Dodonpachi Daifukkatsu [Cave 2008]
-
Necronopticous
- Posts: 2129
- Joined: Sat Sep 29, 2007 8:50 pm
- Location: Baltimore
-
Battlesmurf
- Posts: 1436
- Joined: Mon Oct 09, 2006 8:14 am
- Location: California
-
elfhentaifan
- Posts: 1528
- Joined: Sun Jun 04, 2006 3:55 pm
The first time I watched this new DFK video I was blown away, then the more I watched it I just wasn't that impressed. I really like the polish and detail that has gone into the background designs, even if you can't see it half the time from all the insanity on screen. The subtle lighting effects are really cool.
I like the look of the 3rd level the best; it almost looks like it is early evening. The areas where you see tanks coming out of little enclaves with the glowing lights is a nice touch. I guess it really just looks like DOJ with a lighter palette. I wish they player wasn't bombing and Hypering so much because it looks like some of the patterns are pretty creative.
The 2nd loop video looks nuts.
Where did that first video come from anyway?
I like the look of the 3rd level the best; it almost looks like it is early evening. The areas where you see tanks coming out of little enclaves with the glowing lights is a nice touch. I guess it really just looks like DOJ with a lighter palette. I wish they player wasn't bombing and Hypering so much because it looks like some of the patterns are pretty creative.
The 2nd loop video looks nuts.
Where did that first video come from anyway?
-
PROMETHEUS
- Posts: 2453
- Joined: Tue Feb 27, 2007 1:00 am
- Location: France
Try to play dodonpachi for score through loop 2 and I think you will see how this is hard to understand.GaijinPunch wrote:Or they simply like the idea of a looping game? I don't see how this is hard to understand.PROMETHEUS wrote: I can't believe this kind of gameplay still appeals to the guys who've been dealing with DDP or DOJ. Unless you only work with addiction you've got to hate the loop idea.
-
elfhentaifan
- Posts: 1528
- Joined: Sun Jun 04, 2006 3:55 pm
maybe you should just PLAY it to make yourself a real imagination of it, dont you think?moonblood wrote:The cancelling and medallions remind me of Gigawing
The music is rather crappy
The bosses and voices are silly
It's overall way too 'happy'
Now it looks great and I'm sure it plays sweet as well, but
No sir, I don't like it
I'm inclined to agree, however, in the case for Stargate, the player had the *choice* to warp the 'easy' levels if desired or see all the levels sequentially. It also had a default cap at 10 levels for warping (a setting that could be changed) and all subsequent levels would play without this feature...Udderdude wrote:Problem is that neither of these solutions would work with modern bullet hell shooters. Unless it was just like .. 'if(score>bigNumber) skipNoobLevels()' or something. Even then, it would have to add a whole ton of points as well, which defeats the purpose of planning a route for all stages.j^aws wrote:Two games dealt with this loop 'problem' for 'skilled' and 'unskilled' players nearly 30 years ago (circa '81):
- Solar Fox: Scoring system based on speed; if you cleared stages fast enough, you'd be rewarded by skipping the easy stages and netting approriate points for it too...
- Stargate: Scoring system based on items collection (humanoids); if you collected enough humanoids and used the 'stargate/ warp', you'd be rewarded by warping the easy stages and netting appropriate points for it too...
Would be much better to just add different game skill levels, like Mushi.
E.g, a similar design could be translated to a first loop (capped) with appropriate scoring mechanics in order to reach the 'desired' second loop quicker...
"All that matters really is taste. He might like the game, he might not." - Anonymous
-
PROMETHEUS
- Posts: 2453
- Joined: Tue Feb 27, 2007 1:00 am
- Location: France
-
Zebra Airforce
- Posts: 1695
- Joined: Mon Aug 13, 2007 9:10 pm
Get your stereotypes right .. Cave shmup fanatics are supposed to give the thumbs up to whatever they make, no matter how ridiculous it isclp wrote:jesus shmup fanatics are killing this genre more than the lack of interest it generally gets anyway , all the majority have done so far is omg dont like this omg dont like that its rediculous lets face it most of you want them to make dodonpachi over and over again .

