Dodonpachi Saidaioujou
Re: Dodonpachi Saidaioujou
Is there any specific reason why loke test versions are usually harder than the final games? Are people really giving feedback like "this game needs to be way easier"?
THE BULLETS ARE NOW DIAMONDS!
Re: Dodonpachi Saidaioujou
My first thought would be to keep the line moving, and to make sure the first stage is interesting and challenging since it's going to get a lot more play than any other part. Then again, they could always just demo stage 3 or something... Do they even take constructive criticism during these tests, or are they there mainly to build hype?Frederik wrote:Is there any specific reason why loke test versions are usually harder than the final games? Are people really giving feedback like "this game needs to be way easier"?
The freaks are rising through the floor.
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Top 20 Doujin Shmups of ALL TIME.
Re: Dodonpachi Saidaioujou
I agree, it's always nice to have a little in the way of bonus cinemas introducing the game. Guwange has one of the best openings in their catalogue, but looking at all the promo art material in the likes of DOJ (with the ships flying over the cities/marching armies etc) they could have whipped up some amazing stuff.SuperPang wrote:Back on topic, I've always thought it's a shame Cave don't do more than a gameplay demo in their attract sequences, especially with the character artists involved.PC Engine Fan X! wrote: It'd be a first for the Pachi series if Cave were to utilize a cool attract screen for their production DDP-SDOJ version 1.0 PCB.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
Add some ridiculous english like "BIG BEE BOSS IS BACK AGAIN" and it'd be perfect.Skykid wrote:I agree, it's always nice to have a little in the way of bonus cinemas introducing the game. Guwange has one of the best openings in their catalogue, but looking at all the promo art material in the likes of DOJ (with the ships flying over the cities/marching armies etc) they could have whipped up some amazing stuff.SuperPang wrote:Back on topic, I've always thought it's a shame Cave don't do more than a gameplay demo in their attract sequences, especially with the character artists involved.PC Engine Fan X! wrote: It'd be a first for the Pachi series if Cave were to utilize a cool attract screen for their production DDP-SDOJ version 1.0 PCB.
Re: Dodonpachi Saidaioujou
IGS went all out for Bee Storm's intro. I always have to leap to turn the volume down on my cab with that one, it's like some kind of apocalyptic fanfare.Udderdude wrote:Add some ridiculous english like "BIG BEE BOSS IS BACK AGAIN" and it'd be perfect.Skykid wrote:I agree, it's always nice to have a little in the way of bonus cinemas introducing the game. Guwange has one of the best openings in their catalogue, but looking at all the promo art material in the likes of DOJ (with the ships flying over the cities/marching armies etc) they could have whipped up some amazing stuff.SuperPang wrote: Back on topic, I've always thought it's a shame Cave don't do more than a gameplay demo in their attract sequences, especially with the character artists involved.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
That's so fucking awesome it makes me cry to see the current state of things. We need more of that!!!Icarus wrote:Like this?
That's why we are all in VIOLENT CITY, playin' Raizing games.
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Re: Dodonpachi Saidaioujou
That's what it's all about.Icarus wrote:Like this?
[img]GIF[/img]
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
I think Dimahoo might need to be my first PCB... who has one for me?! 

"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: Dodonpachi Saidaioujou
That's exactly what I was thinking of, hahaIcarus wrote:Like this?
Re: Dodonpachi Saidaioujou
Game looks great, honestly. Very excited for a port announcement 

