Difference between revisions of "DoDonPachi DaiFukkatsu Ver1.0"

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<center><big>('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)</big></center>
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<div align="center">[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]</div>
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== DoDonPachi DaiFukkatsu Ver 1.0 ==
 
== DoDonPachi DaiFukkatsu Ver 1.0 ==
  
DoDonPachi DaiFukkatsu Ver 1.0 is the first public version of the game to be released in 2008. However it was removed from the arcades a few months later due to a number of problems, and replaced with Ver 1.5, which is now the definitive version of the game. Due to this, it's extremely hard to access the version without the use of emulation.
+
'''''DoDonPachi DaiFukkatsu Ver 1.0''''' is the first public version of the game to be released in 2008. However, it was removed from the arcades a few months later due to a number of problems, and replaced with [[DoDonPachi DaiFukkatsu Ver1.5|Ver1.5]], which is now the definitive version of the game. Due to this, it's extremely hard to access the version of the game without the use of emulation. This version of the game will be referred to as "'''DFK 1.0'''" in this guide.
For easier calling I will be referring the version as DFK 1.0.
 
 
    
 
    
 
===Gameplay===
 
===Gameplay===
  
DFK 1.0 allows you to choose between three ships (A,B,C) and styles (Bomb, Power, Style). Type A is a red ship with fast speed, and narrow shot range. Type B is a helicopter with medium speed, and good shot range, Type C is the slowest ship, but also has the widest shot range of the three.
+
DFK 1.0 allows you to choose between three ships -- '''Type-A''' Do-NX-SF-25B Struggle Fighter “DELTASWORD”, '''Type-B''' Do-NX-AH-16B Assault Helicopter “BIAXE”, and '''Type-C''' Do-NX-FB-72D Fighting Bomber “SPEARHEAD”) -- and styles that augment your ship in additional ways -- Bomb, Power, and Strong. Type-A is a red ship with fast speed, and narrow shot range, Type-B is a green helicopter with medium speed, and good shot range, and Type-C is a blue ship with the slowest movement speed, but has the widest shot range of the three.
 
 
Bomb style will give you the feeling of playing traditional DoDonPachi games, giving you decent firepower and bombs. Strong style is the beefed up version of Bomb style, giving you more firepower and bigger laser, the amount of bombs are unchanged. Power style is vastly different from the other two however. It has two options: Normal and Boost. Normal gives you weaker firepower than Bomb, but much faster speed, while Boost will give you more firepower, and slower speed.
 
  
The B type and the Strong style in DFK 1.0 will not be available at the start, and must be unlocked by unlocking codes in order to access them.
+
'''Bomb Style''' will give you the feeling of playing traditional ''[[DoDonPachi]]'' games, giving you decent firepower and bombs. '''Power Style''' is a unique style that gives the player two different "power" types -- Normal and Boost. Normal gives you weaker firepower than Bomb, but much faster movement speed, while Boost will give you more firepower, and slower speed. '''Strong Style''' is the beefed-up version of Bomb Style, giving you more firepower and a bigger laser, in exchange for being the slowest moving out of the three.
  
To unlock B type:
+
The Type-B ship and the Strong Style in DFK 1.0 will not be available at the start, and must be unlocked by unlocking codes in order to access them.
Insert coin
 
Player 2: Hold down A, B & D
 
Player 1: Press B, C, B, A, D, Down, Up, A, A, D, D, C, C, B, B, Left, Left, A, Right, Left, Left, Left
 
  
 +
To unlock the Type-B ship:
 +
* Insert coin
 +
* Player 2: Hold down A, B & D
 +
* Player 1: Press B, C, B, A, D, Down, Up, A, A, D, D, C, C, B, B, Left, Left, A, Right, Left, Left, Left
 +
*
 
To unlock Strong style:
 
To unlock Strong style:
Insert coin
+
* Insert coin
Player 2: Hold down A, B & C
+
* Player 2: Hold down A, B & C
Player 1: Press D, A, D, C, B, D, Up, B, B, Left, Down, Right, C, D, B, A, Right, Right, A, D
+
* Player 1: Press D, A, D, C, B, D, Up, B, B, Left, Down, Right, C, D, B, A, Right, Right, A, D
  
