DoDonPachi DaiFukkatsu Arrange A

Arrange A (JP: 怒首領蜂大復活ブラックレーベル) アレンジA) is an arranged mode of DoDonPachi DaiFukkatsu that borrows from DoDonPachi DaiOuJou the type A ship and the hyper item mechanic, mixing it with DFK's Power style.

Gameplay Overview
The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.

Controls

 * A (Press): Fires the standard shot weapon
 * A (Hold): Fires the laser weapon
 * B: Switches between Normal and Boost modes
 * C: Auto-fire for the standard shot
 * D: Activate a hyper

Weapons
In Daifukkatsu (DFK) Arrange A, you control a ship similar in appearance to the Type A ship from Dodonpachi Daioujou. However, it functions very differently from that game.

Arrange A has you playing with a Power type ship, meaning you can change between two ship states, Normal mode and Boost mode, by pressing the bomb button. While in Boost, movement speed is reduced but firepower is increased. Additionally, bombs may not be used, although collecting a single bomb item will initiate the MAXIMUM bonus.

Hyper Gauge and Hyper Items
Where Arrange A differs significantly is the way hyper mode functions. Unlike the main game, hyper mode is not immediately available for use when the hyper gauge is filled. Instead, when the hyper gauge fills, a hyper item will appear at the top of the screen and float down. This item must be collected before hyper mode can be used. Up to five hyper items can be spawned and collected. With each additional hyper item, the power level of the ship will be increased proportionally.

When you are in hyper mode, you will still gain hyper gauge, but the hyper items will not drop. Instead, each full gauge will be "banked" and a new gauge will appear and start to fill. As soon as hyper mode ends, the banked hyper items will drop all at once.

If you have no hypers stocked or active, and you fill the hyper gauge, then all on-screen bullets will be cancelled.

If you have stocked hyper items and then die, the items will float around and can be collected again.

Hyper Mode
Unlike the normal version, in Arrange A the properties of hyper mode depend on whether your ship is in Normal mode or Boost mode.

In Normal Mode, hypers will not slow down or cancel bullets. The power of the shot and laser will still be increased.

In Boost Mode, hypers will slow down and cancel bullets as normal. The power of the shot and laser is increased further, making the laser extremely powerful.

The duration of hyper mode is also dependent on whether you use Normal or Boost mode. Boost mode reduces the hyper timer much more quickly. However, you can freely switch between Normal and Boost during a hyper. Many players will activate Boost mode in brief bursts to cancel bullets, remaining mostly in Normal mode, so that the hyper lasts for longer.

When shooting bullets during a hyper, HITs will be added to the chain meter. This is true regardless of if you are in Normal or Boost mode. When in Normal mode, you still gain HITs from shooting bullets even though they aren't cancelled, but you will only gain a single HIT from each bullet.

Hyper Rank
Hyper Rank works the mostly same in Arrange A as it does in the normal version.

Each time hyper is used, the Hyper Rank will increase by 1, up to a maximum of 5. How many hyper items you have when using a hyper doesn't affect the rate of increase.

As Hyper Rank rises, enemy fire rate and pattern density will increase, while bullet speed will also increase. Bullets will also give additional HITs when shot during hyper mode depending on the Hyper Rank. Because of this, it is advantageous when playing for score to raise the Hyper Rank to level 5 as soon as possible.

Hexagon laser enemies do not spawn in this mode, and cancelled bullets do not spawn additional revenge bullets.

Chain Gauge
Chaining is mostly unchanged from the normal version.

As mentioned previously, shooting bullets in hyper mode will give additional HITs. This is the primary source of scoring in Arrange A.

There is no way to instantly drop the chain, except for the chain gauge to reach zero. Dying, bombing, or even dying during a hyper will not end the chain.

Star Items
The value of Star Items is proportional to the Chain Gauge, like in Black Label. They do not increase the chain meter.

Bee Items
Bees do not oscillate between being yellow and green in this version. They will still periodically flash, but they will always be yellow.

Collecting a bee will fill your hyper gauge by 25% if it's normal, and 50% if it's flashing. It will also give an additional 25% if you collect them during a hyper.

If the hyper increase from collecting a bee happens to fill the hyper gauge, then all on-screen bullets will be cancelled. This is disadvantageous during a hyper, because shooting bullets during a hyper is the primary method of scoring. It is recommended to collect bees in such a way that they do not fill the hyper gauge during a hyper's duration.

The scoring value of bees is unchanged from normal mode.

Loops
If a game features a loop system, elaborate on it in detail here. Otherwise, omit this section.

Scoring
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the DoDonPachi page.

Strategy
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.

This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)

Story
Basic story breakdowns, plot information, and endings are included here.

If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.

Development History
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Version Differences

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Trivia

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Gallery
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Video References
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Other
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.

References & Contributors

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