Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
I'm getting the sense that there are pressing a good number of copies of the 360 games compared to the PS2 releases. I could be way wrong though but something tells me these games will be on the after market for a long while without hugely inflated prices, that's my hope anyway.
As far as the DLC vs DISC, it is indeed a joke, any fan of the genre will opt for the extra mode on the disc, very strange that they would keep it exclusive seeing as how rabid people get about having every mode of the game imaginable.
As far as the DLC vs DISC, it is indeed a joke, any fan of the genre will opt for the extra mode on the disc, very strange that they would keep it exclusive seeing as how rabid people get about having every mode of the game imaginable.
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Eventually, yes. I don't mean it's going to happen in just a few months or even a year, but given enough time I think both titles should likely come to be worth more than their original price. DFK Black Label is even more unique as the DLC portion will likely survive long past the point at which the retail disc has sold out. So that's bound to create future demand, when the DLC, incomplete, is staring you in the face, taunting you to seek out the complete disc version.moozooh wrote:By this logic, shouldn't Espgaluda 2 port's value have exploded as well? There are three modes otherwise unavailable, one of which is a genuine IKD release, after all.8 1/2 wrote:If not, expect the value of the black label disc to explode.
FULL LOCK is BOMB
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
A lot of it's just really simple stuff. Just saying they've seen you, mentioning when they switch forms/fire weapons, stuff like that. The third boss has some ridiculous lines about how stylish/beautiful her transformations are and whining at you when you kill her, though.
Of course, the stuff that isn't simple is impossible for me to understand because I don't know Japanese, so maybe you should wait for someone else's opinion.
Of course, the stuff that isn't simple is impossible for me to understand because I don't know Japanese, so maybe you should wait for someone else's opinion.
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ChurchOfSolipsism
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Shit. Just picked the game up from the post office, got high, fired it up, then found out that the normal shot won't let itself be triggered properly (?). When I keep hitting the shot button, my ship sometimes spits out bullets, sometimes it doesn't. The laser works fine. Checked the button, working fine, too. If I assign shot to another button, this other button behaves in exactly the same irritating manner. Anyone else having this problem?
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
I have the same problem, only solution is to use the Autofire Button instead of triggering the Shot Button.ChurchOfSolipsism wrote:Shit. Just picked the game up from the post office, got high, fired it up, then found out that the normal shot won't let itself be triggered properly (?). When I keep hitting the shot button, my ship sometimes spits out bullets, sometimes it doesn't. The laser works fine. Checked the button, working fine, too. If I assign shot to another button, this other button behaves in exactly the same irritating manner. Anyone else having this problem?
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
It's a game flaw. I recommend having two buttons. One for auto-fire and one for laser. Hold down auto-fire and when you need the laser, it instantly comes out and when you let go, it instantly goes back to shot.ChurchOfSolipsism wrote:Shit. Just picked the game up from the post office, got high, fired it up, then found out that the normal shot won't let itself be triggered properly (?). When I keep hitting the shot button, my ship sometimes spits out bullets, sometimes it doesn't. The laser works fine. Checked the button, working fine, too. If I assign shot to another button, this other button behaves in exactly the same irritating manner. Anyone else having this problem?
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Folks still tap the button? Convert... you'll never go back.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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drunkninja24
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
That and pretty much any Cave game nowadays is basically designed to use autofire...Strider77 wrote:Folks still tap the button? Convert... you'll never go back.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
exactly
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
He's stoned guys, cut him some slack.Strider77 wrote:exactly
Breaking news: Dodonpachi Developer Cave Releases Hello Kitty Game
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BulletMagnet
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
We really shouldn't need a separate OT thread for every mind-altering substance you guys use. 

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PurpBullets
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Its funny I always wondered what a shooters drug of choice was.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
The games themselves! Just stick it in my veins!!!PurpBullets wrote:Its funny I always wondered what a shooters drug of choice was.
Oh, and the correct term for a shmup addict is "Shmup-O" not "shooter." Copyright Twitchdoctor, circa 2000.
FULL LOCK is BOMB
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
ratikal wrote:It's a game flaw.


RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Anything thats a central nervous system stimulant of course.
Facebook is for handbag users.
XBox Live Name: Katbizkitz
XBox Live Name: Katbizkitz
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Yep, that's the way I (try) to chain.ChurchOfSolipsism wrote: Do you tap the autofire button for keeping a chain going?

Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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ChurchOfSolipsism
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Nope, I played it for a couple of afternoons in a game centre and I didn't notice anything special. Besides, is too erratic for it to make any kind of sense as gameplay design. I'm quite sure it's nothing more than a simple fuck up on Cave's side.StarCreator wrote: If it's emulating the original PCB's behavior (can someone confirm this?), it's not a bug.
I keep reading that, but assuming you're used to tapping constantly for half an hour, how exactly are you putting yourself at a disadvantage? Do I have to read the strategy/ scoring guides first to get why? The "tap...tap...tap"-method for chaining and the "taptaptaptaptaptapohshittaptaptap"-method for when I'm about to freak out work quite well for me...StarCreator wrote: In most recent Cave games, not using autofire is just putting yourself at a disadvantage.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
You switch from autofire/rensha (C button) to laser/rapier (A button) much faster by holding C and then pressing down A (you also switch back much faster after letting go of A). This is fairly universal in all of Cave's titles (hell, in Ketsui it's required as you can't really kara-lock with the A button alone). Also, tapping C yields a very precise release of salvos, which can be very important when you're only trying to tag one enemy at a time.ChurchOfSolipsism wrote:I keep reading that, but assuming you're used to tapping constantly for half an hour, how exactly are you putting yourself at a disadvantage? Do I have to read the strategy/ scoring guides first to get why? The "tap...tap...tap"-method for chaining and the "taptaptaptaptaptapohshittaptaptap"-method for when I'm about to freak out work quite well for me...StarCreator wrote: In most recent Cave games, not using autofire is just putting yourself at a disadvantage.
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drunkninja24
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Decided to get down with this a little more before BL arrives, definitely dig Arrange A now that I've put some time into it.
Btw, weren't we supposed to have a patch to fix Arrange B or something by now?
Btw, weren't we supposed to have a patch to fix Arrange B or something by now?
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
So Stage 5 in Arrange A is giving me a load of shit. Does anyone have any tips/videos for this damn stage? I can do fine up until the lasers. Those lasers man!
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
I play mostly 1.5 mode, but in both it seems to just come down to pure rote memorization. Reminds me a lot of parts of Ikaruga in that regard. I'm not trying to sound cocky though, as I'm still losing at least a life on average in that section. I end up just hoarding my hyper until that section begins. Then I can just stay in Boost and soak up bullets as I move between the rings. It's pretty easy to keep a hyper chain going if I do it right, as there are just tons and tons of bullets to kill and refill the meter with.ratikal wrote:So Stage 5 in Arrange A is giving me a load of shit. Does anyone have any tips/videos for this damn stage? I can do fine up until the lasers. Those lasers man!
FULL LOCK is BOMB
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
http://www.cave-stg.com/?p=864drunkninja24 wrote:Btw, weren't we supposed to have a patch to fix Arrange B or something by now?

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
emphatic wrote:http://www.cave-stg.com/?p=864drunkninja24 wrote:Btw, weren't we supposed to have a patch to fix Arrange B or something by now?
What glitches were in the other modes? Besides the game crashing one some people for mashing all the buttons in Arrange A or something.and fix glitches throughout all of the modes.
Downloading the patch now as I type this btw
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ChurchOfSolipsism
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Here's to hoping this will end the malady and I can play this game by tapping the shit out of the shot button like a bloody amateur again.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Thanks for the heads up!EPS21 wrote:Downloading the patch now as I type this btw

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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ChurchOfSolipsism
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Turns out the patch does not do shit about it. Well, let's try the autofire method again.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
So I finally mastered that god damn laser section of Stage 5. I feel like a 1CC is imminent. And, if everything goes according to plan (in practice) I should score at least over a trillion points. It's still not enough to top the scores though...;_;
Also, is the only way to record a replay through score attack? My university blocks XBLA.
Also, is the only way to record a replay through score attack? My university blocks XBLA.
Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
Whaaat?! Change your university, dude!ratikal wrote:Also, is the only way to record a replay through score attack? My university blocks XBLA.
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
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ChurchOfSolipsism
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)
LOL, just 1cc'ed it with Bomb style...