Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

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DragonInstall
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by DragonInstall »

Van_Artic wrote:you gotta love Arrange B mode

http://www.youtube.com/watch?v=Ii-7S7V7Ts8
What is he doing to get so many bombs / hypers?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

DragonInstall wrote:
Van_Artic wrote:you gotta love Arrange B mode

http://www.youtube.com/watch?v=Ii-7S7V7Ts8
What is he doing to get so many bombs / hypers?
Pretty much the same trick that can fill up your meter in 1.5. Get on top of something, hit laser so you're hitting it with the aura, and up goes the meter. Sigh. I was really hoping this mode would AVOID the "cheese" tactics that I've seen in alot of the less-interesting replays of 1.5 mode.


Feh, lame. I dont see the point of playing this mode if you arent gonna hardly even TRY and dodge the patterns. Heck, I cant even get a good view of what half the patterns are like with the red counter that high, cause the guy keeps just dropping bombs.

Ok then, my new goal is simple, push the game this far, and do it WITHOUT bombing every 2 seconds...
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by RNGmaster »

My favorite ATM is Arrange A. It's like I'm playing DOJ, but the game isn't kneeing me in the balls every 5 seconds.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Van_Artic »

it gets WAY worse

http://www.youtube.com/watch?v=hivrMlQ01A0

i can't imagine how Stage 5 or Hibachi would look like
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Taylor »

Don't put down science.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Van_Artic »

Taylor wrote:Don't put down science.
now that i think about it, Hibachi couldn't be available anyway, it's not like EX-stage is one with stage 5
anyway, Hibachi in Arrange B would be like a division by zero
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Schrodinger's cat »

Taylor wrote:But I think it actually plays more like a Mushihime-Sama 3, with lots of streaming, bullet cancelling enemies and a score system more orientated around a few key points rather than having to meticulously keep your chain alive like in the other mainstays. I think one of the main reasons I love DFK, outside of having spent a large sum of money on it, is like Mushi it’s really good at making you think you’re awesome even if you’re blatantly not.
This is why I like both Futari and DFK. They give you some leeway to make a few scoring mistakes without punishing you supremely for them. They're definitely not as harsh as DOJ is in regards to chaining and timing.
-Bridget- wrote: ...There, hope that explanation helps somewhat. There's still a couple of small aspects of this mode that I dont understand, but for the most part that pretty much covers it. Everyone seems to love the hell outta this mode, as do I. It's brilliant, once you figure it all out.
Thanks, that makes a lot of sense.
-Bridget- wrote: The first loop of the game is too easy for me (survival-wise). But regardless of my skill, I cant GET to the other loops unless I grab a bazillionty HIDDEN bees. For other players this might be easy, but my memory is TERRIBLE. I do things like make a cheese sandwich and forget the cheese. Or start to make the sandwich and then forget why i'm even in the kitchen. So yeah, remembering where all the bloody stupid bees are, JUST to get to the other loops, is gonna be this massive hassle.
Try playing all the levels in Arrange B. The Bees are already pre-exposed so they should be easier to find/memorize than practicing 1.5.


-Bridget- wrote:
Van_Artic wrote:you gotta love Arrange B mode

http://www.youtube.com/watch?v=Ii-7S7V7Ts8
Pretty much the same trick that can fill up your meter in 1.5. Get on top of something, hit laser so you're hitting it with the aura, and up goes the meter. Sigh. I was really hoping this mode would AVOID the "cheese" tactics that I've seen in alot of the less-interesting replays of 1.5 mode.


Feh, lame. I dont see the point of playing this mode if you arent gonna hardly even TRY and dodge the patterns. Heck, I cant even get a good view of what half the patterns are like with the red counter that high, cause the guy keeps just dropping bombs.

Ok then, my new goal is simple, push the game this far, and do it WITHOUT bombing every 2 seconds...
Oh my! That video is hilarious. I think I kind of understand why the player has to bomb every 2 seconds though. Enemies gain health when you get better in Arrange B. There are several places in the video where he has his laser directly on a popcorn tank for 3 seconds and nothing happens. Popcorn enemies might as well all be midbosses at this point! So where the guy is at right now, the only way to kill them (and get points) is to bomb or hyper. Plain dodging and shooting without bombs or hypers would be impressive but it won't increase the score because it's impossible to kill almost anything through regular means when you're that far in Arrange B. :lol:
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

"Oh my! That video is hilarious. I think I kind of understand why the player has to bomb every 2 seconds though. Enemies gain health when you get better in Arrange B. There are several places in the video where he has his laser directly on a popcorn tank for 3 seconds and nothing happens. Popcorn enemies might as well all be midbosses at this point! So where the guy is at right now, the only way to kill them (and get points) is to bomb or hyper. Plain dodging and shooting without bombs or hypers would be impressive but it won't increase the score because it's impossible to kill almost anything through regular means when you're that far in Arrange B."

