Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

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chempop
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by chempop »

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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by 8 1/2 »

moozooh wrote:
8 1/2 wrote:If not, expect the value of the black label disc to explode.
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.
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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ratikal »

So I'm just a little curious. What are Elemental Dolls and Operator saying in Japanese?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by NzzpNzzp »

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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ChurchOfSolipsism »

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?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Jet Black »

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?
I have the same problem, only solution is to use the Autofire Button instead of triggering the Shot Button.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ratikal »

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?
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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Strider77 »

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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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by drunkninja24 »

Strider77 wrote:Folks still tap the button? Convert... you'll never go back.
That and pretty much any Cave game nowadays is basically designed to use autofire...
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Strider77 »

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?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by brentsg »

Strider77 wrote:exactly
He's stoned guys, cut him some slack.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by BulletMagnet »

We really shouldn't need a separate OT thread for every mind-altering substance you guys use. :P
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by PurpBullets »

Its funny I always wondered what a shooters drug of choice was.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by 8 1/2 »

PurpBullets wrote:Its funny I always wondered what a shooters drug of choice was.
The games themselves! Just stick it in my veins!!!

Oh, and the correct term for a shmup addict is "Shmup-O" not "shooter." Copyright Twitchdoctor, circa 2000.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

ratikal wrote:It's a game flaw.
:lol:
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by stryc9 »

Anything thats a central nervous system stimulant of course.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Skykid »

ChurchOfSolipsism wrote: Do you tap the autofire button for keeping a chain going?
Yep, that's the way I (try) to chain. :wink:
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ChurchOfSolipsism »

StarCreator wrote: If it's emulating the original PCB's behavior (can someone confirm this?), it's not a bug.
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: In most recent Cave games, not using autofire is just putting yourself at a disadvantage.
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...
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Kiken »

ChurchOfSolipsism wrote:
StarCreator wrote: In most recent Cave games, not using autofire is just putting yourself at a disadvantage.
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...
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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by drunkninja24 »

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?
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ratikal »

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!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by 8 1/2 »

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!
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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

drunkninja24 wrote:Btw, weren't we supposed to have a patch to fix Arrange B or something by now?
http://www.cave-stg.com/?p=864
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by EPS21 »

emphatic wrote:
drunkninja24 wrote:Btw, weren't we supposed to have a patch to fix Arrange B or something by now?
http://www.cave-stg.com/?p=864
and fix glitches throughout all of the modes.
What glitches were in the other modes? Besides the game crashing one some people for mashing all the buttons in Arrange A or something.

Downloading the patch now as I type this btw
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ChurchOfSolipsism »

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.
BIL wrote: Sun Jun 02, 2024 11:01 pm Imagine a spilled cup of coffee totalling your dick and balls in one shot, sounds like the setup to a Death Wish sequel.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by emphatic »

EPS21 wrote:Downloading the patch now as I type this btw
Thanks for the heads up!
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ChurchOfSolipsism »

Turns out the patch does not do shit about it. Well, let's try the autofire method again.
BIL wrote: Sun Jun 02, 2024 11:01 pm Imagine a spilled cup of coffee totalling your dick and balls in one shot, sounds like the setup to a Death Wish sequel.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ratikal »

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.
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by Animaitor »

ratikal wrote:Also, is the only way to record a replay through score attack? My university blocks XBLA.
Whaaat?! Change your university, dude!
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Re: Xbox 360: Dodonpachi Daifukkatsu 1.5 (November 2010)

Post by ChurchOfSolipsism »

LOL, just 1cc'ed it with Bomb style...
BIL wrote: Sun Jun 02, 2024 11:01 pm Imagine a spilled cup of coffee totalling your dick and balls in one shot, sounds like the setup to a Death Wish sequel.
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