popcorn blotting out the sun: a Dotechin thread

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Gungriffon Geona
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popcorn blotting out the sun: a Dotechin thread

Post by Gungriffon Geona »

So while we all revel in the fun times of stupidly complex bullet patterns, I can't help but wonder why every game honestly has to be like that? Why can't you get something that's a bit different overall but still feels at home to those difficulty obsessive people?
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http://homepage3.nifty.com/FNG/htm/fm.htm
Certainly not with a giant robot parody, you would think.
However, I must say Dotechin (or Flying Nice Guy, as it seems the english name is.) is extremely unique in it's approach of the genre. Rather than spew bullets, it spews enemies. And not just a few, guite literally thousands. The score counter is based upon how many you destroy, and it can rise at an extremely fast rate during levels and boss battles.
Overall, I have to say this game captures the spirit of what pure adrenaline is about. The enemy patterns are usually some of the most complexly laid out patterns I've seen for enemies. If these were bullets you'd probably be having a spasm at the obsene ammount and how they can come from anywhere. Even your own allies are fair game, and may very well ram you too.
Thankfully, your Flying Nice Guy is equiped to handle this, if not in spades. You have 360 fire at all times, several different powerups, bombs that charge from destroying many enemies, and several weapons that can become part of your permanent arsenal. Coupled with the ability to boost and call out reinforcements, and you have one of the most powerful shooter ships in the history of the genre.
Now if only he didn't have to worry about that one stray coming in and smacking him.

One of the more major points of the game, and part of scoring technique for it, is pressing and holding the boost button. unlike most games where you are set at a scrolling speed at all times or it's specifically scripted, Dotechin allows you the ability to 'speed things up' in the levels. while how long a level takes to complete remains the same, the interesting point comes from how all patterns are sped up incredibly fast, and things moving forward move faster, and things from behind are as expected, trying to catch up. bosses for the most part aren't affected by this, which is a very good thing. If they were the game would become less fun doring boss encounters.
Speaking of bosses, I think they are actually one of the few things with a standard affair attachment to them. Most however are content with taking chase after you as well as spewing destructibles in every way imaginable. Some bosses are as small as your character, and one boss is even an entire stage that makes up a huge flying battleship. They can be incredibly varied for what would seem rather simple.


What exactly is important as for as this game and it's levels and progression though? The fact you have to really play this right in order to get higher scores and thusly, unlock seperate paths with much higher destroy racking possibilities. If you can end stage 1 with atleast 7000 destroys, you get Stage 2B, which is another city based level, but set at night and far far denser patterns than 2A in the clouds. There also stages that add to the length of the game that can be unlocked, such as stage 3.5 which tells how exactly you get to stage 4. (I think the destroy lock is minimum of 30k, not sure if it's slightly lower though.) I can't really say much about other unlocks because I can't get past stage 4 without continuing after getting demolished.
Now, this game would be painful if it had lives or, god forbid, level restart. It makes up for this by giving you a specific ammount of times you can be hit. This CAN be extended, however as I've seen it's only in destroy unlock levels or levels much later on in the game. In these cases you get addons to your FNG where, if you manage to not get hit until that point, or in my case try to start from that level, you get hit extentions that go beyond what your hit counter shows. It should be noted that being hit, rather than being punished, is actually considered forgivable by the game, and the lower your health gets, the more you are allowed to fire. By the time you have no hits left, you'll be firing all the different collectable weapons at the same time with your FNG having red eyes, as though your FNG went berserk.

Now, I admit I can't beat this game yet. I've put many hours into it, and I am still learning new tricks to maximize score and staying alive longer. It's frustrated me as there's alot of ways to die from not guaging where exactly your shots are firing, and how to make sure enemies are going towards your point of condenced fire. I have honestly been driven mad at points because it sometimes makes no sense.

And I love every minute of it.
The tone of the game is extremely lighthearted, and often I find the graphical style hilarious for how exaggerated and bizarre it can be. The music and it's "SUPER HEROIC GUY TO THE RESCUE" tone just adds to the whole style, making it seem like this one lone super-mass produced killing machine really can save the day, and save itself from everyone else trying to save the day. Though I must admit, there are plenty of the gundam-ish points, being that the level progression and boss encounters do have a somewhat interesting tie-in with the original Gundam. This is especially true when you reach stage 5, where you are pit against three superpowered fake FNGs ala the black tristar. or the oddly white base inspired raft in the background of Stage 6A. I could even say 6A's boss reminds me alot of the ZeonG in how it splits up to attack you.
The overall fact you are basically having fun just blowing things up is incredibly satisfying. Explosions everywhere, filling the speakers with blast noises and other crazy things, and the little jingles that make up the HUD noises create a sensation of giddyness. The game must have taken a good while to finish because the formula here is extremely balanced, making it perfectly playable despite how daunting it seems at first.

I think I've honestly droned on enough, it's obvious I like the game, so maybe you could give it a shot. hell posting a score or two wouldn't hurt. I'd like to see someone better tackle this behemoth.
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Post by GaijinPunch »

I'll wait for the movie.
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Post by sven666 »

no screenshots = fail

sorry man i cannot be bothered to read all that without a single enticing screen, no matter how much i love big robots.. :?
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
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Post by captain ahar »

Image

not that they are exactly high quality, but it is something.

that being said i did not try it out.
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Post by Udderdude »

Ok, I just gave it a try up to level 3. It was like you said .. endless waves of popcorn enemies from all angles.