Arrange B sounds awesome until I hear things like this. The idea of enemies gaining more health as you play sounds terrible.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Van_Artic »

Special World wrote:Arrange B sounds awesome until I hear things like this. The idea of enemies gaining more health as you play sounds terrible.
it's a good thing actually, because you can point-blank all the enemies on the ground with the laser and get more hyper meter so you can bomb/hyper through them to kill everything
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

Van_Artic wrote:
Special World wrote:Arrange B sounds awesome until I hear things like this. The idea of enemies gaining more health as you play sounds terrible.
it's a good thing actually, because you can point-blank all the enemies on the ground with the laser and get more hyper meter so you can bomb/hyper through them to kill everything
That sounds kinda boring, though :\
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ebarrett »

I'm still waiting to see anyone cruisebomb so effortlessly through any stage other than freakin' one, so I wouldn't worry too much yet.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

ebarrett wrote:I'm still waiting to see anyone cruisebomb so effortlessly through any stage other than freakin' one, so I wouldn't worry too much yet.
You got me there.

I also probably suck too hard to even reach that rank, so I won't worry about it.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Special World wrote:
Van_Artic wrote:
Special World wrote:Arrange B sounds awesome until I hear things like this. The idea of enemies gaining more health as you play sounds terrible.
it's a good thing actually, because you can point-blank all the enemies on the ground with the laser and get more hyper meter so you can bomb/hyper through them to kill everything
That sounds kinda boring, though :\

I totally agree; boring as heck. Why would they do that? The mode is so completely perfect.... until it starts to do something like that.

That would ALSO totally ruin the difficulty. That's why videos and replays of this sorta thing so far completely fail to impress me; running through and hitting the bomb button every 5 seconds isnt skill. Nearly all of the enemies, including the bosses, dont even get a chance to fire! The replay videos that I've shown end up having ALOT more bullets than these do, simply because I'm NOT forced to bomb every 5 seconds in order to get through.

This would essentially mean that the mode starts out kinda easy, gets absurdly hard after a time, and then.... well, goes back to being really easy again.

Odd though, I havent at all noticed things taking longer to kill in my own playthroughs. Those obnoxious helicopters still pop without any effort at all, for instance. And I'm already at the point of the screen being totally full of crap the whole time. And I'm playing with all of the "customize" options OFF, too, so I'm not using the powered up laser or hyper.


Special World wrote:
ebarrett wrote:I'm still waiting to see anyone cruisebomb so effortlessly through any stage other than freakin' one, so I wouldn't worry too much yet.
You got me there.

I also probably suck too hard to even reach that rank, so I won't worry about it.
I'm working on stage 3 myself, and will continue to do so; I'll do my best to push the game to that point, and then see what happens with the whole bomb thing; see if it's possible for me to do in that stage (even though I dont WANT to do it). If I can get a replay of this, I'll be sure to show it here.


Schrodinger's cat wrote: Try playing all the levels in Arrange B. The Bees are already pre-exposed so they should be easier to find/memorize than practicing 1.5.
Ya know what, I hadnt thought of that. That's a great idea. I'll try working on that, and see if I cant start grabbing the bees in 1.5 that way.

A question though about that: 1.5 (and Arrange A) what is the difference between the bees? There's still the red and the green, flipping back and forth. I dont really understand how the scoring works when grabbing bees in this particular game, or if they even give enough points to be worth worrying about, in terms of sheer score.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by moozooh »

In 1.5, yellow ones give you a score bonus (which is about as irrelevant as in DDP), green ones give a boost to your hyper meter (hardly relevant because Power style replenishes instantly, Strong can hold on on its own, and Bomb style sucks).
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by flux »

