DoDonPachi DaiFukkatsu Black Label

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DoDonPachi DaiFukkatsu Black Label
Template Title.png

Title screen

Developer: CAVE
Music: Manabu Namiki, Yoshimi Kudo, Noriyuki Kamikura, Azusa Chiba
Program: Tsuneki Ikeda, Shinobu Yagawa
Release date: Jan 20, 2010

DoDonPachi DaiFukkatsu Black Label (DDP DFK BL) is a revamped version of the original DoDonPachi DaiFukkatsu, with new mechanics and a brand new soundtrack.

Gameplay Overview[edit]

DoDonPachi DaiFukkatsu Black Label features much of the same structure of DaiFukkatsu, but with a few crucial differences, notably, the game only has one loop, and now features a player-controller rank system (known as Red Mode).

Controls[edit]


  • A (Press): Normal shot
  • A (Hold): Laser
  • B: Releases a Bomb (Bomb/Strong Styles) or switches between Normal and Boost shots (Power Style)
  • C: Auto-fires the standard A shot
  • D: Activates Hyper Counter, which drastically increases the ship's firepower, cancel bullets with the normal shot, and deflect large enemy lasers with the laser shot

There are 2 selectable control types; Type B swaps the auto-fire and hyper activate buttons from Type A's layout listed above. Auto-Bomb can be enabled when selecting a style as well. Auto-Bomb will not allow you to stock Hypers, and thus is not recommended; the rest of this page will assume it is turned off. With Auto-Bomb off, your Bomb and Hyper stocks are shared, and is depleted by one each time either is used. New to Black Label is the ability to fire the normal shot and laser at the same time, at the cost of movement speed. (see Rank section)


Characters / Ships / Styles[edit]


Black Label features the same 3 selectable ships and styles from the original DoDonPachi DaiFukkatsu. Unlike the original, Strong Style is selectable from the start.

Ships

  • Type-A: Strong focused shot straight forward, fastest movement speed
  • Type-B: Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed
  • Type-C: Wide spread out shot, slowest movement speed

Styles

  • Bomb: 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 when a bomb item item is picked and the current bomb stock is full) which can be used at will or as auto-bombs when hit.
  • Power: No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.
  • Strong: 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.

Strong Style will start the game with second loop patterns (including suicide bullets).

Items[edit]


The staple Bee item appears in Black Label. It will flash slowly between green and yellow states. Collecting it while it is yellow will cancel all on-screen bullets into score stars. Collecting it while it is green will fill the Hyper gauge slightly without cancelling bullets. Collecting it while it flashes between the two will give both effects, and the score stars dropped will be large instead of small.

There is a hidden extend at the large generator tower in stage 3 after the midboss. The extend will drop unless it is destroyed by a bomb.


Rank and Hyper Counter[edit]


Black Label features a player-controllable rank (known as Red Mode), shown by the meter at the top-right of the screen. There are 4 distinct thresholds of the bar that correspond to various ranks:

  • Level 1: 0%-49%
  • Level 2: 50%-74%
  • Level 3: 75%-99%
  • Level 4: 100%

The Red Mode gauge is increased by shooting the auto-fire shot and laser at the same time. This gauge will rise at double the rate with a Strong ship or a Power ship in Boost mode. The gauge will gradually decrease otherwise (although it can be slowed by using the laser).

The Hyper Counter gauge is located right above the ship stock on the top-left of the screen. When this fills entirely, you will gain one Hyper Counter stock. Your current stock is indicated either by the number of B/H icons at the bottom of the screen (in Bomb/Strong Styles) or a small xN to the right of the shot style selection (in Power Style). Activating a Hyper Counter will drastically power up both the normal shot and laser. 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. The length of activated Hypers and the associated invincibility are generally shorter than in DoDonPachi DaiFukkatsu.

When a Hyper ends, the Red Mode gauge will be drained by 50%, unless it occurs during a boss' WARNING! screen. Hypers can be manually canceled by tapping the Hyper button again.


Chaining and Scoring[edit]


The current chain value is shown by the amount of HIT!s under the Hyper Counter, and the chain meter is shown to the left of the Hyper gauge. You don't gain any HIT!s by cancelling enemy bullets with a Hyper; they are only gained by shooting enemies or cancelling bullets by other means, either by bee items or enemies who cancel their own bullets on death. Many enemies in Black Label will cancel their own bullets if killed by autofire+laser. There are 3 ways to break a chain:

  • Using a bomb
  • Dying while a Hyper is active
  • Letting the chain meter empty while a Hyper is active

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! count, you will gain a specific multiplier:

  • 0 - 499 HIT!s: 1x
  • 500 - 999 HIT!s: 2x
  • 1000 - 2999 HIT!s: 3x
  • 3000 - 4999 HIT!s: 4x
  • 5000 - 6999 HIT!s: 5x
  • 7000 - 9999 HIT!s: 6x
  • 10000 or more HIT!s: 7x

This multiplier is applied to the amount of HIT!s gained from killing an enemy and to the score gained from killing an enemy.

Unlike in DoDonPachi DaiFukkatsu, midboss and boss bullets will not drop stars when cancelled. However, shooting bosses with autofire+laser when at high rank will give a large amount of points, especially while at max rank. Destroying bosses with autofire+laser at max rank will also cause them to drop larger stars which are worth even more score. Milking bosses by shooting invincible parts with autofire+laser can give a large amount of points (e.x. blocking your own laser with an enemy laser, the mini robots on the third boss, or the red balls/satellites on the fourth boss), but beware: bosses will fire vicious patterns if milked.

Routes[edit]


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:

  • Destroy the 3 silos before they are run over by the tanks at the start of stage 1 (the same requirement as in the original DaiFukkatsu)
  • Have the Red Mode gauge at max before encountering the first tank?
  • Collect all 3 bee items, 2 of which must be flashing?

Power Style will always enter the Ura route in stage 1.

To fight against the various final bosses and true final bosses:

  • Taisabachi (or 'Supreme Weapon of Extreme Hellish Annihilation – Golden Disaster'): Do not use more than 2 bombs in the first 5 stages, and kill at least 2 bosses with a full Red Mode gauge.
  • Hibachi (or 'Supreme Killing Weapon – Hibachi'): Do not die more than once, do not use more than 2 bombs in the first 5 stages. Kill all bosses with a full Red Mode gauge.
  • Zatsuza: Must play Strong Style, fulfill the requirements to fight Hibachi, and defeat Taisabachi without dying


Strategy[edit]

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[edit]

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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.


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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.

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