DoDonPachi II: Bee Storm/Strategy

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Under Construction

For now I will be dumping random Bee Storm information here so it exist somewhere.


Stage 2 Boss Health Regen Bug(Courtesy of Pearl):

Hp value is a value from 0 to FFFF (more complex than this but it's for simplicity). When there's ~1030 frames left on the timer, if hp is less than C900 hp is set to C900. Later it is set to 9000 and then finally 7000

So you use a bomb as it hits c900, then the damage you're dealing is enough to trigger the extra two hp resets.

Cause as long as you're under the threshold said above the hp is reset to that value, so the damage is free.


In practice this can be consistently achieved by making sure to follow a few simple rules.

  • Do not kill the left pod until it returns into position.
  • Control damage on each horizontal line phase.
  1. Full point blank with aura.
  2. Full point blank with aura. If bottom left wing sets on fire, you are ahead. Stop, and do less damage in a proceeding phase.
  3. Feather damage with point blank aura. You want to do as much damage as possible without finishing the boss. When all three wings are on fire is a good place to stop for safety, If boss starts flashing, you are ahead. Stop, and do less damage in the next phase.
  4. Feather damage with point blank aura. If you feel you are ahead, it's best to pull away from the boss early. When the boss clears the final wrecked ship in the background, you are safe to bomb and trigger the final two health resets. If you killed the left pod before it had a chance to return to its position, you will need to wait for the boss to clearly the wreckage before bombing. This means dodging the start of a horizontal line pattern before bombing.

Stage 4 & 5 Hex Turret Item Drops

This will eventually need to go into version differences, but for now I'll dump it here. There are two types of hex turrets in the Japan v100 roms. An orange sprite with lower HP and no item drop, and a green sprite with higher HP and a chance to drop either a power up or bomb. In the Korean v100 roms, and the world v102 roms(only other two versions I've played enough to notice a difference) all hex turrets are of the green variety. I'm unsure if they are a simple recolor or a full enemy swap. The new green hex turrets drop items unlike their jp rom counterparts, but I'm unsure if their health has been increased as well. The Japan v102 roms maintain the orange hex turrets, so this isn't a simple version difference, but perhaps a region difference?


All this has a significant impact on high level, low-power scoring. The orange hex turrets can, and generally should be routed and used. They are prime targets for both point blanking(combo building) and bomb recharging(Energy Mode). In versions with the orange hex turrets replaced by the green ones, routing these sections becomes more difficult and the player has to choose if they should take advantage of the turret at the risk of releasing an unwanted power-up item.