasant surprise. Didn't think this would happen globally yet! Well, enjoy the game everyone.
Globally... *cries in europe*
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Dazzymank »

It was my least fave one of Cave series when owned it on 360. Still good but not do don pachi Dajou.
Wil be buying it but only when it comes out in UK. More bothered about viper phase one which is bugger for ps5 so can't buy it and the Raiden fighters collection.
Muchi muchi pork muchi needed
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Marc.bret.87 »

Starfighter wrote: Fri Dec 20, 2024 9:54 am
Ms. Tea wrote: Thu Dec 19, 2024 5:14 pm Wow, very pleasant surprise. Didn't think this would happen globally yet! Well, enjoy the game everyone.
Globally... *cries in europe*
Yeah... Let's hope it eventually releases here
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by LDigital »

Can anyone who bought from the us shop confirm if the banner title on the homescreen shows as English or Japanese? I bought from the Japan shop but even if I download from USA shop the banner is now Japanese no matter what. It appears to be the same build though
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by tomwhite2004 »

PC Engine Fan X! wrote: Thu Dec 19, 2024 9:39 pmIt's actually the ESPgaluda II arcade rom that's not playable with Final Burn Neo due to the Mame dev team issuing a "Cease & Desist" order thus preventing the general public from playing it.
None of this is true.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by tomwhite2004 »

tomwhite2004 wrote: Fri Dec 20, 2024 12:00 pm
PC Engine Fan X! wrote: Thu Dec 19, 2024 9:39 pmIt's actually the ESPgaluda II arcade rom that's not playable with Final Burn Neo due to the Mame dev team issuing a "Cease & Desist" order thus preventing the general public from playing it.
Got a source for this info please?
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by tomwhite2004 »

PC Engine Fan X! wrote: Thu Dec 19, 2024 9:39 pmIt's actually the ESPgaluda II arcade rom that's not playable with Final Burn Neo due to the Mame dev team issuing a "Cease & Desist" order thus preventing the general public from playing it.
Got a source for this info please?
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by tomwhite2004 »

,
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by tomwhite2004 »

,
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by el_rika »

PC Engine Fan X! wrote: Thu Dec 19, 2024 9:39 pm
Tokyo-J wrote: Thu Dec 19, 2024 8:35 pm
PC Engine Fan X! wrote: Thu Dec 19, 2024 5:35 pm


For Tokyo-J,

View this thread here: viewtopic.php?t=61134&start=30

I use a Crown Arcade "Raspberry Pi to Jamma" pcb (sold on eBay) with a Raspberry Pi 4B+ with 8gb running RGB-Pi OS4 front end with Final Burn Neo emulator running all the Cave SH3 based arcade roms with the exception of a certain Mushi title -- you have to hook up an usb keyboard to the Raspberry Pi 4 itself just to properly "credit/coin-up" a game though. With DDP-SDOJ, it'll display in tate but it requires it being run in yoko mode first to display it in full-screen tate at 320 x 240p resolution -- it was through "trial 'n' error" that I got SDOJ to tate properly. Quite impressive to see it up and running on a candy cab nevertheless.

For greater versatility, you can hook up an usb-based arcade rotary spinner and usb-based arcade trackball setup to use with arcade roms that use those specific type of dedicated controller interfaces (i.e. -- Tempest, Arkanoid, Arkanoid II: Revenge of Doh, Centipede, Millipede, Missile Command, Crystal Castles, Rampart, etc). I use a Tornado Spinner with usb 2.0 interface (found on eBay) and it works like a charm -- it has two ball bearings installed for a truly silky-smooth rotary spinning action.

PC Engine Fan X! ^_~
Thank you. Which Mushi title are you not running? Mushihimesama because of the PC port or just because you own a PCB version?

It's actually the ESPgaluda II arcade rom that's not playable with Final Burn Neo due to the Mame dev team issuing a "Cease & Desist" order thus preventing the general public from playing it. It turns out all the Cave arcade roms from Donpachi to SDOJ (with the special exception of ESPgsluda II) are playable with Final Burn Neo emulator which is rather impressive with this particular Raspberry Pi 4 powered jamma pcb setup. The RPi-4 motherboard has been overclocked to ensure roms like "graphically intensive" SDOJ runs at it's best, performance-wise. The pre-installed cooling fan mounted on the underside of the Crown Arcade Raspberry to Jamma pcb provides ample and adequate cooling (so no worries in that particular department).

PC Engine Fan X! ^_~

It's perfectly playable.