(A is for Laser, B is Bomb, C is full auto/Shot, D is Hyper)
+
<small>''(By default, A: Shot/Laser, B: Bomb, C: Shot Auto-Fire, D: Hyper Counter)''</small>
  
When you kill an enemy, your chain meter will increase. If the chain meter is empty, and your Hyper gauge is full, your chain will be broken, if the Hyper gauge isn't full, your chain will rapidly fall down. Killing an enemy with Shot will fill up the chain meter more than Laser, while lasering an enemy will hold the chain meter by about 10%, which will prevent the chain from fall down or break.
+
When you kill an enemy, your chain meter (GP Meter) will increase. If the chain meter is empty, and your Hyper Gauge is full, your chain will be broken. If the Hyper Gauge isn't full when your GP Meter is empty, your chain will instead drop rapidly. Killing an enemy with Shot will fill up the chain meter more than Laser, while lasering an enemy will hold the chain meter by about 10%, which will prevent the chain from breaking (as long as your Laser is trained on an enemy).
  
The game has the Hyper ability, similar to the previous game DoDonpachi DaiOuJou, but with the ability to cancel enemy's bullets with your Shot. You will be able to activate Hyper once you fill up the meter through killing enemies, lasering enemies, and pointblanking. Pointblanking means you go close to the enemy and hit it with both your laser and your aura, dealing massive damage while also quickly fill up your Hyper meter. While having Hyper active you firepower will be stronger, your Shot and Laser's visual will change, you will gain more hits and you successfully cancel enemy's bullets, and when you laser an enemy your chain meter will rapidly increase. And when you activate Hyper your chain meter will be fully filled up.
+
The game has the Hyper Counter ability, functionally similar to the previous game ''[[DoDonPachi DaiOuJou]]'', but with the ability to cancel enemy bullets with your Shot. You will be able to activate Hyper once you fill up the meter through killing enemies, lasering enemies, and [[point-blank|point-blanking]]. Point-blanking in DFK refers to getting close to the enemy and hitting it with both your Laser and your Laser's Aura, dealing massive damage while also quickly filling up your Hyper Gauge. With Hyper Counter active, your firepower will increase massively, your Shot and Laser's visuals will change, and you will gain more hits overall, while lasering will rapidly increase your GP Meter. Your GP Meter will also be refilled to full when activating Hyper Counter, and when it is deactivated.
  
Hyper Rank exists in this game. The more Hyper you use, the higher the rank will get. Each time you use a Hyper the rank will increase by 1, and it will max out at 5. The higher the rank, the faster the enemies shoot, and the harder it is to cancel the bullets. You can reduce the rank by dying, or bombing in 2nd loop, which we will talk about shortly, doing either one of them will reduce rank by 1.
+
'''Hyper Rank''' exists in this game. The more Hyper Counters you use, the higher the rank will get. Each time you use a Hyper, the rank will increase by 1, and it will max out at 5. The higher the rank, the faster the enemies shoot, and the harder it is to cancel the bullets. You can reduce the rank by dying, or bombing in 2nd loop (which we will talk about shortly) -- either one of them will reduce Hyper rank by 1.
  
As with other versions of the game, DFK 1.0 has five stages, and each stage has two different versions. We will call the first version Omote, and the second version Ura. Ura version is better than Omote version because it has more bee items and more valuable enemies, it also replaces the midbosses by the DoDonPachi bosses, which have their health nerfed but with much nastier patterns. By default you will play the Omote version of the stages, however you can access the Ura versions by doing one of the two things:
+
As with other versions of the game, DFK 1.0 has '''five stages''', and each stage has two different routes (Omote and Ura), accessible by accomplishing certain tasks in-game. The Ura routes of stages are better for scoring, due to a higher amount of bee items and enemies with higher overall value than the Omote route. It also replaces the DFK midbosses with the bosses from ''DoDonPachi'', albeit with much lower health, but much nastier patterns. By default, you will play the Omote version of the stages, however you can access the Ura versions by doing one of two things:
  
