ESPGaluda/Dodonpachi Daioujou PS2/Arcade

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
Palmer Eldritch
Posts: 185
Joined: Mon Feb 28, 2005 11:53 am
Location: Surfing the center of a superstring, headed upreality...

ESPGaluda/Dodonpachi Daioujou PS2/Arcade

Post by Palmer Eldritch »

How exact and close to their respective arcadeparents are these PS2 conversions?

--Michael
User avatar
BulletMagnet
Posts: 14159
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Post by BulletMagnet »

I haven't played the original arcade incarnations myself, but according to most sources that I've heard the ports are very good, not to mention that they include extra modes, replays and such.
User avatar
Tomtom
Posts: 320
Joined: Wed Jan 26, 2005 12:44 am
Location: Bloomington, IN, USA
Contact:

Post by Tomtom »

I've played the arcade DOJ briefly (thanks PaCrappa :)), and there is very little difference that I could see as far as I remember. Arika did some excellent work. Don't know about Galuda, though.
User avatar
system11
Posts: 6290
Joined: Tue Jan 25, 2005 10:17 pm
Location: UK
Contact:

Post by system11 »

Galuda is just as good as the DOJ port. Same age almost, same hardware port, probably the same engine code.
System11's random blog, with things - and stuff!
http://blog.system11.org
User avatar
GaijinPunch
Posts: 15853
Joined: Mon Jan 31, 2005 11:22 pm
Location: San Fransicso

Post by GaijinPunch »

The PS2 port of ESPGaluda is perfect as far as I can tell (and I've played a decent amount in the arcades) except that they've left out that hardware limitation which happens when you get too many ingots on screen at once (thank God). You can see this in portions of Ketsui as well.
User avatar
Dave_K.
Posts: 4570
Joined: Wed Jan 26, 2005 5:43 am
Location: SF Bay Area
Contact:

Post by Dave_K. »

GaijinPunch wrote:The PS2 port of ESPGaluda is perfect as far as I can tell (and I've played a decent amount in the arcades) except that they've left out that hardware limitation which happens when you get too many ingots on screen at once (thank God). You can see this in portions of Ketsui as well.
Can you explain what this issue is with the pcb hardware limitation in certain circumstances? All I notice (from the dvd replay which is pcb based) is that some bosses explode with a static bug on the PCB...but I also herd from RFK that the PCBs are a little slower than the PS2 port in certain parts of the game (I forget which one he was talking about...probably ddpdoj). Since there is no "wait" option on the ps2 ports, I'm assuming its as close to the actual pcb timing as possible (which means wait is always on).
User avatar
zinger
Posts: 1385
Joined: Sun Jan 30, 2005 10:58 pm
Location: Sweden
Contact:

Post by zinger »

I thought there was some kind of audio bug in ST 1 of the ESPGaluda PS2 port.
Valgar
Posts: 786
Joined: Sun Jan 30, 2005 3:40 pm
Location: Holy Diver
Contact:

Post by Valgar »

zinger wrote:I thought there was some kind of audio bug in ST 1 of the ESPGaluda PS2 port.
Yes I could hear it every time. Also during the 3rd boss final attack some of the bullets would not appear in the PS2 version while in the "red" mode.
User avatar
GaijinPunch
Posts: 15853
Joined: Mon Jan 31, 2005 11:22 pm
Location: San Fransicso

Post by GaijinPunch »

What's the audio bug? I assume my stage 3 pattern does not allow me to see that defect.

The one I'm referring to (which you can see in the replay DVD) is when you get too many of the big ingots on screen at once. They get all... funky. You can see this when you get a lot of 5-blocks on Ketsui as well, but it's much less noticeable there.
Post Reply