DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

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hail good sir
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by hail good sir »

no
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by trap15 »

The 360 version has an option to turn off the bug, but I believe those scores won't go on the leaderboard... so you might as well just play 1.5 and/or 360 mode >_>
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Special World »

Did 1.5 fix the overflow bug? Not that it really matters for me... but it kind of does anyhow.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Van_Artic »

score fix doesn't prevent you from uploading scores on Arcade HD leaderboards, and yes 1.5 fixes the overflow by default
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by dan76 »

Kiken wrote:
Tyjet wrote:Yeah, score is still calculated. I was mashing the bomb button to get through the score tallies and stumbled on this. Thought the game was having a seizure with it going off and on until I realized it was me doing it. Maybe they mixed up replay controls with the game??
Yep.. been getting that here too. I normally mash all three main input buttons to speed up the end stage score tabulation and sure enough, the tally was flickering like mad.
Is that a bug or did they do that on purpose? The reason is that the tallies kind of quickly fade out and in rather than an abrupt cut. Maybe they did it so we could look at the picture...

Gave 360 mode a whirl. As everyone has been saying, pretty good for an arrange mode. Novice expert is also a nice difficulty.

I'm certainly getting used to the clutter and making it to stage 4 in Arcade mode more regularly. For some reason I do better with auto bomb off. I think this is because I know that if I fuck up its a life gone so I bomb more freely.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Thjodbjorn »

NCSX shipped me a regular limited edition, rather than the ultra limited edition, as I never received the paypal request for the extra funds.

They are getting more tomorrow or Friday of the SLE and are willing to exchange, but I don't know. I'm thinking of just keeping it and doing without the OST/stickers/bigger art book.

That would be the sane thing to do, right?
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by CloudyMusic »

Is there any reason that the community here can't establish a score-fixed 1.0 table? If people are taking the stance that it ruins 1.0 scoring, is there any reason to settle for that when there's an easy way to solve the problem? (Sort of a rhetorical question, sorry.)

I mean, yeah, you wouldn't be able to rank those scores against the PCB and you couldn't use the in-game leaderboards, but for people who just want to compete here, do either of those things matter that much?
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Deca »

So what exactly is challenging people on the st1 boss? I'm watching videos and don't see anything abnormally difficult for a st1 boss about it. Maybe you're moving a little more than usual to dodge the last attack but it all seems like pretty standard stuff to me. Not trying to instigate here, I'm legit curious. It's possible the videos I'm seeing are somehow not triggering the attack people are complaining about?
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Pretas »

Deca wrote:So what exactly is challenging people on the st1 boss?
It could be that it has a particularly nasty pattern I've only seen in 360 mode after going up a couple ranks.
IseeThings wrote:Guess they really set the standards low when it comes to Japanese games for the Japanese market because they're so desperate for anything to get people onto the platform ;-)
Many Western 360 games have passed certification with far more grievous bugs. SDOJ is hardly unique in this regard.
AntiFritz wrote:You hope cave are able to fix all the bugs in the patch coming out soon because with the cost of patches...
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by CloudyMusic »

Deca wrote:So what exactly is challenging people on the st1 boss? I'm watching videos and don't see anything abnormally difficult for a st1 boss about it. Maybe you're moving a little more than usual to dodge the last attack but it all seems like pretty standard stuff to me. Not trying to instigate here, I'm legit curious. It's possible the videos I'm seeing are somehow not triggering the attack people are complaining about?
If you don't position your ship properly for the last pattern you can sometimes be put in situations where you have nowhere to go.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Artemio »

casualcoder wrote:
Artemio wrote:Just got my SLE today, still have to get home and play the games. Thought about listening to some tracks meanwhile, however I was bummed by the saturation and clipping =/

I had to turn down the volume a lot, so I ripped the tracks and verified it:
Looking at the waveform you provided doesn't necessarily show audio clipping. It could just be the limiting. Check every commercialy released record from the last 10 years and you will see an even heavier mastering limit (square waveform)

It could be that the summing of the 3 tracks (voice, fx, music) is producing clipping on output. If so, that can be fixed by reducing the sound ceiling in the options menu. (set them each to, say, 70)
I was referring to the CDs... But just take a look at this:

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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Muchi Muchi Spork »

Deca wrote:So what exactly is challenging people on the st1 boss? I'm watching videos and don't see anything abnormally difficult for a st1 boss about it. Maybe you're moving a little more than usual to dodge the last attack but it all seems like pretty standard stuff to me. Not trying to instigate here, I'm legit curious. It's possible the videos I'm seeing are somehow not triggering the attack people are complaining about?
I'm sure it's http://youtu.be/UF_oS62Xb9A?t=2m40s

It's overboard for an average stage 1 boss, though I'm of the opinion that there's no point in being boring on a stage 1. A warmup is ok but sometimes stage 1s are just too easy and become no fun.

Often shooting games don't look as difficult in a replay as they are when you are playing.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by CptRansom »

It's easy to get walled in by that pattern the first few times you see it if you're not careful.

