DoDonPachi Saidaioujou coming to Xbox 360 (REGION-FREE!)
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dinosaurjerk
- Posts: 74
- Joined: Mon Jan 17, 2011 7:31 pm
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
i'm going to mute the sfx and music so i can listen to the imouto hibachi that goes BABABABABABABABABABABABABA like a 12 year old girl pretending to be fist of the north star w/o the distraction of other noises, personally.
RIP TEAM FORKS AND MY AMAZING 18TH PLACE SHMUP PLACING, BUT I'M LEAVING THE SIG IMAGE ANYWAY
oops my sig imagine got replaced with an itunes ad
oops my sig imagine got replaced with an itunes ad
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I can confirm rising star will not be bringing it to US or Europe 

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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
^well let's hope it gets a region free release
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
BIOS wrote:I can confirm rising star will not be bringing it to US or Europe
Stevas wrote:So when you guys speak of "the west", you mean the US; us europeans have zero chance then, huh?
Fuck fucking sake.
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BareKnuckleRoo
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- Location: Southern Ontario
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
That's just one publisher, though. It's possibly Aksys or another publisher are publishing the game outside of Japan.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I know, but... I just got a bad feeling about this one, man.
Edit: what happened to 505? They used to do that sort of shit. Can't remember if they were actually any good at it, mind. I think I have just about every PS2 shmup they brought over here, and the only one I can remember them really botching was Shienryu.
Fuck sake, I was thinking of Steel Dragon X. 505 didn't do that. Getting it mixed up with XII Stag, I think...
Edit: what happened to 505? They used to do that sort of shit. Can't remember if they were actually any good at it, mind. I think I have just about every PS2 shmup they brought over here, and the only one I can remember them really botching was Shienryu.
Fuck sake, I was thinking of Steel Dragon X. 505 didn't do that. Getting it mixed up with XII Stag, I think...
Last edited by Stevas on Thu Feb 07, 2013 1:30 pm, edited 2 times in total.
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BPzeBanshee
- Posts: 4859
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Was it Aksys who helped distribute Akai Katana with Rising Star in the US? I thought they hadn't touched shmups since Deathsmiles but I'm starting to think I'm getting the names confused.
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
It was Marvelous Entertainment they were working with in the US.
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BPzeBanshee
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Well there's a few names who might be inclined for US distribution I suppose.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
They published akai katana in the us with aksys. Them taking over Marvelous USA is unrelated.Remembrance wrote:It was Marvelous Entertainment they were working with in the US.
RegalSin wrote:Rape is very shakey subject. It falls into the catergory of Womens right, Homosexaul rights, and Black rights.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Yeah, that article is fucking glorious and all that, but
WILL WESTERNERS GET TO PLAY IT
WILL WESTERNERS GET TO PLAY IT
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Lol the gameplay for the fullscreen arrange mode isn't vertizontal at all, the sides are just used for Special Character View Experience. 
..still hope it comes to PAL 360.

..still hope it comes to PAL 360.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
furthermore, if you cannot zoom in the playing space or tate this mode then there is even less space than in the other modes.ciox wrote:Lol the gameplay for the fullscreen arrange mode isn't vertizontal at all, the sides are just used for Special Character View Experience.
..still hope it comes to PAL 360.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I'll try to translate this and post tomorrow, but I don't think anyone here is going to be happy with what it says. In brief: moar story, moar animu.
EDIT: Actually there's not a harder expert mode, just a casual misreading when I first skimmed it. full translation coming soon below...
EDIT: Actually there's not a harder expert mode, just a casual misreading when I first skimmed it. full translation coming soon below...
Last edited by blackoak on Sat Feb 09, 2013 6:37 pm, edited 1 time in total.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
You're tha man!blackoak wrote:I'll try to translate this and post tomorrow, but I don't think anyone here is going to be happy with what it says. In brief: moar story, moar animu. But they're also doing a harder Expert mode, which is supposed to be "second loop" level difficulty.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Drachenherz
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- Contact:
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
As long as the original arcade mode is still in, who cares?blackoak wrote:I'll try to translate this and post tomorrow, but I don't think anyone here is going to be happy with what it says. In brief: moar story, moar animu. But they're also doing a harder Expert mode, which is supposed to be "second loop" level difficulty.