Found it amusing at first, then just found myself sitting in the middle, hitting the fire button over and over and using the special attack on bosses pretty much instantly killed them.

It didn't seem like the gameplay could really go anywhere besides more enemies, and the amount of shit flying around the screen made it impossible to really see anything, so there's not much room for strategy.

I didn't try playing for score, figuring out the best way to score in that giant mess of crap flying around didn't seem paticuarly interesting to me.

I guess it's original, but not every original idea is actually good/fun .. well, it wasn't fun for me anyway :P

I did laugh at the intro screen that shows the earth instantly surrounded by popcorn enemies.
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Post by Gungriffon Geona »

bombing actually isn't that useful if you don't let the charge sit. It's definitely far more than just 'more enemies' later on as well, as it seems that most levels are limited to 10k, and that's only if you really milk bosses. Really, the game rather plays with the formations to make it harder to dodge while holding boost. (I am gonna be serious here, they must've added boost just to make sure it had a huge difficulty curve if you felt like playing WE HATE YOU gameplay, but atleast it's forgiving in that aspect.) This can range from sending higher HP enemies out in a way to block your fire for awhile, (Such as carriers) enemies with extremely fast formations that force you to move out of their way, (Usually indicated by a red warning to where they're coming from, unless the game simply can't draw everything from the ammount of shit flying around.) Or enemies that split and toss themselves at you at high speeds. That and ramming AI that seeks you (See the first level and the green/brown things that will chase if you back away from them.)
The game becomes very positioning important as it continues on, and often you aren't going to be allowed the chance to stop moving in secret or later levels. (Stage 4 has you flying through a base where if you get caught on a wall you might die from being smashed against the back of the screen. enemies in this level tend to have lots of throwing and other stuff, so choosing the quickest path to either of the two bosses will make it less overall dangerous.)

Okay, screenshots time
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This is what happens when you hold a bomb charge (I shit you not) 3 levels straight. you get a secret charge marked with the end of the main theme's jingle, and the charge bar flashes. Needless to say, nothing much will survive this attack.

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This is (what is left of) the Stage 2B boss, which is actually one of the easiest and one of the hardest at the same time. it's basic pattern is flying across the screen until it reaches the edge, then turning around and either speeding at you or floating aimlessly across. this isn't so bad, atleast until it starts sending out clone images of itself to confuse you (thankfully the clones can't hurt you and are just for confusion.)
since you can't really see it, I cropped it out of the runtime RTP for stage 2 so you CAN see it.
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Stage 3 boss, stays down in the water firing cluster missiles at you, and when damaged badly will fire harder to destroy clusters at you (which aren't too bad unless they split right next to you or somthing.)

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Not a screenshot, but something I found quite interesting. Seems this is the true final boss of the game, judging that it's in one of the stage runtime RTPs as well as having it's own cutscene. I rather love how it's shaded overall, and has such a I AM GOD DAMN REDICULOUS look to it. Now if only I could reach it.
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Post by kemical »

this game is pretty awesome
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Post by Udderdude »

Gungriffon Geona wrote:Not a screenshot, but something I found quite interesting. Seems this is the true final boss of the game, judging that it's in one of the stage runtime RTPs as well as having it's own cutscene. I rather love how it's shaded overall, and has such a I AM GOD DAMN REDICULOUS look to it. Now if only I could reach it.
The best part is that one of the popcorn enemies is hiding in it .. :P
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Post by shoe-sama »

wheres da bullets
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Post by shoe-sama »

wheres da download link

all i see are text documents
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Post by Gungriffon Geona »

you is lazy and should learn to english
http://files.filefront.com/dote196lzh/; ... einfo.html
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Post by spadgy »

Gungriffon Geona wrote:you is lazy and should learn to english
http://files.filefront.com/dote196lzh/; ... einfo.html
Watch yourself. Shoe-sama is a secret genius. One day he'll rule us all...

I did enjoy this for a while. Nice style to it and pretty good sense of humour too, which is good...
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Post by shoe-sama »

too much crap

can't see anything

walls ohko'd me in 4
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Post by Gungriffon Geona »

yeah stage 4 is a regular bitch. :[
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Post by shoe-sama »

stage 4 has more than 1 possible boss
the crystal core being the more awesome one
i died at stage 5 boss

i dunno if there was actually a boss but it said warning then these popcorn enemies killed me
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Post by Gungriffon Geona »

stage 5 would be the tri-star doodz who are comparable to you and also have the ability to boost and shit. I swear that stage has a secret boss of some sort, but I can't figure out how to reach it.
also I think there's 3 bosses to stage 4, but I've only been able to find the crystal core and the barbell launching thing. (also that level can be rediculously long if you take the right path through the stage. you can go through each area of the stage and maximize score, but getting past that one area with shitloads of walls can be best described as painful. :/ )
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Post by shoe-sama »

also what are the unlock requirements for superbosses and bonus/alternate stages?
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Post by Gungriffon Geona »

to get stage 2B, on stage 1 you have to destroy at minimum 7000-7500. stage 3.5 I believe you need 28k-30k, something along those lines. (stage 3.5 is also one of the nicer stages in the game.)
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Post by shoe-sama »

yeah yeah you unlock the superbosses to get the destroy count up

how do you unlock the superbosses
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Post by Gungriffon Geona »

dunno about super bosses. I figure those are always in the secret stages or something, but I could be wrong.
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Post by shoe-sama »

no i meant the stage bosses except with lotsa hp + 1 extra form at the beginning
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Post by Gungriffon Geona »

there is none you is not paying attention.
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