Difference between revisions of "DoDonPachi DaiFukkatsu Ver1.0"
Line 13: | Line 13: | ||
To unlock B type: | To unlock B type: | ||
− | Insert coin | + | * Insert coin |
− | Player 2: Hold down A, B & D | + | * * 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 | + | * * 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) | (A is for Laser, B is Bomb, C is full auto/Shot, D is Hyper) |
Revision as of 08:45, 18 May 2020
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. For easier calling I will be referring the version as DFK 1.0.
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.
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.
To unlock B type:
- 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
(A is for Laser, B is Bomb, C is full auto/Shot, D is Hyper)
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.
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.
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.
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:
- 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.
- 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.
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.
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.
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:
- 0-5000 hits: x2
- 5000-7000 hits: x3
- 7000-10000 hits: x4
- >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.
High value enemies include:
- The big tanks at the silo part in stage 1
- The big ships at the start of stage 2
- The big blue ships and big yellow ships in stage 3
- The big black ships and the laser towers in stage 4
- The laser cannon at the start of stage 5, and the big black ships near the end of stage 5.
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).
- You charge up Hyper way slower in DFK 1.0 compared to 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.
- 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.
- Bee items in DFK 1.0 will not refill your chain meter like 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.
- Taisabachi doesn't have a lot of health in DFK 1.0 compared to 1.5.
- There are safespots in Hibachi fight, which makes the fight very easy.
- Hibachi's final pattern in 1.0 is different from the 1.5 one.