Truth - Compassion - Tolerance
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
blackoak wrote: But they're also doing a harder Expert mode, which is supposed to be "second loop" level difficulty.

Translate pls
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Formless God
- Posts: 671
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
utterry sikk cover art, bro
I was kinda hoping for new stages for Story mode. Well, at least it isn't a VN done in 16:9 format.
I hope that thing on the top right isn't what I think it is.
EDIT: The green shit around the screen and portraits needs to go. It stands out too much and looks horrible against the purple background.
I was kinda hoping for new stages for Story mode. Well, at least it isn't a VN done in 16:9 format.
I hope that thing on the top right isn't what I think it is.
EDIT: The green shit around the screen and portraits needs to go. It stands out too much and looks horrible against the purple background.
RegalSin wrote:Then again sex is no diffrent then sticking a stick down some hole to make a female womenly or girl scream or make noise.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
The team score attack contest sounds kind of neat. Not sure about the random team assignments, though, but I guess they probably should keep the superplayers from mauling everyone.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
《限定版》/ベイシスケイプ 怒首領蜂最大往生 360版アレンジサントラCD、B6版 怒首領蜂最大往生設定資料集
《超限定版(仮)》/ベイシスケイプ 怒首領蜂最大往生 360版アレンジサントラCD、ベイシスケイプ 怒首領蜂最大往生 アーケード版サントラCD、A4版 怒首領蜂最大往生premium設定資料集 ほか
ARRANGE CD!!!! FUCK YEAHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I love you Basiscape!

《超限定版(仮)》/ベイシスケイプ 怒首領蜂最大往生 360版アレンジサントラCD、ベイシスケイプ 怒首領蜂最大往生 アーケード版サントラCD、A4版 怒首領蜂最大往生premium設定資料集 ほか
ARRANGE CD!!!! FUCK YEAHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I love you Basiscape!


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brokenhalo
- Posts: 1406
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Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
whats that giant game box he has in the bottom pic? cave collection?monouchi wrote:Asada interview: http://www.famitsu.com/news/201302/08028360.html
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I can't wait till they finally announced whether it's region-free or going to be localized so I don't have to see full page(s) with requests at the end of each post. This gen, if you don't have a J360 and you like shmups.. you're doing it wrong.
regardless, good thing I preordered my SE when I did, because I know I would've splurged on the LE even though I really don't have the money to spend on it. seeing that cave collection box makes the fanboy in me really want it, but I don't think I'll bite
regardless, good thing I preordered my SE when I did, because I know I would've splurged on the LE even though I really don't have the money to spend on it. seeing that cave collection box makes the fanboy in me really want it, but I don't think I'll bite

a creature... half solid half gas
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
So they're releasing three version of the game: a Standard Edition, a Limited Edition (with arrange CD) and a Super Limited Edition (with a special arrange CD that contains original tracks as well, interviews with the developers and A4 Cels).
It also says that the Cave Shooting Collection will contain the OST for each game and all Limited Edition DLC... :O!!!
"...各タイトルの原曲CDを付けることになりました"
"...初回限定版の特典なんかも含めて、全部入っていますね"
It also says that the Cave Shooting Collection will contain the OST for each game and all Limited Edition DLC... :O!!!
"...各タイトルの原曲CDを付けることになりました"
"...初回限定版の特典なんかも含めて、全部入っていますね"
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
must... resist....pestro87 wrote:It also says that the Cave Shooting Collection will contain the OST for each game and all Limited Edition DLC... :O!!!