Re: Dodonpachi Saidaioujou
What I like so far:
- scoring system seems to be relatively simple and accessible/noob-friendly (this being good is debatable, though);
- emphasis on survival difficulty, especially with Expert shot;
- graphics and music being somewhat better than in DFK 1.x.
What I don't like so far:
- still seems to be plagued by slowdown, including places that don't need it at all;
- art direction is bland and uninspired compared to DOJ, and hiring Namiki still isn't a good idea. He's way past his prime, and Cave has had good experience working with other musicians, like Virt for example (seriously, why not that guy?).
Also, obligatory meh at CV1000.
- scoring system seems to be relatively simple and accessible/noob-friendly (this being good is debatable, though);
- emphasis on survival difficulty, especially with Expert shot;
- graphics and music being somewhat better than in DFK 1.x.
What I don't like so far:
- still seems to be plagued by slowdown, including places that don't need it at all;
- art direction is bland and uninspired compared to DOJ, and hiring Namiki still isn't a good idea. He's way past his prime, and Cave has had good experience working with other musicians, like Virt for example (seriously, why not that guy?).
Also, obligatory meh at CV1000.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Re: Dodonpachi Saidaioujou
Dimahoo was the first game I thought of when this topic came up.
I remember when my girlfriend first saw that dude stomp on the village she said "Right, that fucker is going to pay." That's the kind of emotive response I want from an attract sequence.
I remember when my girlfriend first saw that dude stomp on the village she said "Right, that fucker is going to pay." That's the kind of emotive response I want from an attract sequence.
Re: Dodonpachi Saidaioujou
Still no definitive knowledge as to what hardware this is running on?
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BrightSuzaku
- Posts: 154
- Joined: Mon Sep 28, 2009 9:24 pm
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Re: Dodonpachi Saidaioujou
It took a few more videos to warm me over to this. I can ignore the character design (wut), but, what I'm seeing in terms of gameplay really excites me! Granted, I'm REALLY BAD at dodging, but dodging is what danmaku is all about, and that's what makes me happy.
After all, I seriously shouldn't be relying on bullet-canceling to cheeseball my way through, but I'll admit that I do. Although the brightness of the scheme really does scream "Espgaluda" more than "Dodonpachi", the gameplay itself (as well as the change to hypers) certainly looks more like DDP.
I've always regarded Dodonpachi as being incredibly hardcore (or maybe just hard), so yes, the bullet canceling in DFK did feel really weird. It's good to see it being set straight, in one respect.
I'm on the fence as to whether I like the music or not. I like Manabu Namiki, but there's a hit or miss factor, lately. Also, it would've been nice to hear something different for the soundtrack, since he's kind of... everywhere in Cave's games. I think I'll get back to listening to the DOJ soundtrack, it's gotten stuck in my head again, and needs to be un-stuck.
On another topic:
... A nice attract sequence would be neat. But would that be "attract" in terms of T&A, or would it be things blowing up everywhere? DFK would have combined both beautifully- what, with giant robot chicks destroying buildings and shit everywhere. I dig that.
After all, I seriously shouldn't be relying on bullet-canceling to cheeseball my way through, but I'll admit that I do. Although the brightness of the scheme really does scream "Espgaluda" more than "Dodonpachi", the gameplay itself (as well as the change to hypers) certainly looks more like DDP.
I've always regarded Dodonpachi as being incredibly hardcore (or maybe just hard), so yes, the bullet canceling in DFK did feel really weird. It's good to see it being set straight, in one respect.
I'm on the fence as to whether I like the music or not. I like Manabu Namiki, but there's a hit or miss factor, lately. Also, it would've been nice to hear something different for the soundtrack, since he's kind of... everywhere in Cave's games. I think I'll get back to listening to the DOJ soundtrack, it's gotten stuck in my head again, and needs to be un-stuck.
On another topic:
... A nice attract sequence would be neat. But would that be "attract" in terms of T&A, or would it be things blowing up everywhere? DFK would have combined both beautifully- what, with giant robot chicks destroying buildings and shit everywhere. I dig that.
Gamertag: IceCoffin
I'm as invisible as Battle Garegga's bullets!
I'm as invisible as Battle Garegga's bullets!
Re: Dodonpachi Saidaioujou
Simple scoring systems is what Cave games have been crying out for imo. They need to flip the balance from walk-in-the-park difficulty and highly convoluted scoring, to simple accessible scoring and white knuckle difficulty.moozooh wrote: - scoring system seems to be relatively simple and accessible/noob-friendly (this being good is debatable, though);
The recent vid on expert seems to indicate this is the sentiment they've gone for, which makes me super happy.

