Dodonpachi dai fukkatsu black label megaupload
The laser can now deflect the large enemy lasers. The normal shot will cancel bullets it hits into score stars. You will gain brief invulnerability while entering and exiting a Hyper, with a timer being displayed around your ship for its duration. Hypers can be manually canceled by tapping the Hyper button again. The current chain value is shown by the amount of HIT!
You don't gain any HIT! There are 3 ways to break a chain:. Unlike DoDonPachi DaiFukkatsu , dying will not completely deplete the chain value, but it will decrease very quickly until you respawn.
If Autobomb is on, using a Hyper during an autobomb will not deplete your chain value. The multiplier system appears to work the same as in DoDonPachi DaiFukkatsu , however, it only takes effect when the Red Mode gauge is flashing red. Based on your current HIT! This multiplier is applied to the amount of HIT! Entering the Ura route which features the original DoDonPachi bosses as midbosses and takes slightly different stage routes has extra requirements in Bomb and Strong Styles:.
There are also several Arrange modes of the game, which are all included in the Xbox and Microsoft Windows ports of the game. DFK is known as a highly mechanically dense game, with two of its major defining mechanics being the bullet-canceling Hyper Counter system , and enemy lasers that can be pushed back by your own. The ship types are similar to DoDonPachi , with A having a strong straight shot, B a shot following your movement direction, and C a weaker wide shot.
Strong Style is the most beginner-friendly style, playing like a traditional DDP game and having the strongest laser. Bomb is simply a weaker version of Strong. A few months later, Ver 1. Due to these issues, Ver 1. Two years later, DFK would see another Great Resurrection in the form of DoDonPachi DaiFukkatsu Black Label , a major re-mixing of DaiFukkatsu with tons of brand new mechanics, the most prominent and noticable being a "custom" rank system that fluctuated in real time with player actions, and additional bullet canceling mechanics.
All the ships gain the ability to fire the laser and part of the shot at the same time providing very heavy firepower at the cost of movement speed. The version also ends the tradition of including a second loop. Instead, picking the Strong style lets you play the game at the second loop difficulty.
Due to the major differences between 1. Finally, Resurrection includes a Novice mode for 1. The game also features updated, higher definition visuals.
Luckily, the penalty suffers from diminishing returns, meaning that the penalty is lowered with each death. The penalty is reset after every stage. A big change in Arrange B is that the Hyper Counter can only cancel red bullets, and the cancelled bullets turn into masses of expert items worth 10 points.
These items are sucked in automatically while in hyper mode. Launching a bomb cancels all bullets onscreen and causes heavy damage to enemies. The player is also invincible during the explosion, and all expert items and star items are sucked into the ship. The Bullet Support options will slow down any bullets they touch, in an effort to make dodging easier, but this also can cause the bullets to create an inescapable cluster, so be careful. Bullet Support becomes even more effective during a Hyper Counter.
After selecting their Ship Type, players can choose to enable three different customization options for their ship: Bomb, Laser, and Hyper Customization.
Each customization option boosts some form of the ship, at the cost of something else. The Hyper Customization adds the brief period of invincibility upon Hyper Counter activation back in, but causes the Hyper Counter to last for a much shorter period of time. Ok, now that game has started and… wow, the interface for Arrange B is a jumbled mess. Actually, it might be best for players to just focus on the action, with quick glances to specific areas to get updated information.
What a mess! The numbers are described below. The best way to explain this UI is to systematically break it apart and explain each component individually. To accomplish this, each UI component is going to be explained starting from the top left corner, and going clockwise to the bottom left corner.
Each explanation will also begin with the corresponding number for easier navigation. If players have both gauges full at once, they gain access to the Auto-Bomb ability, which is activated automatically if hit, at the cost of one Hyper Bomb Gauge. These gauges cannot be increased at the same time. The Free Bomb is just as it sounds, it is a bomb that the player can use without the cost of a Hyper Bomb Gauge.