Has anyone messed around with 1.51 yet? I played a round today and found it pretty fun. I found that it was even more lenient on scoring than 1.5 (chain doesn't drop when you bomb and counter goes up much faster), so I can feel a little better after my sub-par 1.5 scores.
I'm a little confused about the auto bombing thing, though. If you auto bomb you lose 2 bombs, but the hyper is also mapped to the bomb button. I was trying to avoid raising my rank by avoiding the hyper, but that also meant that I couldn't bomb manually.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by 8 1/2 »

flux wrote:Has anyone messed around with 1.51 yet? I played a round today and found it pretty fun. I found that it was even more lenient on scoring than 1.5 (chain doesn't drop when you bomb and counter goes up much faster), so I can feel a little better after my sub-par 1.5 scores.
I'm a little confused about the auto bombing thing, though. If you auto bomb you lose 2 bombs, but the hyper is also mapped to the bomb button. I was trying to avoid raising my rank by avoiding the hyper, but that also meant that I couldn't bomb manually.
That's the classic risk/reward; at least that's how it worked in DOJ. If you want to stack hypers, you have to be good enough to not hit bomb to save yourself. The auto-bomb does add an extra layer onto that as well. It's sounding more and more brilliant to me personally.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by DragonInstall »

So like how can you choose to bomb or hyper in arrange B? I seem to get a random one every time.

What is enemy rank? Are those the two numbers on the enemy?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Schrodinger's cat »

DragonInstall wrote:So like how can you choose to bomb or hyper in arrange B? I seem to get a random one every time.


Hold B down for hyper, press for bomb. If there's a lot of slowdown and you don't hold the button down long enough it'll register as a bomb. So to be safe, if you want a hyper it's best to hold down B and not let go until after you see it activate.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by originalz »

flux wrote:Has anyone messed around with 1.51 yet? I played a round today and found it pretty fun. I found that it was even more lenient on scoring than 1.5 (chain doesn't drop when you bomb and counter goes up much faster), so I can feel a little better after my sub-par 1.5 scores.
I'm a little confused about the auto bombing thing, though. If you auto bomb you lose 2 bombs, but the hyper is also mapped to the bomb button. I was trying to avoid raising my rank by avoiding the hyper, but that also meant that I couldn't bomb manually.
I think it's the same as B, tap to bomb and hold to hyper. At least, that's how switching works in Power style.

As someone who mainly only plays Power, I love having the hyper and switching as the same button on 1.51, it just feels so natural and easy to switch when necessary while not having to think when to activate a hyper. I've gotten some crazy scores in the mode, and overall I just prefer it to 1.5 for some reason. Kind of a shame that it's getting overlooked for the other arranges.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

Do most of the points in score attack come from canceling pink bullets or from killing enemies? I suppose I can rest easy if bombing through everything right away isn't the way to go in order to score points.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

http://www.youtube.com/watch?v=YYVtKdp6ujg

There. The fifth video in the "stage 3 goes completely insane" series.

This is probably the last one, but not for the reason you'd expect...

I think I can actually push my own skill/ability further, and handle even crazier crap than this (I'm not dying even REMOTELY as much as you'd expect from the crap that's going on), but the GAME suddenly cant take it anymore. Once I reached a certain point with the rank, the replays STOPPED WORKING. EVERY replay beyond that point glitches out and doesnt work. At first I thought it was a fluke, but no; it's all of them past that point. I had to record this one with the camera WHILE playing it.

So.... yeah. I think the video probably speaks for itself. I'm beginning to wonder if the numbers on the right actually do control the rank at all, or if they control something else.

Also: Yes, there IS an option to reset rank (and a seperate option to reset the high score listing).


Special World wrote:Do most of the points in score attack come from canceling pink bullets or from killing enemies? I suppose I can rest easy if bombing through everything right away isn't the way to go in order to score points.
Unfortunately, bombing the hell outta things WILL score extreme points at high ranks. This is why all of the super-high-score replays so far are all pure bomb-fests. Exasperated sigh.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

You can reset rank? Thank God. Thanks a lot for all the vids + posts, Bridget!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Strider77 »

That's the classic risk/reward; at least that's how it worked in DOJ. If you want to stack hypers, you have to be good enough to not hit bomb to save yourself. The auto-bomb does add an extra layer onto that as well. It's sounding more and more brilliant to me personally.
Yeah I have had a 1.5 PCB for awhile, playing 1.51 is a ton of fun. May like it more.. either way it's great to have both. I really enjoy the changes and craziness that ensues. I've never seen the second loop and it looks like the second loop patters come in due to rank or start coming when a hyper is activated?