I don't know if anyone's checking out Cagar's GD thread in Strategy, but myself and some others could use a solid breakdown of Arcade/1.5 scoring so we can all lrn2play. :lol:
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Muchi Muchi Spork »

It would be nice if they explained their scoring systems precisely in manuals and then someone could just translate. I guess they don't? You don't have to understand every bit of it to learn to play though. Chaining leads to higher scoring, hypers lead to quicker counter jumps, bees and point blanking lead to quicker hypers, hypering when the screen is filled with bullets turns them into points, if you are lasering when a hyper ends you can time out immediate hypa hypa refills like http://youtu.be/UF_oS62Xb9A?t=7m24s. It's not hard to figure out how to start scoring higher.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by trap15 »

Part of the allure of a new game is figuring out all the tricks. Having the developer exactly explain all the optimal stuff ruins the fun :)
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Muchi Muchi Spork »

I see why you worship Yagawa now.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by trap15 »

Hidden secrets are fun. Perhaps that's also why I like Gun Frontier and Metal Slug and such? :)
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by DrTrouserPlank »

SDOJ incoming. Rage pending....... (press enter to initiate rage mode)

Delayed in Japan waiting for it's own seat on a plane but it's on it's way as of Monday.

Not really in the mood to play a shmup as it happens, but I've also just acquired one of those Tekken X SF sticks as well (Samwa parts) which was more economical than refitting my cheapo MadCatz "brawlstick"

*As an aside, I haven't played that stick yet so it's all based on feel but the Sanwa 8YT feels decidedly "tighter" than the Seimitsu LS-32-01 that I used to lean towards when picking parts. Not sure about throw but the activation seemed earlier.

I thought the Seimitsu LS-32-01 was the preferred choice for shmups when it came to modding? Maybe the Seimitsu has less throw and later activation in comparison? I''m assuming from a single viewing that the Seimitsu has a shorter shaft than the 8YT so maybe that's where some of the opinions about what is preferable become cloudy.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Muchi Muchi Spork »

The Seimitsu has a shorter throw but the "dead zone" can be odd out of the box. The popular mod is take it apart, find the plastic piece that hits the microswitch leafs and wrap tape around it. You can use electrical tape or normal tape. Try to get it on there in even coats and you will need to use a razor blade to remove the excess, you only want it around the thin 1/2 inchish section that actually contacts the leafs. It's easy to use too much too so you need to test it out before you put it back together. If you use too much it can make some movements happen too easily. If you do it right you still don't get rid of 100% of the dead zone but it's enough to turn it into a great stick.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by O. Van Bruce »

Did you got a recording card? will you stream? :3
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by emphatic »

DrTrouserPlank wrote:I thought the Seimitsu LS-32-01 was the preferred choice for shmups when it came to modding? Maybe the Seimitsu has less throw and later activation in comparison? I''m assuming from a single viewing that the Seimitsu has a shorter shaft than the 8YT so maybe that's where some of the opinions about what is preferable become cloudy.
The LS-32 has been a very popular choice (still is) for shmups, but the build quality of the JLF is way better. To get a stick that is really great for shmups without the need of modding, try the LS-58 or the LS-56.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Cers »

Silly question but how can I input my initials ? :?
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by ratsflif »

Cers wrote:Silly question but how can I input my initials ? :?
you can't...
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Kollision »

ratsflif wrote:
Cers wrote:Silly question but how can I input my initials ? :?
you can't...
:lol:
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by BIL »

From "reserve your name!" to "eat shit and die."

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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by nuskool »

AntiFritz wrote:
nuskool wrote:
nZero wrote:Shot/Laser/Expert.
Thanks.

Is there a specific reason why they are named Shot and Laser?
They aren't actually difficulties. Shot should give you an stronger shot, laser should give you a stronger laser and expert is stronger shot AND laser. At the cost of much much tougher bullet patterns.

If its anything like daioujou they all have different amount of bombs that you can carry.
Woah, I knew in previous DDP games these options had an effect on the ships weapons but didn't realise it affected the bullet patterns etc too. Thanks for the info!
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Cers »

ratsflif wrote:
Cers wrote:Silly question but how can I input my initials ? :?
you can't...
Why is that ?
Hey Cave, that is bullshit ...
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by espibara »

Sound mixing seems off.

Popcorn enemies in most cases don't even register an explosion sound effect.

Plus picking up a star seems to have no sound effect at all.


Even the music seems dampened down and muffled even at 100%, yet the voices are full on in your face loud.

Very odd.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by stryc9 »

Deca wrote:So what exactly is challenging people on the st1 boss? I'm watching videos and don't see anything abnormally difficult for a st1 boss about it. Maybe you're moving a little more than usual to dodge the last attack but it all seems like pretty standard stuff to me. Not trying to instigate here, I'm legit curious. It's possible the videos I'm seeing are somehow not triggering the attack people are complaining about?
The stage 1 & 2 bosses are pretty in your face with their attacks. IMO you need to be more careful than usual to avoid bombing, that is all.

I ain't complaining, in fact I'm with Spork on this one - it's a good thing you can't just go on auto pilot to take them down. What balances it out is that the actual stages are not too bad, and from what I've played so far (that's getting to Stg 4 mid boss) they aren't as brutal as Ketsui stages IMO. :)

PS looking forward to the obligatory TrouserPlank break down next week.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)

Post by Zengeku3 »

stryc9 wrote:
it's a good thing you can't just go on auto pilot to take them down. What balances it out is that the actual stages are not too bad, and from what I've played so far (that's getting to Stg 4 mid boss) they aren't as brutal as Ketsui stages IMO. :)
That's not exactly anything new though. Iirc, Futari Maniac's Stage 2 boss final attack could often be like that. Don't see anything difficult about the Stage 1 boss in SDOJ though.

Also, What's with this overestimation of Ketsui's stages? Until 1-5 at least, I always found them really trivial. :?
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