Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

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

Post by Animaitor »

-Bridget- wrote:
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.
That would be awesome! :D And thanks to Kaneda for the extra info. Hope everything is going well in Japan.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by NTSC-J »

Pretty much all is well. Let me know next time you're back in town!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by apatia77 »

I am sorry if this has been mentioned before but can I use the 1.51 DLC card with a normal UK xbox account?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

apatia77 wrote:I am sorry if this has been mentioned before but can I use the 1.51 DLC card with a normal UK xbox account?
No.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

-Bridget- wrote:DOJ I didnt even know HAD one.... Ketsui's is brilliant.
DOJ BL Extra unlocks after about 7 or 8 hours of effective play of the other modes. Shortly after FREE PLAY. If the patch is released, the unlock period will be no more, with right away access. It's worth unlocking though.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by njiska »

emphatic wrote:
apatia77 wrote:I am sorry if this has been mentioned before but can I use the 1.51 DLC card with a normal UK xbox account?
No.
Yeah, unfortunately it's only on the JP marketplace so you need to use a JP account. Which reminds me i really need to write down my JP account credentials in case i ever lose it. Got my DSIIx DLC card on ther and will soon add 1.51.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by apatia77 »

Ah, thanks for letting me know.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by nZero »

Arrange B seems to really reward point blanking as far as filling up the item gauge and the hyper/bomb refill gauges, so far I've been playing the stages almost like Futari BL Original (except with more hypering)
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by njiska »

nZero wrote:so far I've been playing the stages almost like Futari BL Original (except with more hypering)
Oooo, fun! I really liked the MFBL Original scoring system.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Schrodinger's cat »

-Bridget- wrote:And I went and had a look; you're right, the green mode does in fact relate to the high score. That explains alot.
In addition to that, you can also get the green mode under certain conditions by collecting bees while they are in the middle of transforming. If you don't meet those conditions then collecting transforming bees just reverts to no color mode. I'm still in the middle of figuring out what the other prerequisites for green mode are when collecting bees.

Also, green mode is by far the highest scoring mode in arrange B.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by nZero »

Schrodinger's cat wrote:
-Bridget- wrote:And I went and had a look; you're right, the green mode does in fact relate to the high score. That explains alot.
In addition to that, you can also get the green mode under certain conditions by collecting bees while they are in the middle of transforming. If you don't meet those conditions then collecting transforming bees just reverts to no color mode. I'm still in the middle of figuring out what the other prerequisites for green mode are when collecting bees.

Also, green mode is by far the highest scoring mode in arrange B.
Isn't it just whether you're hypering or not when you collect the flashing bee?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Schrodinger's cat »

nZero wrote:Isn't it just whether you're hypering or not when you collect the flashing bee?
I think that's it. Thanks!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by sven666 »

pointblanking and constantly bombing seems to be the trick.

http://www.nicovideo.jp/watch/sm12896481

and if you thought that was crazy heres one with the bullet speed brought up some aswell..http://www.nicovideo.jp/watch/sm12896920

pretty nutty...
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Nick420 »

Just recently myself got a jap360 deathsmiles, ketsui and dfk.
I love them all however one thing that frustrated the shit out of me is having to point blank enemies for high scores or to build your hype meter...etc I was really dissapointed by the scoring system in ketsui wasnt what i expected. still love it tho. Point blanking just constantly kills me :-( Especially in galuda2 actually really dislike that game cuz of that.
I think dfk is amazing i like 1.5 mode the best. I love how vibrant it is. The soundtrack is good (Not a patch on the mushi games tho)
I read b4 i owned this game that it was an easy clear. Have to completely disagree with this. well on power mode that is. Im finding it hard as F%#K!!! Not sure why this is i think its because i dowloaded a really high score replay and im basically trying to replicate that lol. I was finding it really fun just playing for survival but unlocking/killing the secret bosses is frustrating the hell out of me. fighting off the lasers when hypering is a really nice touch tho, fun as hell.
Overall tho i think i would have preferred the usual ddp system. 2 buttons and regular chaining as in bullets dont count as hits. I actually think the old system, however with this more relaxed, easier chaining along with the nicest graphics my eyes have ever witnessed, would have made for an awesome game! Thats what they should have had for an arrange.
Just my 2 cents :-)
Gr8 info by the way, this thread cleared up all my questions. K back 2 play some more now. My eyes are practically bleeding at this stage lol.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

sven666 wrote:pointblanking and constantly bombing seems to be the trick.