* Fulfill the requirements from stage 1 (destroy all three silos before the big tanks run over them without dying), and you will be in the Ura version.
+
* Destroy '''three silos''' before the big tanks run them over in '''Stage 1''' without dying, and you will enter the Ura route.
* Collect all bee items in 2 stages (it does not have to consecutively, for example if you get all from stage 1, and get all on stage 4, then you will enter the Ura version of stage 5), however you must not die.
+
* '''Collect all Bee items in 2 stages''' (it does not have to be consecutively; for example, if you get all of the bees from stage 1, and stage 4, then you will enter the Ura version of stage 5) without dying.
  
Once you get in the Ura version, you will access the Ura version of later stages if you don't bomb or die during the DoDonPachi midbosses.
+
Once you enter the Ura route, you will stay on it in later stages if you don't bomb or die during the ''DoDonPachi'' midbosses.
 
   
 
   
Like the predecessors, DFK 1.0 has a second loop. And like Ketsui, it has two different versions, which will also be referred as Omote and Ura. The requirements for accessing the Ura version is the same as Ketsui: No Miss No Bomb the first loop. You can enter the Omote loop by either no miss or no bomb the first loop. Unlike 1.5 the bee items don't seem to be needed to enter the second loop. Omote loop will feature less bullets than Ura, and with DFK midbosses instead of DoDonPachi midbosses, and you will only face Taisabachi in the end. Ura loop features more bullets, DoDonPachi midbosses, and Taisabachi with the one fiery angry bee, Hibachi, the True Final Boss of DFK.
+
Like the predecessors, DFK 1.0 has a second [[loop]]. And like ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'', it has two different versions, which will also be referred as Omote and Ura. The requirements for accessing the Ura version is the same as ''Ketsui'': No Miss No Bomb the first loop. You can enter the Omote loop by either [[no-miss|no-missing]] or [[no-bomb|no-bombing]] the first loop. Unlike ''Ver1.5'', the bee items don't seem to be needed to enter the second loop. Omote loop will feature less bullets than Ura, and with DFK midbosses instead of ''DoDonPachi'' midbosses, and you will only face Taisabachi/Golden Disaster in the end. Ura loop features more bullets, ''DoDonPachi'' midbosses, and Taisabachi with the one fiery angry bee, Hibachi, the [[True Last Boss]] of DFK.
  
 
===Scoring===
 
===Scoring===
  
DFK 1.0 has the GPS (Get Point System) like all the other DoDonPachi games, which means you chain the enemies for accumulated scores. However in DFK it also has another mechanic: Hidden Multiplier(HD). In order to properly explain what HD does, I will bring up an example: You have 10000 points in your GPS, and you see an enemy with a 300 point worth. So normally if you destroy it you will gain 10300 points, and your GPS will be increased by 300 points. However when you have HD active you will gain twice the amount of scores, so you will gain 20600 points,and you GPS will be increased by 600 points instead. You need to have the Hyper meter full, and not in Hyper mode to activate HD. HD is also affected by your overall hit count:
+
DFK 1.0 uses the '''Get Point System''' (GPS) like all the other ''DoDonPachi'' games (chain the enemies for accumulated scores). However, DFK also includes an additional mechanic unique to it: '''Hidden Multiplier''' (HD), which is tied to having a full Hyper Meter and a high amount of Hits in your chain. In order to properly explain what HD does, I will bring up an example: You have 10000 points in your GPS, and you see an enemy with a 300 point worth. So normally if you destroy it you will gain 10300 points, and your GPS will be increased by 300 points. However, when you have HD active, you will gain twice the amount of score, so you will gain 20600 points, and you GPS will be increased by 600 points instead.  
 +
 
 +
Remember that in order to take advantage of this scoring system, you need to have a '''full Hyper Meter''', and '''you must not actively be in Hyper Counter mode'''. The amount of points that you receive will be multiplied by the amount of hits in your chain:
  