-
- Posts: 695
- Joined: Mon Mar 06, 2006 9:48 pm
You can, just not against bosses/midbosses it seems. If you'll notice in the first loop, some boss/midboss bullets tend to be more resilient to canceling than normal bullets as well.elfhentaifan wrote:seems like you cant bullet cancel in loop 2 anymore.
Its beautiful
Also as far as the Bee emblems go, if you pick them up when they are Green they are only worth 100 points but greatly refill your Hyper meter, if you pick them up while they are gold they are worth a large number of points depending on how many you've picked up that level (20000 x 2 for the first, 40000 x 3 for the second, etc). Unless there's some way to jack that up though, the green ones are probably more valuable in the long run.
I think that's the point - they're supposed to be funny and parodize the whole "near-future spaceship shmup" genre, not to mention almost the whole dojin shmup scene.Udderdude wrote: But let's face it .. the loli bosses are ridiculous, no matter how you look at it. They don't ruin the game, but it sure as hell gets me laughing every time I see them.
-
elfhentaifan
- Posts: 1528
- Joined: Sun Jun 04, 2006 3:55 pm
thats some nice information.Gwyrgyn Blood wrote: Also as far as the Bee emblems go, if you pick them up when they are Green they are only worth 100 points but greatly refill your Hyper meter, if you pick them up while they are gold they are worth a large number of points depending on how many you've picked up that level (20000 x 2 for the first, 40000 x 3 for the second, etc). Unless there's some way to jack that up though, the green ones are probably more valuable in the long run.
I wondered about this, too.
But it surely presumes a lot more strategy
Looking forward to try that out at the munich meet

The lack of power levels sounds fantastic to me; anytime I die in the later stages of DoDonpachi, I just quit. No reason to continue; unless I'm close to a refill the screen is often going to be unmanageable without bombing.
It was always bullshit; a kick in the scrotum after getting knocked down. Not as much BS as the temporary max power of Gunbird or getting to be awesome in Parodius for five minutes only to be reduced to an utter scrub one mistake later - but still BS.
It's nice to see them being progressive in some areas - stagnation has hurt the genre in similar ways Adventure games decayed..
It was always bullshit; a kick in the scrotum after getting knocked down. Not as much BS as the temporary max power of Gunbird or getting to be awesome in Parodius for five minutes only to be reduced to an utter scrub one mistake later - but still BS.
It's nice to see them being progressive in some areas - stagnation has hurt the genre in similar ways Adventure games decayed..
Sorry, I am not seeing the parody angle at all. :/ssfsx17 wrote:I think that's the point - they're supposed to be funny and parodize the whole "near-future spaceship shmup" genre, not to mention almost the whole dojin shmup scene.Udderdude wrote: But let's face it .. the loli bosses are ridiculous, no matter how you look at it. They don't ruin the game, but it sure as hell gets me laughing every time I see them.
Huh? You only lose one level of your selected weapon type. So if you're A-L, your laser is still nearly full power, and you don't need your pea-shooter for anything outside of scoring, really. Granted it'll screw with your score all up and down the place, but that's death in a Cave game for ya. Survival shouldn't be an issue, especially with the way rank works in DDP. I've had my first death right before the base section of stage 5 (hardest part of the first loop for me), and found it easier despite the weakened firepower. Just can't rely on the tap-fire slowdown if that happens -_^BryanM wrote:The lack of power levels sounds fantastic to me; anytime I die in the later stages of DoDonpachi, I just quit. No reason to continue; unless I'm close to a refill the screen is often going to be unmanageable without bombing.
For a grand total of 8 minutes longer than the other two games? Doesn't seem like a huge deal to me =/ I am beginning to understand your frustrations with the second loop, but it still doesn't really bother me much. Just adds lots more replay to the gamePROMETHEUS wrote:this game is WAY WAY TOO LONG. It does loop right ? 25 + 25 minutes ? Are you kidding ??

Last edited by Arvandor on Mon May 26, 2008 9:54 am, edited 1 time in total.

-
PROMETHEUS
- Posts: 2453
- Joined: Tue Feb 27, 2007 1:00 am
- Location: France
Some people might consider that a good thing -_^ Especially Cave, who will get shloads of quarters from the Japanese fanatics. Or 100 yen coins as the case may be, whatever it is new arcades normally go per run.
It does seem like they're trying to appeal to the robots like ISO and SWY and whonot though, doesn't it?
It does seem like they're trying to appeal to the robots like ISO and SWY and whonot though, doesn't it?

-
PROMETHEUS
- Posts: 2453
- Joined: Tue Feb 27, 2007 1:00 am
- Location: France
That's exactly the reason why I think they're still doing this shit. If you look at it this way, it is not much different of a trap than World of Warcraft is. The game is built to make you keep playing because you are addicted, even though what you are doing is stupid. Now the part that is stupid in a STG like DDP or DFK is not nearly the whole game like World of Warcraft, but it is the part that keeps you from memorizing the later stages properly for ages, and the part that forces you to play the stages you already master in every run, wasting 15 min of my time per run in DDP for example.Arvandor wrote:Some people might consider that a good thing -_^ Especially Cave, who will get shloads of quarters from the Japanese fanatics. Or 100 yen coins as the case may be, whatever it is new arcades normally go per run.