http://www.nicovideo.jp/watch/sm12896481

and if you thought that was crazy heres one with the bullet speed brought up some aswell..http://www.nicovideo.jp/watch/sm12896920

pretty nutty...
Ugh, I really, REALLY loathe that site. Though, to be fair, I hate dealing with Japanese sites in general. Cant understand a word of it. Hate that site more than most though.

Are these more videos of the player just bombing over and over? That's the one thing that *really* bothers me with this mode. I've gotten pretty blasted good at dodging really crazy crap, but my complete refusal to bomb-spam means I wont be getting super-high scores with this one. I dont see the point of playing B if you're not gonna try your best to DODGE everything instead of bombing it.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by SharkSkin-Man »

Since downloading the 1.51 DLC the smoothing option doesn't appear to work anymore. Regardless of how it is set in the menu, the smoothing is always off for me now.

Anyone else have this issue?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by NTSC-J »

sven666 wrote: and if you thought that was crazy heres one with the bullet speed brought up some aswell..http://www.nicovideo.jp/watch/sm12896920

pretty nutty...
Weird, he gets 3.5 billion at the end but the high score stays at 2 billion and he says the replay data screen lists it as 27.6 billion. This would explain why the top 6 or 7 scores are all stuck at 28 billion (or maybe 2.8 billion? gotta check the digits again).
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Depth Charge »

Played quite a bit yesterday. Can't get into strong mode very much. Just feels lame.

+Arrange modes I actually like playing
+Looks good
+Nice difficulty curve
+Chaining not as strict

-Music is forgettable. I think it's one of Caves worst soundtracks.
-Stages just feel sloppy to me. Especially stage 5.

Anyone ever get a bug where the end of stage score shows nothing? While playing Arrange A it just showed the medals in the middle but no numbers or anything around it. You could hear it tallying score in the background though.

Overall I'm really enjoying this one more than I thought I would.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by apatia77 »

I have this strange problem, when I switch between laser and normal shot using only 1 button I get this massive delay before I am able to see any normal bullets again. This surely is not intended right? It works fine when using the autoshot button and then laser button (2 buttons at the same time). Never had this before with any game.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Animaitor »

Depth Charge wrote:Anyone ever get a bug where the end of stage score shows nothing? While playing Arrange A it just showed the medals in the middle but no numbers or anything around it. You could hear it tallying score in the background though.
You can install the game and play from your HDD to avoid this. It was logged as a bug already and the patch for DFK (did it come out already?) should fix this problem.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by apatia77 »

Animaitor wrote:
Depth Charge wrote:Anyone ever get a bug where the end of stage score shows nothing? While playing Arrange A it just showed the medals in the middle but no numbers or anything around it. You could hear it tallying score in the background though.
You can install the game and play from your HDD to avoid this. It was logged as a bug already and the patch for DFK (did it come out already?) should fix this problem.

When I started my game for the first time today it asked me for some auto patch, it looked to be very small as I got it downloaded in like 2 seconds. So yes the patch is out already.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Special World »

I don't actually have the game yet, so I was wondering: what's the reason why players don't cancel shots right away in hyper mode? Do shots need to be fired at with C shot before they can be laser-canceled for addition to the multiplier? I notice they turn green for a second when shot at, I was wondering if this means they're "primed" for hyper point-canceling or something?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Special World wrote:I don't actually have the game yet, so I was wondering: what's the reason why players don't cancel shots right away in hyper mode? Do shots need to be fired at with C shot before they can be laser-canceled for addition to the multiplier? I notice they turn green for a second when shot at, I was wondering if this means they're "primed" for hyper point-canceling or something?
Are you talking about Arrange A?

If you are, it's because of the changes to the way the chaining and cancelling works. The ship is similar to the "power" ship from 1.5. It has a normal and a boost mode. When you're in Hyper, hitting bullets with a normal-hyper adds them to the chain.... but does not cancel them. The green bits you see are actually a bunch of little numbers that appear over each bullet, with the current chain number on them. Hitting bullets with boost-hyper will actually cancel them into those gold star items, but WONT add them to the chain count.