"...各タイトルの原曲CDを付けることになりました"
"...初回限定版の特典なんかも含めて、全部入っていますね"
I would love to have all my limited edition DLC backed up on a disc.
a creature... half solid half gas
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
I'm still waiting to hear if the on-disc dlc requires online activation or not. Having a backup on disc won't matter if we can't activate once the servers disappear.
On topic, I'll go with the standard edition of SaiDaiOuJou. All it takes to make me happy is a solid arcade mode with nice screen options, and a functional practice mode.
On topic, I'll go with the standard edition of SaiDaiOuJou. All it takes to make me happy is a solid arcade mode with nice screen options, and a functional practice mode.
Typos caused by cat on keyboard.
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Man, I thought this was a sure thing... no US release would be heartbreaking, if there's no region-free Euro or JP release.
-Collin


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O. Van Bruce
- Posts: 1623
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- Location: On an alternate dimension... filled with bullets and moon runes...
Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
You are a light in the darkness, literallyblackoak wrote:I'll try to translate this and post tomorrow

KAI wrote: ARRANGE CD!!!! FUCK YEAHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I love you Basiscape!

Re: DoDonPachi Saidaioujou coming to Xbox 360 (Spring 2013)
Alright, managed to quickly knock this out. I misread the thing about the harder expert mode when I was skimming it yesterday; he was just talking about the fact that the easier Saya mode can be played on Expert difficulty. So sorry about that if it got anyone's hopes up.
Anyway, here you go!
2/8/2013 Saidaioujou and Cave Shooting Collection Interview
Interview by Famitsu
—How is the Saidaioujou port coming along?
P
Asada: Its about 50-60% done. I just checked on our progress, and it looks like the emulation slowdown is now accurate, so that part should soon be finished. That always takes a lot of time, so its a load off our shoulders.
—Glad to hear its going well. You've shared some pictures with us today of the new mode with Saya. It looks like there's some conversation taking place between her and the operator on the sides of the screen there?
Asada: I think most shooting games have had to put their cutscenes and visually attractive parts on separate screens outside of the main action. In terms of their dramatic presentation, the story in Cave games has always been rather weak because we can only present a little at the beginning and at the end. This time we started with the idea of having the story develop within the game itself, so our scenario staff talked with Ryou Nagi, who designed the characters, and asked him to do artwork matching each stage and scene. Right now there's only faces talking, but we intend to add more visually complex and elaborate scenes as well.
—Do they talk all throughout the stage? There must be a lot of dialogue then!
Asada: They're talking almost the entire time. In the arcade version, there were only about 130 lines in total. This time there's 450 for the Saya mode alone. In this mode you've got 3 characters: Saya, the operator, and the character called Hina... just between the three of them its a lot of dialogue. We've finished all the recording now, and the voice actresses did a great job. I was very impressed myself.
—I noticed their conversations don't stop the game's progression or anything?
Asada: Right, we didn't want to stress players out like that. We wanted above all to avoid having the story interrupt or distract the player. Excluding the stage results screen, it needs to be a seamless experience. So they talk on their own, although we are planning to add several variations to their lines, so each time you play it will be a slightly different experience (without compromising the main story, of course). So in a sense, the new Saya mode is a test run for a new kind of shooting game we'd like to try.
—Right, so this is like a test case for a new model of Cave game.
Asada: That's right. The idea for making a game like this goes all the way back to Deathsmiles. When I joined Cave and we started our X360 development, the first game I participated in was Deathsmiles. It turned out to be a big success. Our initial target for sales was only 10000, but in the end we ended up selling 40000 domestically (50000 if you add the platinum collection version), and another 200,000 units worldwide.
—Wow, I'm surprised to hear it was so popular overseas!
Asada: The world and setting of the game was really well received. It was especially popular in Europe. However, with our second X360 release Mushihimesama Futari, and ever since then, I feel like we returned our sights to the hardcore STG audience. This has been problematic to me for a long time, and I've been thinking up ideas for how to increase the popularity and userbase of STG. Now, finally, with certain personnel and scheduling problems out of the way, we've had a chance to realize some of these ideas. Things like the team scoring mode, the shop, and missions.
