Dodonpachi Daifukkatsu [Cave 2008]

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
TLB
Posts: 1368
Joined: Fri Oct 17, 2008 12:55 pm

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by TLB »

Quote:
I remember reading about these phallic lasers long ago, when this thread was young. Anyone know of a video that's still up on youtube?

Cave is quick to have them taken down. Since I'm now sporting a beard again (until Halloween is over) I think a re-up of the vid is in order:
http://www.megaupload.com/?d=49CFTPVT
This is the version that someone (I think Twiddle) thankfully cut most of me out.
Best video ever. And cock-lasers!
User avatar
Taylor
Posts: 1002
Joined: Thu Jul 03, 2008 11:35 pm

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by Taylor »

GaijinPunch wrote:DOJ Boss

DFK Boss:
Though DOJ bosses are hardly well designed, they are all bland metal blobs with guns on, and the weakest part of the game. The stage 3 boss in DFK being a robot maid is needless pandering to a certain demographic, there’s no escaping that, but its transformation to multiple forms and patterns make it far more memorable than the grey featureless circle that opens to drop cheese graters.

Man, that location test song is annoying. But the game looks more interesting in that version, cock-lasers aside they are using the different laser types more and the stage 1 boss looked a lot better (stage 2 boss didn't, though!).
User avatar
adversity1
Posts: 1088
Joined: Thu Jul 24, 2008 1:27 am
Location: Ebi-cen

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by adversity1 »

I know that you basically just want to bullet cancel everything during the first half of each stage (until you reach 10k), but that's exactly what I don't like about it. It should be more balanced and regularly, I really dislike the fact that you just can't cancel bullets that easy anymore with a high hyper rank.
Again, bullet canceling is not really that big of a deal and if you spent the first half of the level bullet canceling everything in stages 2 and up you will miss big scoring opportunities and/or raise the rank too high and kill yourself later. The best stage 3 pattern for instance uses only minimal bullet canceling in order to summon a group of lasers which jack your chain up 3000 at a time. Stage 2 is one stage where there is an essential bullet canceling point (very beginning) to jack the chain up to 1k before the first mid-size enemy, but 7-8 thousand of your chain comes from the mid-boss.

As for the hyper rank raising and bullets getting harder to cancel, I think this is a great thing personally, otherwise beginners would just hyper through every thing in the goddamn game and I'd have to wait an extra 30-45 minutes for bomb mode scrub to finally die in 2-5. I don't really understand your distaste for this rank feature. It forces players to plan their way through the level with an absolute minimum of hyper use for maximum possible effect. For instance, if you hyper more two times in stage 3, good luck surviving the mid-boss.
DFK's chaining has it good points too! It's not that strict anymore (the counter decreses a bit before stopping) and everything about 10k doesn't matter. The latter is a bit problematic imo. On the one side, it makes the game easier and more accessible, on the other side you're not getting any reward for higher chains. Can't really decide on this one...
There is a reward for chains over 10k but it's not the multiplier. Notice the value of an enemy killed in stage 5 at 10k on the first bit versus the value of an enemy killed in the last popcorn rush.
What I don't like are popcorn rushes, they are very boring imo and DFK is just FULL of them! Stage 3 and 5 have many 20secs long popcorn rushes. It's the same enemy over and over again, and all the bullets are always aimed, it's not really fun to dodge or anything. I liked the rush at the end of DOJ's stage 2 though, it's short and you get three types of enemies there (tanks, helis, midsize planes) DOJ also has shorter boring popcorn rushes (after stage 3 midboss, end of stage 4), but they are VERY short and don't represent a stage imo.
I guess we just disagree here. I find these popcorn rushes really fun to dodge, especially with a high chain. The big difference with the popcorn rush after the mid-boss in stage 3 is that first off, almost none of us can chain through that mid-boss, so the popcorns afterwards are just starting a new chain for you. In DFK stage 3, you usually have about 7000 on the chain when the vertical descent starts, and if you have a good pattern down you can get 10 billion or so just out of that popcorn rush all while dashing in between bullets. Stage 5's popcorn rush after the first mid-boss is similar, there are ways to stabilize it that make the actual dodging very precise and engaging.
When I think of DOJ, each stage has some kind of personality, stage 1 is a town at night, stage 2 is some kind of desert, stage 3 is the sky stage, stage 4 is a dark base with elevators and platforms and stage 5 is just the bee hell!
When I think oif DFK, I just want to play stage 4 because the music's awesome...
I would agree that the stages lack personality a bit. But I never thought of the pachi series as having a ton of variety in stage design.

My take on DFK

DFK:
+ Secret bosses from DDP
+ Chain system isn't THAT brutal anymore
Specifically: the combo gauge gives you just enough room to roll off mid-sized enemies even before they're killed, and has a new feature which jacks the combo gauge up temporarily if you kill several enemies at once. For instance, killing four of the flying enemies in stage 2 after the mid-boss at once will cause the combo gauge to decrease at a slower rate until you kill the next enemy.
Additionally, there are a lot of places in DFK where off-screen enemies can be hit with your laser and save your chain while you're sorting through some chaos. Was there in DOJ, but has been extended.
+ The feeling of storing up a massive chain in the beginning of the level and carrying it all the way to the end using an absolute minimum of hypers.
+ Brilliant level design (perhaps lacking visually, but brilliant enemy placement/route planning)
+ Stage 3 laser installation.
+ Variety of modes depending on how you want to play the game.
+ Variable attack types in Power mode that give you many options for chaining through the levels.
+ Long stage 5 (for those who can chain it)
+ Bosses are easy, helps stabilizing 2nd loop runs
- Autobomb
- Stage 5 is just a little too random at times
- Ridiculous pattern on 2-2 boss

GP, good lord that cock lasers video fucking murdered me. That's got to be the worst thing CAVE ever designed. God in heaven how could they imagine people would pay money to keep playing an abomination like that lol. I do like the hypers though, and it seems like they had some interesting ideas for the enemies in stage 2 which seem to be shooting lasers.
jpj wrote:i've started playing DOJ again, but i miss NOA and HEX ... :cry:
On the contrary, I miss you in the DFK thread.