The Free Bomb becomes the key to scoring later on. Below the score lies the Global Rank values. These values represent how strong the enemies are in all stages of Arrange B. The blue number 4 represents the High-speed Bullet Rank. These two stats affect the strength of all enemies in all stages in Arrange B, and will increase the more the mode is played. However, getting hit will cause the values to decrease.
On the left and right side of the screen are two colored gauges: the blue Expert Gauge 6 and the yellow Destruction Gauge 7. The Expert Gauge increases whenever Expert Items are collected.
The Destruction Gauge increases whenever an enemy is destroyed, or hit by the Laser. When the gauge is in the red, enemies will drop Expert items when destroyed. Both of these gauges rapidly decrease as time passes. These stats rise whenever enemies are destroyed, hit by the laser, and even time played.
Unfortunately it is not possible to decrease any of the Area Rank values, but getting hit will lower how much they will increase after completing the stage. In Arrange B, each enemy and boss has a series of numbers displayed on top of them. These values represent the Enemy Rank and Boss Rank, respectively.
These stats are unique to each enemy, and are added on top of the Area and Global Ranks. Destroying enemies before they get the chance to fire will raise their Defense Rank. Getting hit will cause the Rank of all enemies onscreen to drop, as well as the mode Rank. Any enemies that hit the player have an addition decrease to their Rank. Bosses have the High-speed Bullet and Bullet Swarm ranks, but they increase in a different manner than the Enemy Rank.
If the player gets hit, only the Rank for the grid they were in will decrease. Most of the items found in Daifukkatsu still exist in the Arrange Mode B. Destroying an aerial enemy will create six of these items.
Destroying a ground enemy will create a ground star item. The ground star items no longer award points in Arrange B, instead filling the Hyper Bomb meter. Large stars fill the meter more than the small stars do. Lastly, there are the bee items, which are already exposed in this mode. Their purpose will be explained in the next paragraph. A unique feature to Arrange B is the Grid system. Grids alter the game stage and cause enemies to use different attacks depending on the active grid. Thankfully, the bee icons are already uncovered by default in Arrange B.
Collecting a green bee icon will trigger the Blue Grid, which causes enemies to fire high-speed aimed patterns at the player, as well as cause the blue stat value High-speed Bullet Rank to rise. The gold bees trigger the Red Grid, causing the enemies to fire slow, dense patterns at the player. Collecting a flashing bee icon while the Hyper Counter is not active will trigger the Blank Grid. The Blank Grid is also active at the start of each stage. The Blank Grid causes enemies to fire their Normal patterns, and allows both ranks to be manipulated.
The fourth and final grid type is the Green Grid. This grid can be triggered one of two ways. The Green Grid is triggered when the player gets a high score, or collects a flashing bee icon while the Hyper Counter is active.
The Green Grid is a combination of the Red and Blue Grids, causing both Rank values to rise, while the enemies also fire fast, dense patterns at the player. Note that the bee items themselves are not worth any points in Arrange B.
As the game become more difficult to clear, the amount of points enemies are worth will increase. This means that, theoretically, an enemy destroyed in one run should be worth even more during the next. As such, players should theoretically achieve a new high score on almost every run. Because of this unique scoring system, players must replay the same stage multiple times to drive up the Area, Enemy, Boss, and Global Ranks, and repeat this process until even the popcorn enemies are worth big points.
Not to mention the swarm of enemy bullets they will have to dodge. Luckily, Bombs in this mode do crazy damage, and become the key to scoring. Once the rank is high enough, the general scoring strategy is to into the game with the Hyper Customization, and wait until the screen is filled with bullets.
Then, repeat this process for the entire stage. The method may sound simple, but it requires precise timing to execute effectively. Dodonpachi Daifukkatsu Ver 1. It is a very high score-based mode, featuring simplified controls, one loop, and always has the player fight the hidden Dodonpachi midbosses, as well as Taisabachi and Hibachi after Stage 5. It was not uncommon for the Cave Matsuri festivals to have tweaked and altered versions of other Cave shmups, not unlike the Arrange Modes found in their console ports.