Either way I have been enjoying the arrange B and 1.51 alot... granted arranged B look like it will get old but I've been having fun messing with it either way.

That DOJ mode I think is cool to have in there but I hate the scoring system in the pre DFK pachi games, so it's a wash to me.

Over all it's a great little package in my opinion and as far as i can tell so far the port accuracy is really high.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Strider77 wrote:
That's the classic risk/reward; at least that's how it worked in DOJ. If you want to stack hypers, you have to be good enough to not hit bomb to save yourself. The auto-bomb does add an extra layer onto that as well. It's sounding more and more brilliant to me personally.
Yeah I have had a 1.5 PCB for awhile, playing 1.51 is a ton of fun. May like it more.. either way it's great to have both. I really enjoy the changes and craziness that ensues. I've never seen the second loop and it looks like the second loop patters come in due to rank or start coming when a hyper is activated?

Either way I have been enjoying the arrange B and 1.51 alot... granted arranged B look like it will get old but I've been having fun messing with it either way.

That DOJ mode I think is cool to have in there but I hate the scoring system in the pre DFK pachi games, so it's a wash to me.

Over all it's a great little package in my opinion and as far as i can tell so far the port accuracy is really high.
From what I understand the game switches to second loop patterns once enough hypers have been used.

As for the DOJ mode, fortunately it doesnt actually have a scoring system that's much at all like the previous games (I dont like their scoring one bit either). It's more of a different version of 1.5's scoring. You're still trying to chain alot of bullets with the hyper and stuff, but with a difference; chained bullets dont cancel. If you want to cancel bullets, you have to switch to boost mode and use THAT hyper on them; but boost-hypered bullets will not count towards your chain, however they will drop gold stars, which then give you lots of points based on the current chain. High-level replays I've seen of this make it seem VERY interesting. The players often seem to do their best to keep as many bullets on screen as possible, hitting them all for chaining, and then quickly switching to Boost and popping them all before they get overwhelmed.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

Who would crap their pants if an "Arrange C" would be unlocked after a certain time crushing Arrange B? *raises hand* Like "Good job, now let's play Arrange C!" :lol:

I hope I get my copy today. :roll:
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Animaitor »

@-Bridget-, with all the great info you posted here, it would be nice if you could open an ST or SD for DFK. Otherwise, it's gonna get lost within this thread and will be hard to find for future reference. There isn't a proper thread explaining the ins and outs of each mode game. The one at cave-stgwill not get updated with the new stuff added on the 360's I'm afraid. If you are not up for the writing, I totally understand as making one of this ST takes lots of time. Just an idea.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Animaitor wrote:@-Bridget-, with all the great info you posted here, it would be nice if you could open an ST or SD for DFK. Otherwise, it's gonna get lost within this thread and will be hard to find for future reference. There isn't a proper thread explaining the ins and outs of each mode game. The one at cave-stgwill not get updated with the new stuff added on the 360's I'm afraid. If you are not up for the writing, I totally understand as making one of this ST takes lots of time. Just an idea.

I think I could manage that. It might take time, but that works out well enough, since I always have nothing BUT free time.

I could start on something like that later tonight or tomorrow.

There's still some details about the game (mostly Arrange B) that I dont fully understand yet. For example, exactly what do the 2 counters on the side control, what are the wierd guages that appear on the sides of the screen sometimes, and why does auto-bomb occaisionally kick in, but alot of the time not? And also, what exactly makes the green screen mode start up? It's not the bees, I know that much. Something else does it, not sure what just yet. My experiments with this mode continue, but it's hard to figure this stuff out. Blasted manual being in a language I cant read...
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Strider77 »

As for the DOJ mode, fortunately it doesnt actually have a scoring system that's much at all like the previous games (I dont like their scoring one bit either). It's more of a different version of 1.5's scoring.
I actually spent some time with it after I made that post.... I take it all back. It took away everything I hated about DDP and DOJ's scoring and from the little time I spent just now playing it, I quite like it now.