—I'd like to ask a bit more in detail about each of those last three things you mentioned. Let's start with the team scoring mode... last time we talked you mentioned this would be a kind of team event?
Asada: That's right. We'll be dividing players into groups, and within a set time they'll compete with other teams for the best cumulative score. Microsoft has helped out on this a lot, and we actually had already begun working on it at our last interview. At first we thought about dividing the teams up based on prefectures, but the populations were too uneven, so instead people will be randomly assigned to a team among 5 to 6 blocks.
—How long will each scoring period last?
Asada: We haven't fully decided yet, but probably around 1-2 weeks. We want to give special prizes to the teams that win, like limited edition gamer icons... things you can only get through these events.
—Will these events be held at regular intervals?
Asada: Yes, as much as possible. Since its team scoring, anyone can contribute, even in a casual way. STG is a genre where the difference in skill is very apparent, so we wanted to do something to ameloriate that. And we'd also like to make a Cave Team. (laughs) Since our team would be so small, we'd multiply our scores by 10, but those teams which beat our scores would get special presents.
—Sounds exciting. (laughs) Next is the shop feature... what can you buy there?
Asada: In the FPS genre, its a common feature that after you clear the game once, you unlock different modes, like invincibility mode, or infinite ammo mode. For the STG genre, I want to create unlockables options like making the hitbox smaller (or larger), or continuous hyper mode... things that would add more options to how you can play the game. I also want to add an illustration gallery mode, which we haven't really had in any of our games so far. Of course, you won't use real money in this shop, only coins which you're rewarded with in-game.
—I see. And what about the missions?
Asada: The missions are both a way to earn coins, and also a way to train players. You'll be given certain objectives when you start the game, so it will be a good way to learn the scoring tricks. Right now our superplayers are testing and finetuning the slowdown, but after that we're going to talk with them about how to best teach scoring techniques during the missions.
—It looks like you've got a lot of exciting things planned.
Asada: Yeah. If you look at just the number of modes, there's only the new Saya X360 mode, the high-res graphics mode, and the novice mode that are new. But if you look at all the new stuff we're adding overall, its really a lot. It might have the most new content of any X360 port we've done, actually.
—Is there also going to be an opening anime sequence?
Asada: There is. We've been told by some of our core users that such a thing is unnecessary for a STG, and it would be better for us to spend our money and effort elsewhere. And maybe its true that its not necessary for a good STG, but we're hoping that having it there will make it more likely to be displayed at storefronts etc, thereby increasing its exposure. So in that sense an anime intro is important, and I think its part of bringing STGs to that next level of production.
—Yeah, and it will probably be the thing that gets some people into the game itself.
Asada: Actually, our character designer Ryou Nagi had an unofficial booth at Comiket this year. We wrote about it in our blog, and though I say it was unofficial, of course he had permission from us. Many of his fans who didn't know about Saidaioujou came and visited. The game has been known on its merits purely as a danmaku STG, but thinking of ways to increase its appeal to non-STG fans is something we're continually exploring.
—In that case, is the Saya mode set at a difficulty appropriate for beginners?
Asada: Yeah, this mode is geared towards beginners and for casual play, and is comparatively easier. However, if you play Saya mode on the more difficult Expert setting, its another matter. That is for hardcore players. (laughs)
—Yeah, Expert was originally made in place of the usual second loop, right? (laughs)
Asada: If your mindset when creating a game is to make everything easy, it will result in the game no longer being a game. So yeah, Expert mode is an entirely different beast.
—I see you're releasing three different editions of the retail package.
Asada: In addition to the normal edition and the limited edition, there's also a "super limited" edition which contains the original soundtrack. We already released the SDOJ soundtrack with the "Dodonpachi Saidaioujou / Dodonpachi Maximum" cd, but you could only order it by reserving directly from us, so for people who didn't know about it at the time or found out later, it turned out they had to buy it at gouged prices on the secondhand market. So we wanted to do something about that, and that's how the idea for the super limited edition came about. The limited edition comes with the usual arranged cd, but the super limited edition will include that cd, the OST, and an A4 size booklet containing developer interviews and more.
