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 Post subject: RQ: Dodonpachi Resurrection Hyper
PostPosted: Sun Mar 18, 2012 6:00 am 



Joined: 14 Mar 2012
Posts: 14
Hello. Sorry if this has been covered before. I looked but didn't see anything. My question is, when hypering in later stages (4&5), is it possible for the hyper to get overwhelmed when cancelling bullets and for you to get hit? Seems like I'm getting popped at random spots when cancelling. Am I missing something? Thanks.


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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Sun Mar 18, 2012 5:24 pm 


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Joined: 05 Mar 2010
Posts: 683
Location: England
Yes. Each time you hyper you'll see a number pop up on top of your ship; this is the hyper rank. When this becomes higher, enemy bullet speed, firing rate, and the difficulty of bullet cancelling increases during hypers. This is even more noticable in the second loops when some bullets will turn into suicide bullets and need to be cancelled twice.

In the first loop, hyper rank resets between stages, while in Omote it halves between stage, and in Ura it only drops by 1 between stages.
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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Sun Mar 18, 2012 5:56 pm 


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Joined: 21 Dec 2009
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When you say halves, do you mean it will drop from 3 to 1.5? or doe it round up or down to one of the 5 ranks?
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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Sun Mar 18, 2012 6:02 pm 


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Joined: 05 Mar 2010
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Location: England
Not 100% certain, but I think it rounds down. There definitely aren't any half-ranks.
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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Mon Mar 19, 2012 2:24 am 



Joined: 14 Mar 2012
Posts: 14
Thanks for the help. I've been playing that game on a regular basis and never even noticed the number on the ship.


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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Mon Apr 09, 2012 10:55 pm 


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Joined: 25 Nov 2011
Posts: 2229
SchoBoogie wrote:
Thanks for the help. I've been playing that game on a regular basis and never even noticed the number on the ship.

Just like me...
Erppo will laugh, but I'm kind of annoyed that I bought DFKBL instead of 1.5.
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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Tue Apr 10, 2012 6:01 pm 


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Joined: 06 Jul 2010
Posts: 1250
Location: Ann Arbor, Michigan
DFKBL is a cool distraction but 1.5 is definitely where it's at. It doesn't make a huge impression at first glance but as soon as you start getting into it the game really opens up and shows you how mean it can be. One of the strangest difficulty curves I've ever encountered.

Back on topic:

In the loops you can lower the hyper rank by 1 level every time you trigger a bomb manually, autobombs are definitely something you want to avoid even if you're just playing for survival.
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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Wed Apr 11, 2012 1:05 pm 


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Joined: 17 Sep 2007
Posts: 927
Location: Brazil RJ
Seems worth note which hypers duration is shorter in A rote.


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 Post subject: Re: RQ: Dodonpachi Resurrection Hyper
PostPosted: Wed Apr 11, 2012 3:44 pm 


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Joined: 25 Jun 2010
Posts: 3413
Deca wrote:
In the loops you can lower the hyper rank by 1 level every time you trigger a bomb manually, autobombs are definitely something you want to avoid even if you're just playing for survival.

this, so much


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