Dodonpachi Daifukkatsu, my new crack.

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hail good sir
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Joined: Sat Apr 24, 2010 11:30 am

Re: Dodonpachi Daifukkatsu, my new crack.

Post by hail good sir »

Aleksei wrote:speaking of crack, I don't know how I got this score for the first level of arrange A, is there a WR replay somewhere? kuchiniko's.

http://www.youtube.com/watch?v=4nFRY1vW ... e=youtu.be
The basic way to score is by getting bees while they're flashing between red and green. The instant you uncover them they count as flashing, so that is typically the safest way, fly right on top of the circle that is there for them in that mode and pop them with laser. Hit count comes from slowing down bullets by holding (normal, not boost) shot while hypered with a high hyper count. Flasing bee score for first loop = hit count x 50,000(minus 10k for each stage past 1) x (number of flashing bees you got in the stage starting at 2) and is doubled again for the last one. So your goal should be setting up the last one with - fat hit count x base value x 10 x 2

The bees also have a stacking multiplier for each flashing one you get, complete with an extra x2 for the last one if you got them all and didn't die, so ura midboss routes are very important for the extra 2 bees. Bees decrease in base value for each stage, helping to keep the early stages somewhat relevant. The x2 bee is worth double!!!!! in the second loop. (and possibly all of them but it's hard to notice though the insanity.)

Stage 5 is so long, and flashing bee base value is now down to 10k, so it starts to revert back to getting a huge GP value, and (normal, not boost) hyper lasering stuff like the 2nd ura midboss and the stage boss if you have steel balls. Gold star collection adds a lot to your GP value with a high hit count (think 200k) but again it only starts to get noticeable on stage 5 since it's so freaking long.

Also you can cancel hypers which opens up a whole new world of play, both for oh shit bullet cancelling, and using a low level hyper to charge up 5 more real quick for a key spot.

For general play when you're not hypering a key spot for hits, and for stage bosses, use normal laser as much as possible, and point blank with boost laser, to charge hyper the quickest. Use stage bosses to charge hypers for the next stage, except for stage 5 boss, you can either go the "scoring" route or the "burn-it-down-quick-because-you're-trying-for-ura-loop" route. You could still play it a bit more normal and stock 5 hypers for the 2nd loop first stage if you're comfortable with the patterns.

There is way more nuance than that, high level play gets into cancelling for gold stars and hyper-boost-shot use, not to cancel but to get more bullets on the screen. It's an interesting mode and while I'd kill to watch a replay of the 11 trillion run on the JP version, I'm willing to bet a much higher score is possible.
Aleksei wrote:I haven't figured out how to get a high hit count consistently then, what are the best ways fore lvl one and in general?
If you have the PAL version, watch CRI's replay for "the good way" (charge 5 hypers before midboss) to do stage 1, and player#### for "the safer way" (charge 3 hypers with less point blanking and no initial hyper use.) RBS recently put a new top score up on there I think, but I sold my copy and haven't been able to watch it.
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Aleksei
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Joined: Thu Apr 22, 2010 4:50 am
Location: Dallas

Re: Dodonpachi Daifukkatsu, my new crack.

Post by Aleksei »

Very informative, thanks! I was unconsciously, and sporadically playing the way you describe one should, but I didn't know whether this would yield the highest score. I have a US ver. but sometimes people re upload good runs on utube so I'll just wait and see. If only I could see the WR rerun.
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