—Let's talk about the Cave Shooting Collection now. When does it come out?
Asada: At the end of March or the beginning of April, it looks like. It will contain superplay DVDs and OSTs for each game.
—What led to the decision to release all your games in a collection like this?
Asada: Releasing 10 games in a set is certainly a first for Cave. One month after we announced the SDOJ port, Microsoft approached us and asked if we would release all our games as a compilation. The contents of the compilation have changed 3 or 4 times over the last six months. At first we talked about just packaging all 10 of the previous retail release, as-is, but that seeemed a bit anti-climactic and boring for a commemorative package like this. Then we came up with the idea of re-releasing all the superplay DVDs which had been out-of-print. We also thought it would be convenient to put all the instruction booklets into one large book.
—Will all the DLC be included too?
Asada: Yes, everything will be included. At nearly 40 individual DLC items, It was a big surprise how much there was... "we put out this many?" (laughs)
—I thought it would only be Mushihimesama's Black Label and other separate game versions, but to get everything at one non-inflated price is quite nice.
Asada: Yes, it covers all content for all of our releases. When you think about it, we really did a lot of stuff for the X360. There's 4 years of Cave development compressed into one release here.
—By the way, Guwange was an XBOX Live Arcade title... will there be a disc version of that included here?
Asada: We wanted to do that, but due to various circumstances it will only be a download code. All the themes, icons, and all other DLC will be included on a separate DLC install disc.
—It must be nearly complete, then?
Asada: All that's left is to press the discs and announce the release date. Please reserve a copy in advance if you're interested. This set contains every game I worked on at Cave, from Deathsmiles to Mushihimesama, so I feel very grateful that we could do this.
—Its kind of like the History of Asada collection.
Asada: I'm very happy its happening. To be honest, with most of our games, I was so exhausted after debugging them that I didn't really want a copy of the finished product. (laughs) But this, I want to take home.
—Will these two items be the last X360 releases you do?
Asada: Probably so. Even if these two sell well, its hard to say if we'll continue to release X360 titles.
—Well, as is customary, please give a final message to Cave's fans.
Asada: I think SDOJ will be the last game that I work together with Ikeda and Ichimura to create. So there's a lot of pressure on us to finish this port, and its a ton of work... but there's also something sad about it. Either way, we are working hard to ensure we have no regrets about this release, and I think it will show the joy of STG. Please look forward to it!

2/8/2013 Saidaioujou and Cave Shooting Collection Interview
Interview by Famitsu
—How is the Saidaioujou port coming along?
P
Asada: Its about 50-60% done. I just checked on our progress, and it looks like the emulation slowdown is now accurate, so that part should soon be finished. That always takes a lot of time, so its a load off our shoulders.
—Glad to hear its going well. You've shared some pictures with us today of the new mode with Saya. It looks like there's some conversation taking place between her and the operator on the sides of the screen there?
Asada: I think most shooting games have had to put their cutscenes and visually attractive parts on separate screens outside of the main action. In terms of their dramatic presentation, the story in Cave games has always been rather weak because we can only present a little at the beginning and at the end. This time we started with the idea of having the story develop within the game itself, so our scenario staff talked with Ryou Nagi, who designed the characters, and asked him to do artwork matching each stage and scene. Right now there's only faces talking, but we intend to add more visually complex and elaborate scenes as well.
—Do they talk all throughout the stage? There must be a lot of dialogue then!
Asada: They're talking almost the entire time. In the arcade version, there were only about 130 lines in total. This time there's 450 for the Saya mode alone. In this mode you've got 3 characters: Saya, the operator, and the character called Hina... just between the three of them its a lot of dialogue. We've finished all the recording now, and the voice actresses did a great job. I was very impressed myself.