* 0-5000 hits: x2
+
* 0-5000 Hits: x2
* 5000-7000 hits: x3
+
* 5000-7000 Hits: x3
* 7000-10000 hits: x4
+
* 7000-10000 Hits: x4
* >10000 hits: x5
+
* 10000+ Hits: x5
  
Because of this, gaining a large amount of hits, then killing high value enemies while having HD active, then chain the rest of the stage with HD is the way to score in DFK 1.0.
+
Because of this, gaining a large amount of hits, killing high value enemies while having HD active, then chaining the rest of the stage without activating Hyper Counter, is the way to score huge points in DFK 1.0.
  
 
High value enemies include:
 
High value enemies include:
* The big tanks at the silo part in stage 1
+
* '''Stage 1''' -- The big tanks at the start in the silo section
* The big ships at the start of stage 2
+
* '''Stage 2''' -- The big ships at the start
* The big blue ships and big yellow ships in stage 3
+
* '''Stage 3''' -- The big blue ships and big yellow ships
* The big black ships and the laser towers in stage 4
+
* '''Stage 4''' -- The big black ships and the laser towers
* The laser cannon at the start of stage 5, and the big black ships near the end of stage 5.
+
* '''Stage 5''' -- The laser cannon at the start, and the big black ships near the end
  
 
===Trivia===
 
===Trivia===
  
* Autobomb does not exist in DFK 1.0, except when you are playing Power style and in Normal (You will still die when you are in Boost).
+
* Auto-bomb does not exist in DFK 1.0, except when you are playing Power style and in Normal Mode (You will still die when you are in Boost).
* You charge up Hyper way slower in DFK 1.0 compared to 1.5.
+
* You charge up Hyper way slower in DFK Ver 1.0 compared to ''Ver 1.5''.
* Lots of enemies' values have been changed in 1.5. For example the laser cannons at the start of stage 5, in 1.0 they have 500000 points, but in 1.5 they only have 50000 points.
+
* Lots of enemies' values have been changed in ''Ver1.5''. For example, the laser cannons at the start of stage 5 -- in 1.0 they are worth 500000 points, but in 1.5, they are only worth 50000 points.
* It's possible to counterstop DFK 1.0 by simply learning to full chain stage 1-5. It must be Ura version however to accomplish this.
+
* It's possible to [[counter-stop]] DFK 1.0 by simply learning to full-chain Stage 1-5 on the Ura route.
* Bee items in DFK 1.0 will not refill your chain meter like 1.5.
+
* Bee items in DFK 1.0 will not refill your chain meter like in 1.5.
* Power style in 1.0 is much worse than 1.5 because in Boost, your bullet cancel ability is terrible, even worse than Bomb style, and cancelled bullets will not increase your Hyper gauge, which practically make the style unplayable in second loop.
+
* Power Style in 1.0 is quite underpowered compared to in 1.5 because in Boost Mode, your bullet canceling ability is terrible (even worse than Bomb style), and cancelled bullets will not increase your Hyper Gauge, practically making the style unplayable in Loop 2 (both Omote and Ura).
* Taisabachi doesn't have a lot of health in DFK 1.0 compared to 1.5.
+
* Taisabachi/Golden Disaster doesn't have a lot of HP in DFK Ver 1.0 compared to Ver 1.5.
* There are safespots in Hibachi fight, which makes the fight very easy.  
+
* Due to a design oversight, there are [[safespot|safespots]] during the Hibachi fight, which makes the fight much easier than intended.  
* Hibachi's final pattern in 1.0 is different from the 1.5 one.
+
* Hibachi's final pattern in 1.0 is different than it is in 1.5.
 +
[[File:Hibachi 2nd safespot.PNG|thumb|Hibachi's safespot during the second pattern]]
 +
[[File:DFK Safespot.PNG|thumb|Hibachi's safespot during the final pattern]]
 +
 
 +
[[Category:DoDonPachi DaiFukkatsu]]

Latest revision as of 09:54, 27 May 2024


(NOTE: This page is currently in need of a formatting and re-organization update to fall in line with the current template format!)