You need to enable "Allow patched romsets" within Fbneo (this is how it's called inside Retroarch core at least), and place espgal2.zip in the patched directory from Fbneo/Retroarch.
(Use Old Blitter with Clip Margin (test) - off. Set 50% cpu and 61% blitter ~ overall 90% accurate, except for slowed down intro menu/screen)
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Johnpv »

LDigital wrote: Fri Dec 20, 2024 11:29 am Can anyone who bought from the us shop confirm if the banner title on the homescreen shows as English or Japanese? I bought from the Japan shop but even if I download from USA shop the banner is now Japanese no matter what. It appears to be the same build though
I bought it on the US eShop and the banner title is in Japanese. Outside of the options (and even then not all of the stuff) everything is in Japanese.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by BloodHawk »

Steven wrote: Fri Dec 20, 2024 5:34 am So I'm guessing that most people here held off on buying this, because normally by now people would be discussing how it is, and I mean not just the lag but also the game itself. Laggy game on 360 + potential for additional Switch lag + digital only + high price + sudden NA launch + still no Europe launch is not an enticing combination to be sure, but it's still surprising that so few have actually bought and discussed it.

Everyone was all over Daioujou immediately even though that was Japan-only, but I guess people kinda hate this game compared to Daioujou for some reason that I've never understood, so...
I picked it up yesterday on the US eShop. It plays good, but going back and forth between the 360 and Switch ports I can ever so slightly tell a difference in the input lag. Maybe 1 frame more for the Switch, but I am going through a Brook Wingman NS converter with a wired 360 controller, so the difference could just be from the converter and going through the Switch's USB port. I will try a quick and dirty test recording slo-mo with my phone later today.

For slowdown, I haven't directly compared the ports as I am nowhere near a seasoned SDOJ pro, but there is plenty of it on the Switch so I don't feel like there is an obvious lack of it.

The only little hiccup I noticed was that one time the instant I continued after dying there was a fraction of a second where the existing bullets on screen then accelerated to a late game Psikyo-like speed, but that only happened once out of 50+ continues so far and it lasted for maybe a quarter of a second, just enough for my brain to catch it. It's not a big deal as my ship hadn't even respawned from the bottom of the screen yet, but I don't recall that happening on 360.

For those who are wondering, this is an exact 1:1 copy of the 360 port, no additional translations.
hamfighterx wrote: Fri Dec 20, 2024 1:22 am As far as various releases go, also feels extremely likely that this will get a physical release via the trio of Embracer-related companies: Limited Run in the US, Clear River at retail in Europe, and Super Deluxe at retail in Japan. Just like all three of Live Wire's other Cave STG releases (and Radiant Silvergun).
I hope the Super Deluxe gets a Chip-Tune OST like the others did. I always found those as an enjoyable chance of pace. It is odd though that Mushi got the Chip-Tune treatment on a separate CD but not as a selectable in-game BGM. All of the other SDX games had the option to use it as the game's BGM. I hope it's actually still on the cart and maybe the option got accidentally patched out or something so they can fix it soon.
Last edited by BloodHawk on Fri Dec 20, 2024 5:37 pm, edited 2 times in total.
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by Starfighter »

Johnpv wrote: Fri Dec 20, 2024 3:07 pm
LDigital wrote: Fri Dec 20, 2024 11:29 am Can anyone who bought from the us shop confirm if the banner title on the homescreen shows as English or Japanese? I bought from the Japan shop but even if I download from USA shop the banner is now Japanese no matter what. It appears to be the same build though
I bought it on the US eShop and the banner title is in Japanese. Outside of the options (and even then not all of the stuff) everything is in Japanese.
So it's the identical thing, okay! It's good to know in some cases, like when I bought the Clear River cartridges of Espgaluda 2, Mushihimesama, Radiant Silvergun etc, none of them granted me those bonus coins that newly purchased cartridges generate because the games were the wrong region (as far as my Switch was concerned, it was japanese games bought in Japan).
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Re: LiveWire ports SaiDaiOuJou to the Switch (all regions)

Post by BloodHawk »

So I recorded a very quick and dirty comparison at 240fps. Since I don't own an indicator light it's a struggle to measure movement delay, so I have to position the camera with the controller in the foreground in a way I can visually confirm full button press and wait for an indication of a shot starting to come out instead. So these numbers should not be considered official measurements for the game's overall lag as I am sure others may have faster setups and can measure movement. The purpose of this is to just measure the difference between the 2 ports in a consistent manner. My TV is an LG C3 OLED, obviously with all of the game mode/lag reduction stuff on. Using Type A ship with the "Shot" type outfit.

X360, using official wired 360 controller across 10 measurements averaged 19 frames at 240fps (so 4.75 average frames of delay at 60Hz).

Switch, using same controller through a Brook Wingman NS converter averaged 24.5 frames at 240fps (6 average frames of delay at 60Hz)

However, since that measurement was going through a converter and the Switch's USB port, I tried the Pro Controller via wireless, and that averaged 23 frames at 240fps (5.75 average frames of delay at 60Hz).

We will see if others with better setups measure similarly, but I am confident the Switch port has an extra frame over the 360.
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