Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

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Skykid
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Skykid »

sven666 wrote:autobomb is still there...
Great, that's pretty much buggered it then. :roll:
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by brentsg »

Skykid wrote:
sven666 wrote:autobomb is still there...
Great, that's pretty much buggered it then. :roll:
We don't have much to go on at this point, so it could always be optional now. Also can just play power mode..
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Gwyrgyn Blood »

Also there is some new shot type/formation, for example he can be shooting the laser but also have the shot options shooting at the same time. Can also happen in hyper mode. Not sure what controls when it is happening.

Lasering stuff in this new formation seems to raise the new meter up. Some bees seem to raise the meter a lot when you grab them too. Using the normal laser or shot makes it drop slowly. The meter seems like it might control rank during stages. When the meter is in Red or higher though, you earn a crap-ton more hits from lasering stuff.

Also you can bullet cancel medium sized enemies just by killing them and their bullets turn into the items. Killing some large enemies can still bullet cancel the whole screen as well.

There is also a new indicator under your hit counter. It seems to indicate how many bullets you canceled by killing an enemy. This number is added directly into your hit counter. So, it seems to be borrowing some scoring bits from Futari here.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by mrtie »

Animaitor, Thanks so much for getting footage, and getting it up so fast. I love the world of technology we live in today. So basically, if I'm reading correctly, optional auto bomb, different boss patterns, lower counter, default mid bosses, and some sorta rank bar? Interesting, to say the least.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Skykid »

Just watched the vid. Had to tate my head. :)

Looks like a slight palette change, and did the 1st stage mid-boss always appear with that screen warping effect? Can't remember if it was there originally.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by brentsg »

Skykid wrote:Just watched the vid. Had to tate my head. :)

Looks like a slight palette change, and did the 1st stage mid-boss always appear with that screen warping effect? Can't remember if it was there originally.
It happens when you perform the required actions to trigger the oldschool DDP boss encounters as mids.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Skykid »

brentsg wrote:
Skykid wrote:Just watched the vid. Had to tate my head. :)

Looks like a slight palette change, and did the 1st stage mid-boss always appear with that screen warping effect? Can't remember if it was there originally.
It happens when you perform the required actions to trigger the oldschool DDP boss encounters as mids.
Wow, that's cool - didn't know it was there. What are these required actions?
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Taylor
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Taylor »

  • Going to stop guessing what causes the bar to increase. Just seems to be lasering stuff or proximity. But when it goes over into red:
    • Enemy patterns become stronger
    • Enemy patterns become harder to cancel.
  • He does seem to select auto-bomb on the ship screen, rather than it being automatic.
  • Boss-patterns seemed much harder to cancel.
  • Hit-Counter works differently during bosses, perhaps to stop milking.
  • Rapid destruction bonuses?
  • Hyper is much slower to fill.
  • Your bomb stock doesn't increase on death, stays at 3.
  • Some enemies cancel their shot on death.
  • Shot+Laser. I have a feeling me pressing A+C for focus is going to cause problems!
  • Stage 5 Bullshit Lasers Section contains 110% more bullshit!
Skykid wrote:Wow, that's cool - didn't know it was there. What are these required actions?
This seems debated as most people say you need to collect all bees. But kill the silos in stage 1 (don't let enemy tanks do it or bomb) and don't reveal then leave the 3 bee's (not revealing or collecting is fine). Then all bosses will appear unless you reveal but leave a bee (though for the next stage) or die/manual bomb during the secret boss sections. If you miss secret boss 1-2 but still collect every bee then secret boss 3 will appear anyway. [My] silo route is something like this (with tanks), for when you're next down ;)

Code: Select all

......	......
......	......
T..o..	8..7..
......	......
..o..T	..6..5
......	......
T...o.	4...3.
..o...	..2...
o.....	1.....
......	......
...^..	...^..
Edit: Going to stop editing this now!
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Gwyrgyn Blood »

Taylor wrote:Going to stop guessing what causes the bar to increase. Just seems to be lasering stuff or proximity. But when it goes over into red:
Shot+Laser. I have a feeling me pressing A+C for focus is going to cause problems!
It's this. When you use the new 'combo' laser type, your meter builds up. When you use regular laser or shot, it drops down. I think it's just collecting the final bee that makes it jump up a lot too. Getting the meter to red also makes your laser jack up your hit counter like crazy.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Animaitor »

I'm sure the shmup members that had a chance to play it yesterday will give their impressions. I'll update the rest of the videos today. Takes 4+ hours to reencode each damn clip! Some videos show different game modes, so that might help to figure out what differs between daifukkatsu and the BL...
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by WarpZone »

Taylor wrote:it’s still better to devote yourself to a bomb [rather than auto-bomb].
Yeah, this is what I thought. I haven't played DFK, but it seems the auto-bomb just smoothens the difficulty by preventing slippery slope if you die with a full stock, encourages diving into hard patterns to learn them, and is discouraged as you get better anyway. It's something I'd like to see more in general, and a thoughtful implementation would have certainly improved Mushi Futari's difficulty curve.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by t0yrobo »

Thanks for those videos, they look amazing in hq.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by chempop »

Those are awesome videos!!! I can see why there is a controversy over the auto-bomb. I don't mind it so much in the mushi1+2 arrange modes, but I don't think I'd care for it in a standard version of a game... is this the first Black Label that has auto-bombing?