Sprite DFKStar.png Click here to return to the main-line DoDonPachi DaiFukkatsu information overview page. Sprite DFKStar.png


DoDonPachi DaiFukkatsu Ver 1.0

DoDonPachi DaiFukkatsu Ver 1.0 is the first public version of the game to be released in 2008. However, it was removed from the arcades a few months later due to a number of problems, and replaced with Ver1.5, which is now the definitive version of the game. Due to this, it's extremely hard to access the version of the game without the use of emulation. This version of the game will be referred to as "DFK 1.0" in this guide.

Gameplay

DFK 1.0 allows you to choose between three ships -- Type-A Do-NX-SF-25B Struggle Fighter “DELTASWORD”, Type-B Do-NX-AH-16B Assault Helicopter “BIAXE”, and Type-C Do-NX-FB-72D Fighting Bomber “SPEARHEAD”) -- and styles that augment your ship in additional ways -- Bomb, Power, and Strong. Type-A is a red ship with fast speed, and narrow shot range, Type-B is a green helicopter with medium speed, and good shot range, and Type-C is a blue ship with the slowest movement speed, but has the widest shot range of the three.

Bomb Style will give you the feeling of playing traditional DoDonPachi games, giving you decent firepower and bombs. Power Style is a unique style that gives the player two different "power" types -- Normal and Boost. Normal gives you weaker firepower than Bomb, but much faster movement speed, while Boost will give you more firepower, and slower speed. Strong Style is the beefed-up version of Bomb Style, giving you more firepower and a bigger laser, in exchange for being the slowest moving out of the three.

The Type-B ship and the Strong Style in DFK 1.0 will not be available at the start, and must be unlocked by unlocking codes in order to access them.

To unlock the Type-B ship:

  • Insert coin
  • Player 2: Hold down A, B & D
  • Player 1: Press B, C, B, A, D, Down, Up, A, A, D, D, C, C, B, B, Left, Left, A, Right, Left, Left, Left

To unlock Strong style:

  • Insert coin
  • Player 2: Hold down A, B & C
  • Player 1: Press D, A, D, C, B, D, Up, B, B, Left, Down, Right, C, D, B, A, Right, Right, A, D

(By default, A: Shot/Laser, B: Bomb, C: Shot Auto-Fire, D: Hyper Counter)

When you kill an enemy, your chain meter (GP Meter) will increase. If the chain meter is empty, and your Hyper Gauge is full, your chain will be broken. If the Hyper Gauge isn't full when your GP Meter is empty, your chain will instead drop rapidly. Killing an enemy with Shot will fill up the chain meter more than Laser, while lasering an enemy will hold the chain meter by about 10%, which will prevent the chain from breaking (as long as your Laser is trained on an enemy).

The game has the Hyper Counter ability, functionally similar to the previous game DoDonPachi DaiOuJou, but with the ability to cancel enemy bullets with your Shot. You will be able to activate Hyper once you fill up the meter through killing enemies, lasering enemies, and point-blanking. Point-blanking in DFK refers to getting close to the enemy and hitting it with both your Laser and your Laser's Aura, dealing massive damage while also quickly filling up your Hyper Gauge. With Hyper Counter active, your firepower will increase massively, your Shot and Laser's visuals will change, and you will gain more hits overall, while lasering will rapidly increase your GP Meter. Your GP Meter will also be refilled to full when activating Hyper Counter, and when it is deactivated.

Hyper Rank exists in this game. The more Hyper Counters you use, the higher the rank will get. Each time you use a Hyper, the rank will increase by 1, and it will max out at 5. The higher the rank, the faster the enemies shoot, and the harder it is to cancel the bullets. You can reduce the rank by dying, or bombing in 2nd loop (which we will talk about shortly) -- either one of them will reduce Hyper rank by 1.