This 360 release has the most interesting play option so far out of any of the releases.... to me anyways. Galuda 2, Futariu, DOJ and Deathsmiles all had throw away arranged modes to me (excluding all BL modes). Ketsui was the only one that had a great extra mode in there. DFK I thought might wind up on the shelf after a bit since I've owned the PCB for awhile... but I'm eating those words right now.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by NTSC-J »

-Bridget- wrote:There's still some details about the game (mostly Arrange B) that I dont fully understand yet. For example, exactly what do the 2 counters on the side control, what are the wierd guages that appear on the sides of the screen sometimes, and why does auto-bomb occaisionally kick in, but alot of the time not? And also, what exactly makes the green screen mode start up? It's not the bees, I know that much. Something else does it, not sure what just yet. My experiments with this mode continue, but it's hard to figure this stuff out. Blasted manual being in a language I cant read...
As far as I can tell, the green mode starts up when you get a new high score (the score will light up green as well). Auto-bomb kicks in when you have both bars filled up and the bomb icon is there.

The colored gauges on the sides I still can't figure out...

Edit: lol, oh yea the manual.

Blue number under your score is the rank of the bullet speed.
Red number under your score is the rank of the amount of bullets.
The red colored gauge on the sides is the "destroy gauge". When you kill enemies or apply the laser to them you fill up the bar and if you get it in the red, they'll drop 10 pt. "expert" items.
The green colored gauge on the sides is the "expert gauge." As it rises, the "global rank" and "enemy rank" will go up.
These gauges also affect game speed (I don't know if this just means slowdown but I think there are parts where the screen blazes by faster than usual).
Last edited by NTSC-J on Tue Nov 30, 2010 1:36 pm, edited 4 times in total.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Strider77 wrote:
As for the DOJ mode, fortunately it doesnt actually have a scoring system that's much at all like the previous games (I dont like their scoring one bit either). It's more of a different version of 1.5's scoring.
I actually spent some time with it after I made that post.... I take it all back. It took away everything I hated about DDP and DOJ's scoring and from the little time I spent just now playing it, I quite like it now.

This 360 release has the most interesting play option so far out of any of the releases.... to me anyways. Galuda 2, Futariu, DOJ and Deathsmiles all had throw away arranged modes to me (excluding all BL modes). Ketsui was the only one that had a great extra mode in there. DFK I thought might wind up on the shelf after a bit since I've owned the PCB for awhile... but I'm eating those words right now.
I always liked Futari's Arrange mode myself... when played on Original or Maniac, anyway (playing it on Ultra is pointless and dull). Galuda 2's was... well, a bit ridiculous and turned out to be crappy and nonsensical, DeathSmiles was ok, DOJ I didnt even know HAD one.... Ketsui's is brilliant.

But yeah, anyway, that pretty much echoed my thoughts on the matter. I barely ever play DDP or DOJ, and it's mostly because of the bad scoring. DFK totally undoes all of that by going in a brand new direction. And the arrange modes are just.... so brilliant.... BOTH of them are. That's what really gets me about this game, is that EVERY mode so far has turned out to be amazing. Tomorrow I'll have a go at 1.51 mode, what I've heard about that sounds great. And in February, BL and Ketsupachi.... totally cant wait.
NTSC-J wrote:
-Bridget- wrote:There's still some details about the game (mostly Arrange B) that I dont fully understand yet. For example, exactly what do the 2 counters on the side control, what are the wierd guages that appear on the sides of the screen sometimes, and why does auto-bomb occaisionally kick in, but alot of the time not? And also, what exactly makes the green screen mode start up? It's not the bees, I know that much. Something else does it, not sure what just yet. My experiments with this mode continue, but it's hard to figure this stuff out. Blasted manual being in a language I cant read...
As far as I can tell, the green mode starts up when you get a new high score (the score will light up green as well). Auto-bomb kicks in when you have both bars filled up and the bomb icon is there.

The colored gauges on the sides I still can't figure out...

Edit: lol, oh yea the manual.

Blue number under your score is the rank of the bullet speed.
Red number under your score is the rank of the amount of bullets.
The red colored gauge on the sides is the "destroy gauge". When you kill enemies or apply the laser to them you fill up the bar and if you get it in the red, they'll drop 10 pt. "expert" items.
The green colored gauge on the sides is the "expert gauge." As it rises, the "global rank" and "enemy rank" will go up.
Aha, finally... that makes sense. So that's how the rank is controlled, very interesting.

And I went and had a look; you're right, the green mode does in fact relate to the high score. That explains alot.


That's pretty much everything explained, then. I cant think of any further details about this mode that I dont understand.
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