I know people complain about the mecha-lolis, but I like how they transform. Granted, they seem a bit out of place.

I'm going to have to grab one of the DOJ ports before this hits console, I'm way behind on the pachi series :oops:
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by adversity1 »

Auto-bomb is optional and even if you choose bomb mode, you have at max 3 bombs per ship.

So the wait in the arcades shouldn't be that bad.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Animaitor »

t0yrobo wrote:Thanks for those videos, they look amazing in hq.
Thanks! Unfortunately the screen I was filming at was of very low quality (some cheap LCD). It was impossible for me to stand behind the guy playing and not get caught by the Hey employees. The image from the Egret II was gorgeous!!
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by GaijinPunch »

This totally slipped my fucking mind. Forgot to go yesterday......
Wonder if it's worth going out there tonight.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by drboom »

I think I speak for all us Westerners who actually live in the west: yes.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Taylor »

WarpZone wrote:
Taylor wrote:it’s still better to devote yourself to a bomb [rather than auto-bomb].
Yeah, this is what I thought. I haven't played DFK, but it seems the auto-bomb just smoothens the difficulty by preventing slippery slope if you die with a full stock, encourages diving into hard patterns to learn them, and is discouraged as you get better anyway. It's something I'd like to see more in general, and a thoughtful implementation would have certainly improved Mushi Futari's difficulty curve.
After Deathsmiles and DoDonPachi Daifukkatsu it's clear lowering the entrance difficulty level is something Cave want to do. While smart, given the state of genre, unfortunately this concession to accessibility requires spectators to actually distinguish between low and high level play, which a lot of people seem to have great amount of trouble doing. People bitch about DoDonPachi: Daifukkatsu 1.5 auto-bomb when you can select Power Mode and the previous versions bomb system was much more lenient, just like they bitched when Deathsmiles came out and you could Rank 1 and skip the canyon.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by apple arcade »

they should make auto bomb optional.

that way those who need it could use it and more advanced players could do their thing without it.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by emphatic »

Meh, just make autobomb deplete your stock completely, and it should be balanced nicely. This way you'll get the risk/reward system in check with bombs as well.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Taylor »

This thread... Auto-bomb is now optional on all modes and there are less bombs. It was optional before by picking Power. And auto-bombs are no where near as good as manual bombs. Can we just move on to complaining about hypers now? Then, in 3 pages time, maybe talk about Black Label?
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by system11 »

Nice to see the loss of auto bomb, even as a very mediocre player (at best), the autobomb just used to annoy me.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Udderdude »

Taylor wrote:Can we just move on to complaining about hypers now?
Yo dawg, we heard you like hypers, so we put a hyper in your hyper so you can hyper while you hyper.

Hyper.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Animaitor »

Done uploading all the footage I have. mrtie, you are welcome to copy the links from the second page to your first message so people will find them easier if you want.
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Skykid »

Taylor wrote:Auto-bomb is now optional on all modes
Great news. :D
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by caincan »

THX animaitor for these devotion videos to the community :)
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by Animaitor »

hahaha! Sorry Necronopticous. I actually made the clips on both TATE modes but I'm afraid people with old CRT monitors and notebooks will have a little problem. On my next videos I'll add scanlines :twisted:
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by yosai »

Thanks for taking the time and effort top record and upload these. :D
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Re: Dodonpachi Daifukkatsu BLACK LABEL[Cave 2009/10?]

Post by mrtie »

New info From EOJ and Translation by Powerfuran over at cave-stg.com.

http://nicolai.blog22.fc2.com/blog-entry-376.html Japanese blog post about the various changes.

"A brief overview of the main points indicated, feel free to correct/elaborate:

-there's a new shooting mode called "red" (reddo, 烈怒). You enter that mode by pressing A+C. It's a combination of shoot+lasers, and apparently it produces the highest amount of damage (this is quite reasonable).

-Hitting enemies in red mode fills up the upper left gauge. When the gauge is filled to the indicated threshold, enemy fire doubles. When it is filled up to almost 4/5, the kanji 烈怒 flashes and real hell begins. The blogger calls this situation "red zone". While in the red zone, bullets are almost twice as fast and bullet patterns are 3 to 5 times harder. Basically this will make some people change their way of playing, in that most players enter laser mode by pressing A while C is still being pressed down.


Something on hypers:

-while not in red mode, hyper meter doesn't build up, or it does very little.

-while in red mode, hypers last very little time.

-hit counter doesn't increase if you're not in red mode

-basically, if you're not in red mode you cannot score.

-some enemies produce their bullet cancelling effect, as explaned by adverse.

-auto bomb can be turned on/off at ship selection screen

-all three styles are there: notice that if you select strong style, from stage 1-1 you get the same amount of enemy fire as in Omote 2-1. (I beleieve he's referring to daifukkatsu 1.5 here). He says that it feels like the enemies are in strong style, not the player.

-Styles are comparable to difficulty modes now: comparing to Mushifutari, this translates to bomb -> original, power -> maniac, strong -> ultra.

-NO EXTENDS? This seems to be specific to the location test version, maybe..."

Added to the main post.
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