—I noticed their conversations don't stop the game's progression or anything?
Asada: Right, we didn't want to stress players out like that. We wanted above all to avoid having the story interrupt or distract the player. Excluding the stage results screen, it needs to be a seamless experience. So they talk on their own, although we are planning to add several variations to their lines, so each time you play it will be a slightly different experience (without compromising the main story, of course). So in a sense, the new Saya mode is a test run for a new kind of shooting game we'd like to try.
—Right, so this is like a test case for a new model of Cave game.
Asada: That's right. The idea for making a game like this goes all the way back to Deathsmiles. When I joined Cave and we started our X360 development, the first game I participated in was Deathsmiles. It turned out to be a big success. Our initial target for sales was only 10000, but in the end we ended up selling 40000 domestically (50000 if you add the platinum collection version), and another 200,000 units worldwide.
—Wow, I'm surprised to hear it was so popular overseas!
Asada: The world and setting of the game was really well received. It was especially popular in Europe. However, with our second X360 release Mushihimesama Futari, and ever since then, I feel like we returned our sights to the hardcore STG audience. This has been problematic to me for a long time, and I've been thinking up ideas for how to increase the popularity and userbase of STG. Now, finally, with certain personnel and scheduling problems out of the way, we've had a chance to realize some of these ideas. Things like the team scoring mode, the shop, and missions.
—I'd like to ask a bit more in detail about each of those last three things you mentioned. Let's start with the team scoring mode... last time we talked you mentioned this would be a kind of team event?
Asada: That's right. We'll be dividing players into groups, and within a set time they'll compete with other teams for the best cumulative score. Microsoft has helped out on this a lot, and we actually had already begun working on it at our last interview. At first we thought about dividing the teams up based on prefectures, but the populations were too uneven, so instead people will be randomly assigned to a team among 5 to 6 blocks.
—How long will each scoring period last?
Asada: We haven't fully decided yet, but probably around 1-2 weeks. We want to give special prizes to the teams that win, like limited edition gamer icons... things you can only get through these events.
—Will these events be held at regular intervals?
Asada: Yes, as much as possible. Since its team scoring, anyone can contribute, even in a casual way. STG is a genre where the difference in skill is very apparent, so we wanted to do something to ameloriate that. And we'd also like to make a Cave Team. (laughs) Since our team would be so small, we'd multiply our scores by 10, but those teams which beat our scores would get special presents.
—Sounds exciting. (laughs) Next is the shop feature... what can you buy there?
Asada: In the FPS genre, its a common feature that after you clear the game once, you unlock different modes, like invincibility mode, or infinite ammo mode. For the STG genre, I want to create unlockables options like making the hitbox smaller (or larger), or continuous hyper mode... things that would add more options to how you can play the game. I also want to add an illustration gallery mode, which we haven't really had in any of our games so far. Of course, you won't use real money in this shop, only coins which you're rewarded with in-game.
—I see. And what about the missions?
Asada: The missions are both a way to earn coins, and also a way to train players. You'll be given certain objectives when you start the game, so it will be a good way to learn the scoring tricks. Right now our superplayers are testing and finetuning the slowdown, but after that we're going to talk with them about how to best teach scoring techniques during the missions.
—It looks like you've got a lot of exciting things planned.
Asada: Yeah. If you look at just the number of modes, there's only the new Saya X360 mode, the high-res graphics mode, and the novice mode that are new. But if you look at all the new stuff we're adding overall, its really a lot. It might have the most new content of any X360 port we've done, actually.
—Is there also going to be an opening anime sequence?
Asada: There is. We've been told by some of our core users that such a thing is unnecessary for a STG, and it would be better for us to spend our money and effort elsewhere. And maybe its true that its not necessary for a good STG, but we're hoping that having it there will make it more likely to be displayed at storefronts etc, thereby increasing its exposure. So in that sense an anime intro is important, and I think its part of bringing STGs to that next level of production.
—Yeah, and it will probably be the thing that gets some people into the game itself.