These versions were usually incredibly limited, with maybe one or two versions of the game ever put on a PCB. Sometimes Cave would give the boards away to whomever got the high score in that version, sometimes they would not. That was just how it went. But, thanks to the Xbox and the rise of DLC, Cave now had a way to widely distribute these specialized versions to interested fans. To purchase the Ver 1.
Once the DLC has been downloaded and installed to the console it can be played on any account without any restrictions. The controls for Ver 1. Rather than have dedicated Hyper and Bomb or Power buttons, this mode crams them all into a single button, making Ver 1. The A and C buttons remain unchanged from the standard version of the game.
Players can select from all three Ship Types, as well as all three Styles, but, if playing for score, there is really only one option: Type-B Strong Style. No other combination comes even close to the scores this combination can pump out. Ver 1. Normally Auto-Bombing takes away two bombs, but if the player is on their last bomb, then it will only take the one.
The Hyper Counter has been altered, now serving as a user-controlled Rank system. The max hyper Rank has been increased from 5 to 9 to reflect this change. Functionally, Hyper Counters remain largely unchanged in Ver 1. Well technically , they still can by pressing the button again, but that will launch a bomb, and that will cancel the Hyper Counter.
Attacking or destroying enemies with the Shot does not award any Hyper Gauge in Ver 1. The amount gained can be increased further by attacking enemies with the Laser up close. This is because Ver 1. The Hyper Counter retains the Rank system from Daifukkatsu for the most part. Each stage resets the Rank back down to Hyper Rank 0, with this being the only way to reduce the Hyper Rank in the game.
Until players reach Hyper Rank 6, at which time they must be very careful. If a player reaches Hyper Rank 7, all enemies instantly switch to their Ura patterns complete with suicide bullets for the remainder of the stage. The bosses, on the other hand, still retain their Normal patterns, but, will use their Ura patterns if the player is at Hyper Rank 9. Items present in Daifukkatsu return again in Ver 1.
The gold bee icons no longer award points, but instead hyper meter. Flashing bee icons still let the player claim both icons at once. The star icons have been modified as well. The aerial stars only appear as a result of the Hyper Counter, with small stars appearing by destroying bullets and enemies, and the large stars created from any onscreen lasers upon exiting the Hyper Counter.
The 1-Up item is still in the big eye thing near the end of the third stage, and will still appear so long as the player does not bomb that enemy. Although there are several factors that make up Ver 1. The combo chaining system is still present in Ver 1. The first change is that there are only two ways to break a chain in this mode: dying, and having an empty chain gauge as well as an empty Hyper Gauge. Instead, the focus of Ver 1.
The easiest way to explain the point system is with an example. Those points are to be added to the cumulative combo value, in addition to the current MAX HIT value which is now at 10, , making the cumulative combo value now worth 10, points.
Now, in Ver 1. This also occurs when using the Counter-Laser for some reason, which ends up becoming the key when it comes to scoring. Players need to learn where the best Counter-Laser spots are, and how to get the maximum amount of points they can get from them. In Ver 1. Plus, destroying a DANGER Laser causes it to spawn bullets for the total length of its laser, meaning the longer the laser was, the more bullets it generates.
Instead, the multiplier is reduced by two upon exit, and re-entering that mode adds plus one to the multiplier, resulting in a net loss of only one multiplier point. However, the MAXIMUM Bonus is reset upon dying, and seeing as how most scoring strategies have the player suicide during boss fights, it never becomes as big of an impact as it could be. The aerial star items are worth a set amount multiplied by the current HIT counter, and while they are nothing special on their own, having twenty to fifty max range DANGER Lasers cancel into large star items at the end of a Hyper Counter can add up, especially with a large HIT counter.
Now, for some general tips and strategies for scoring in Ver 1. First, avoid using the Auto-Bomb, as it not only launches a bomb with a much shorter duration, but it costs two bombs to use! You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.
Sign In. Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. DoDonPachi Resurrection. DoDonPachi is ressurected after a Blissful Death with enough modes to satisfy the beginner and the expert player alike.
Tonight we dine in bullet hell! Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam.
0コメント