You dont have to use normal-hyper on them before the boost-hyper will cancel them; it will always cancel them. But the idea is to grab as many shots as you can with the normal hyper... preferrably while not exploding that many foes, since they're sources of more bullets and thus more chain... and then pop everything with boost-hyper before you get overwhelmed.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by njiska »

Just played Arrange B. I've never been so confused in a shmup.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by flux »

originalz wrote:
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.
Nope. It's like DOJ where it will hyper if you have one, but unlike DOJ you can't not get the hyper. I also figured out that the 2 bombs per auto-bomb thing is only for Strong type. I guess that balances out the types a little better so Bomb type has some advantage.

This game has been killing my free time. I think every mode is interesting in some way, something none of the other Cave game have been able to do for me. Arrange B is the worst culprit for me with I'll-just-play-it-once-more-to-see-what-it's-like syndrome.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Annoyboy »

I've just finished playing this for a couple of hours. I'm not a super-good shmup player like a lot of people here, but I am somewhat competent. The game does feel a little easy at first, but by stage 4 it's kicking my ass just as much as any other Cave game, and I don't see a 1CC coming for me without some good practise first. So here are some opinions from a "less skilled" player:

360 Mode was fun. Didn't play 1.5 or 1.51. Arrange A was fun and interesting but felt a little difficult. Arrange B, which everyone else in this thread seems to love, felt like some kind of unfinished debug mode to me (stars are suddenly grey polygon things, menus not really explained, only one stage and then Game Over?) and I didn't care for it at all.

I would say the game is worth getting, but with the announcement of Black Label, I'm not sure. Depends how hard Black Label and the Ketsui mode end up being - if they're more difficult than the modes in this game, then the less skilled among us would probably have a better experience with this release.
So, are we expected to turn our TV on its side?!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by originalz »

flux wrote:
originalz wrote:
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.
Nope. It's like DOJ where it will hyper if you have one, but unlike DOJ you can't not get the hyper. I also figured out that the 2 bombs per auto-bomb thing is only for Strong type. I guess that balances out the types a little better so Bomb type has some advantage.
Ah, that's an interesting change indeed! Never noticed since I only play Power, I guess I really should try the other styles and see how the changes effect the game. Heh, I almost feel like 1.51 is realizing the potential that DFK has had from the beginning, I just really like the balance and small changes to keep the action going.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by mesh control »

*Statement retracted.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by -Bridget- »

Annoyboy wrote:I've just finished playing this for a couple of hours. I'm not a super-good shmup player like a lot of people here, but I am somewhat competent. The game does feel a little easy at first, but by stage 4 it's kicking my ass just as much as any other Cave game, and I don't see a 1CC coming for me without some good practise first. So here are some opinions from a "less skilled" player:

360 Mode was fun. Didn't play 1.5 or 1.51. Arrange A was fun and interesting but felt a little difficult. Arrange B, which everyone else in this thread seems to love, felt like some kind of unfinished debug mode to me (stars are suddenly grey polygon things, menus not really explained, only one stage and then Game Over?) and I didn't care for it at all.

I would say the game is worth getting, but with the announcement of Black Label, I'm not sure. Depends how hard Black Label and the Ketsui mode end up being - if they're more difficult than the modes in this game, then the less skilled among us would probably have a better experience with this release.
Arrange B IS a good mode.... if you know what you're doing, and how the mode actually works. Explanations of everything in it can be found if you read through this thread, particularly the last, oh, 4 or so pages? I've also posted numerous videos of what the mode looks like later on. It's VERY different once you've played through a stage multiple times.

The problem though, is that it gets *really* hard. If 1.5 or other modes are killing you alot, Arrange B is likely to be too much once it gets going. I cant remember the last time I saw THAT MANY bullets on the screen at once.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by NTSC-J »

Yea Arrange B needs to be played a bit before it gets good. It starts out slow and boring but once you've "leveled up" it's very addictive and a great way to adapt an arcade shooter into a console game.
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