As with other versions of the game, DFK 1.0 has five stages, and each stage has two different routes (Omote and Ura), accessible by accomplishing certain tasks in-game. The Ura routes of stages are better for scoring, due to a higher amount of bee items and enemies with higher overall value than the Omote route. It also replaces the DFK midbosses with the bosses from DoDonPachi, albeit with much lower health, but much nastier patterns. By default, you will play the Omote version of the stages, however you can access the Ura versions by doing one of two things:

  • Destroy three silos before the big tanks run them over in Stage 1 without dying, and you will enter the Ura route.
  • Collect all Bee items in 2 stages (it does not have to be consecutively; for example, if you get all of the bees from stage 1, and stage 4, then you will enter the Ura version of stage 5) without dying.

Once you enter the Ura route, you will stay on it in later stages if you don't bomb or die during the DoDonPachi midbosses.

Like the predecessors, DFK 1.0 has a second loop. And like Ketsui, it has two different versions, which will also be referred as Omote and Ura. The requirements for accessing the Ura version is the same as Ketsui: No Miss No Bomb the first loop. You can enter the Omote loop by either no-missing or no-bombing the first loop. Unlike Ver1.5, the bee items don't seem to be needed to enter the second loop. Omote loop will feature less bullets than Ura, and with DFK midbosses instead of DoDonPachi midbosses, and you will only face Taisabachi/Golden Disaster in the end. Ura loop features more bullets, DoDonPachi midbosses, and Taisabachi with the one fiery angry bee, Hibachi, the True Last Boss of DFK.

Scoring

DFK 1.0 uses the Get Point System (GPS) like all the other DoDonPachi games (chain the enemies for accumulated scores). However, DFK also includes an additional mechanic unique to it: Hidden Multiplier (HD), which is tied to having a full Hyper Meter and a high amount of Hits in your chain. In order to properly explain what HD does, I will bring up an example: You have 10000 points in your GPS, and you see an enemy with a 300 point worth. So normally if you destroy it you will gain 10300 points, and your GPS will be increased by 300 points. However, when you have HD active, you will gain twice the amount of score, so you will gain 20600 points, and you GPS will be increased by 600 points instead.

Remember that in order to take advantage of this scoring system, you need to have a full Hyper Meter, and you must not actively be in Hyper Counter mode. The amount of points that you receive will be multiplied by the amount of hits in your chain:

  • 0-5000 Hits: x2
  • 5000-7000 Hits: x3
  • 7000-10000 Hits: x4
  • 10000+ Hits: x5

Because of this, gaining a large amount of hits, killing high value enemies while having HD active, then chaining the rest of the stage without activating Hyper Counter, is the way to score huge points in DFK 1.0.

High value enemies include:

  • Stage 1 -- The big tanks at the start in the silo section
  • Stage 2 -- The big ships at the start
  • Stage 3 -- The big blue ships and big yellow ships
  • Stage 4 -- The big black ships and the laser towers
  • Stage 5 -- The laser cannon at the start, and the big black ships near the end

Trivia

  • Auto-bomb does not exist in DFK 1.0, except when you are playing Power style and in Normal Mode (You will still die when you are in Boost).
  • You charge up Hyper way slower in DFK Ver 1.0 compared to Ver 1.5.
  • Lots of enemies' values have been changed in Ver1.5. For example, the laser cannons at the start of stage 5 -- in 1.0 they are worth 500000 points, but in 1.5, they are only worth 50000 points.
  • It's possible to counter-stop DFK 1.0 by simply learning to full-chain Stage 1-5 on the Ura route.
  • Bee items in DFK 1.0 will not refill your chain meter like in 1.5.
  • Power Style in 1.0 is quite underpowered compared to in 1.5 because in Boost Mode, your bullet canceling ability is terrible (even worse than Bomb style), and cancelled bullets will not increase your Hyper Gauge, practically making the style unplayable in Loop 2 (both Omote and Ura).
  • Taisabachi/Golden Disaster doesn't have a lot of HP in DFK Ver 1.0 compared to Ver 1.5.
  • Due to a design oversight, there are safespots during the Hibachi fight, which makes the fight much easier than intended.
  • Hibachi's final pattern in 1.0 is different than it is in 1.5.
Hibachi's safespot during the second pattern
Hibachi's safespot during the final pattern