I will see you in the future.
Image
We are holding the secret power of shmups.
User avatar
Udderdude
Posts: 6297
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by Udderdude »

originalz
Posts: 349
Joined: Sun Oct 05, 2008 4:18 am

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by originalz »

Cool, can't wait to see what they're gonna add in!
User avatar
EPS21
Posts: 575
Joined: Wed Jul 15, 2009 1:20 pm
Location: Seattle, WA

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by EPS21 »

originalz wrote:Cool, can't wait to see what they're gonna add in!
More lolis of course!
User avatar
apple arcade
Posts: 523
Joined: Sun Nov 29, 2009 10:05 pm

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by apple arcade »

or more ships!
User avatar
moebinkay
Posts: 16
Joined: Wed Jan 06, 2010 2:39 am

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by moebinkay »

I was looking over caves official website of dodonpachi daifukkatsu, and noticed that they brought back the previous DDP bosses back as sub-bosses. Bosses such as "Boss Bee Nightmare" the mirage twin turrent battleship and (my favorite) "Petrol Bee Deep Fear" the snub nosed blast tank, not to mention dodonpachi daioujou minor enemies who are also featured as sub-bosses in DFK. As a fan of the DDP series I was interested in confronting them in this game, unfortunately after playing DFK several time I haven't seen other that the basic sub-bosses, and element doll leval bosses. I was wondering if there were a secret way to confront them.

Another question does anyone happen to know the translation of the DFK plot, been having trouble doing it myself. Id be very thankful if anyone knows it.
User avatar
GaijinPunch
Posts: 15872
Joined: Mon Jan 31, 2005 11:22 pm
Location: San Fransicso

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by GaijinPunch »

I was wondering if there were a secret way to confront them.
Yes, there is. To trigger the first one, you have to blow up those oil drum looking things *BEFORE* the tanks do. Basically, you gotta be up high on the screen. Number 2 is pretty much a given I think after that. Look around cave-stg... there's a specific guide on it.
RegalSin wrote:New PowerPuff Girls. They all have evil pornstart eyelashes.
User avatar
brentsg
Posts: 2303
Joined: Sun Jul 12, 2009 9:01 pm
Location: St. Louis, MO USA

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by brentsg »

Black Label is released and in Japanese arcades. Japanese vendors have also mailed out preorder kits.

There is a thread with impressions here:

http://www.cave-stg.com/forum/index.php ... g14238#new
Breaking news: Dodonpachi Developer Cave Releases Hello Kitty Game
User avatar
sven666
Posts: 4544
Joined: Wed Feb 02, 2005 2:04 am
Location: sweden
Contact:

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by sven666 »

any word on whats included with the kit?
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
User avatar
brentsg
Posts: 2303
Joined: Sun Jul 12, 2009 9:01 pm
Location: St. Louis, MO USA

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by brentsg »

I haven't seen any confirmation on stuff yet. I would assume the POP from the location test. I know there's a kit poster as usual.

New distributor, Annex but I bet things are largely the same.
Breaking news: Dodonpachi Developer Cave Releases Hello Kitty Game
User avatar
sven666
Posts: 4544
Joined: Wed Feb 02, 2005 2:04 am
Location: sweden
Contact:

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by sven666 »

just saw some nicovideo links a buddy sent me, this game is off the fucking hook man, music is some serious raiden fighters killer stuff..
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
User avatar
emphatic
Posts: 7988
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by emphatic »

sven666 wrote:just saw some nicovideo links a buddy sent me, this game is off the fucking hook man, music is some serious raiden fighters killer stuff..
Placed your order yet? :P
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
orange
Posts: 430
Joined: Wed Feb 06, 2008 8:26 pm

Re: Dodonpachi Daifukkatsu [Cave 2008]

Post by orange »

this game is out of control holy shit
User avatar
TastySoil
Posts: 132
Joined: Thu Mar 11, 2010 3:13 am
Location: Detroit, MI

STRONG STYLE CODE..

Post by TastySoil »

Hey Guys, I saw the post EOJ made over at Cave-STG on how to enable "STRONG STYLE" on DFK 1.5. Can this be enabled while in free play mode, or do I have to set it to normal credit play to do it. I've been trying to get it to work for a bit and can't tell if i'm plugging the code in too slowly or if a setting I have set on the board is keeping it from working. thanks for the help!
User avatar
TastySoil
Posts: 132
Joined: Thu Mar 11, 2010 3:13 am
Location: Detroit, MI

Re: STRONG STYLE CODE..

Post by TastySoil »

TastySoil wrote:Hey Guys, I saw the post EOJ made over at Cave-STG on how to enable "STRONG STYLE" on DFK 1.5. Can this be enabled while in free play mode, or do I have to set it to normal credit play to do it. I've been trying to get it to work for a bit and can't tell if i'm plugging the code in too slowly or if a setting I have set on the board is keeping it from working. thanks for the help!
Nevermind, I figured it out -- turned off freeplay and then the code worked fine. AWESOME!!
Post Reply