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
Well, for you maybe, but if the system as described by NTSC-J remains in place, that would mean hitting the ceiling as soon as people start ALLing it.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Re: Dodonpachi Saidaioujou
Dude just play Futari Ultra. It's basically exactly what you're saying you want. Simple scoring built around big bullet cancels and 2nd loop difficulty.Skykid wrote:Simple scoring systems is what Cave games have been crying out for imo. They need to flip the balance from walk-in-the-park difficulty and highly convoluted scoring, to simple accessible scoring and white knuckle difficulty.moozooh wrote: - scoring system seems to be relatively simple and accessible/noob-friendly (this being good is debatable, though);
The recent vid on expert seems to indicate this is the sentiment they've gone for, which makes me super happy.
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third_strike
- Posts: 1207
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- Location: Brazil RJ
Re: Dodonpachi Saidaioujou
Peoples want an hard game:
Ultra Mode
Reco
Ultra Mode
Palm
DFKBL Strong
I understand.
Ultra Mode
Reco
Code: Select all
## | NAME | SCORE | STAGE | TYPE
---+--------------------+--------------------+--------------------+--------------------
1 | Ravid | *1,551,613,546 | Stage 5 (Boss) | Normal
2 | MHK | *556,082,849 | Stage 3 | Normal
3 | HUU | 142,974,150 | Stage 2 (Boss) | Normal
4 | SPZ | *123,441,201 | Stage 2 | Normal
5 | jpj | 49,083,127 | Stage 2 | Normal
6 | antares | *37,139,685 | Stage 2 | Normal
7 | moozooh | *11,887,954 | Stage 2 | Normal
Palm
Code: Select all
## | NAME | SCORE | STAGE | TYPE
---+--------------------+--------------------+--------------------+--------------------
1 | GUS | *3,083,210,176 | Stage 5 (Boss) | Abnormal
2 | maxmultiplier | 2,262,723,881 | Stage 5 (Boss) | Abnormal
3 | CRI | *1,249,906,313 | Stage 5 | Abnormal
4 | DKU-KAB | 100,480,424 | Stage 3 | Abnormal
5 | moozooh | *32,917,717 | Stage 2 | Abnormal
6 | jpj | 23,747,685 | Stage 2 | Abnormal
Code: Select all
---TYPE A/STRONG---
## Name Score Stage Auto-bomb
WR しめじ獅子心 - 1,381,831,615,619 - ALL EX2 - OFF
01. Aliquantic - *121,053,103,467 - 4 Boss - OFF
02. gs68 - *6,147,473,542 - 2 Boss - OFF
03.
---TYPE B/STRONG---
## Name Score Stage Auto-bomb
WR S.S.AKICHAN - 1,410,385,587,348 - ALL EX2 - OFF
01.
02.
03.
---TYPE C/STRONG---
## Name Score Stage Auto-bomb
WR RIS - 1,006,761,708,339 - ALL EX? - OFF
01. Bananamatic - 131,015,541,068 - 5 - ON
02.
03.
Re: Dodonpachi Saidaioujou
I noticed the game has a rank counter in the expert video. I wonder if Yagawa is involved.
Re: Dodonpachi Saidaioujou
Nooo. There's hard and then there's retarded. F.Ultra is definitely the latter. I'm talking about a difficulty curve that puts you to work from the beginning and offers you a nice balanced game of progression, much like DOJ if you like.Gus wrote: Dude just play Futari Ultra. It's basically exactly what you're saying you want. Simple scoring built around big bullet cancels and 2nd loop difficulty.
I'm not after masochistic difficulty, I just just find games that are easy to clear/hard to score to be kinda tedious.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
Pink Sweets says "hi"Skykid wrote:I'm talking about a difficulty curve that puts you to work from the beginning and offers you a nice balanced game of progression

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mesh control
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Re: Dodonpachi Saidaioujou
Again, scoring easily is not a good thing for arcades. And average players there are much better than average players here, so survival is not exactly as much of a problem to them.

Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Re: Dodonpachi Saidaioujou
How does Pink Sweets offer you a "nice balanced game of progression" lol?ebarrett wrote:Pink Sweets says "hi"Skykid wrote:I'm talking about a difficulty curve that puts you to work from the beginning and offers you a nice balanced game of progression
It lulls you into a false sense of security before viciously assraping you and donkey punching you right before you die, just so you're in tears while you try to switch off your console.
It's like one of those clowns that chops up little kids when they get close enough for an ice cream.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Re: Dodonpachi Saidaioujou
PS' legendary difficulty is 90% myth (the other 10% are snakelasers and SE7).Skykid wrote:How does Pink Sweets offer you a "nice balanced game of progression" lol?
It lulls you into a false sense of security before viciously assraping you and donkey punching you right before you die, just so you're in tears while you try to switch off your console.

Re: Dodonpachi Saidaioujou
Dunno man, I've seen that game get real nasty. All runs with potential always ended in tantrums when we had it in the arcade.ebarrett wrote:PS' legendary difficulty is 90% myth (the other 10% are snakelasers and SE7).Skykid wrote:How does Pink Sweets offer you a "nice balanced game of progression" lol?
It lulls you into a false sense of security before viciously assraping you and donkey punching you right before you die, just so you're in tears while you try to switch off your console.
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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mesh control
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Re: Dodonpachi Saidaioujou
But have you tried your hand at it?Skykid wrote:seen that game get real nasty.
>.>
Was it Harder mode?

lol