Asada: Actually, our character designer Ryou Nagi had an unofficial booth at Comiket this year. We wrote about it in our blog, and though I say it was unofficial, of course he had permission from us. Many of his fans who didn't know about Saidaioujou came and visited. The game has been known on its merits purely as a danmaku STG, but thinking of ways to increase its appeal to non-STG fans is something we're continually exploring.
—In that case, is the Saya mode set at a difficulty appropriate for beginners?
Asada: Yeah, this mode is geared towards beginners and for casual play, and is comparatively easier. However, if you play Saya mode on the more difficult Expert setting, its another matter. That is for hardcore players. (laughs)
—Yeah, Expert was originally made in place of the usual second loop, right? (laughs)
Asada: If your mindset when creating a game is to make everything easy, it will result in the game no longer being a game. So yeah, Expert mode is an entirely different beast.
—I see you're releasing three different editions of the retail package.
Asada: In addition to the normal edition and the limited edition, there's also a "super limited" edition which contains the original soundtrack. We already released the SDOJ soundtrack with the "Dodonpachi Saidaioujou / Dodonpachi Maximum" cd, but you could only order it by reserving directly from us, so for people who didn't know about it at the time or found out later, it turned out they had to buy it at gouged prices on the secondhand market. So we wanted to do something about that, and that's how the idea for the super limited edition came about. The limited edition comes with the usual arranged cd, but the super limited edition will include that cd, the OST, and an A4 size booklet containing developer interviews and more.
—Let's talk about the Cave Shooting Collection now. When does it come out?
Asada: At the end of March or the beginning of April, it looks like. It will contain superplay DVDs and OSTs for each game.
—What led to the decision to release all your games in a collection like this?
Asada: Releasing 10 games in a set is certainly a first for Cave. One month after we announced the SDOJ port, Microsoft approached us and asked if we would release all our games as a compilation. The contents of the compilation have changed 3 or 4 times over the last six months. At first we talked about just packaging all 10 of the previous retail release, as-is, but that seeemed a bit anti-climactic and boring for a commemorative package like this. Then we came up with the idea of re-releasing all the superplay DVDs which had been out-of-print. We also thought it would be convenient to put all the instruction booklets into one large book.
—Will all the DLC be included too?
Asada: Yes, everything will be included. At nearly 40 individual DLC items, It was a big surprise how much there was... "we put out this many?" (laughs)
—I thought it would only be Mushihimesama's Black Label and other separate game versions, but to get everything at one non-inflated price is quite nice.
Asada: Yes, it covers all content for all of our releases. When you think about it, we really did a lot of stuff for the X360. There's 4 years of Cave development compressed into one release here.
—By the way, Guwange was an XBOX Live Arcade title... will there be a disc version of that included here?
Asada: We wanted to do that, but due to various circumstances it will only be a download code. All the themes, icons, and all other DLC will be included on a separate DLC install disc.
—It must be nearly complete, then?
Asada: All that's left is to press the discs and announce the release date. Please reserve a copy in advance if you're interested. This set contains every game I worked on at Cave, from Deathsmiles to Mushihimesama, so I feel very grateful that we could do this.
—Its kind of like the History of Asada collection.
Asada: I'm very happy its happening. To be honest, with most of our games, I was so exhausted after debugging them that I didn't really want a copy of the finished product. (laughs) But this, I want to take home.
—Will these two items be the last X360 releases you do?
Asada: Probably so. Even if these two sell well, its hard to say if we'll continue to release X360 titles.
—Well, as is customary, please give a final message to Cave's fans.
Asada: I think SDOJ will be the last game that I work together with Ikeda and Ichimura to create. So there's a lot of pressure on us to finish this port, and its a ton of work... but there's also something sad about it. Either way, we are working hard to ensure we have no regrets about this release, and I think it will show the joy of STG. Please look forward to it!
Last edited by blackoak on Fri Dec 13, 2013 12:02 am, edited 7 times in total.