If you manually release a bomb it lasts for 5 seconds, and does quite a lot of damage. In Bomb and Strong styles, when you get hit and release an autobomb, it kills your chain just as a death would, and the bomb only lasts 2 seconds (and does little to no damage). However, it works better than you might assume. Speaking of autobombing, this is a controversial element found throughout the game, in all three styles. You can also pick up and store one bomb at a time in Power-style, which can only be used as an autobomb. It also has a much quicker hyper-gauge refill, and different effects in hyper mode based on if you’re in Normal or Boost: Normal hypers give you more hits, Boost hypers refill your hyper gauge quickly. In Power-style, instead of a releasing a bomb, the B button changes between two shot types, namely the aforementioned Normal and Boost: the former is quick and weak, the latter is slow and powerful. ![]() Strong is basically just a powered-up version of Bomb-style (and only unlockable via a code), while Power-style is almost like playing a different game. After that, you can choose three play styles: Bomb-style (three options, bomb stock), Power-style (two options in Normal mode, four options in Boost mode, no bomb stock), or Strong-style (six options, very wide shot, wide laser, same bomb stock as Bomb-style). You can choose between three ships: A-type (red, quick, narrow shot), B-type (green, moderate speed, mid-range sweeping shot), or C-type (blue, slow, wide shot). The game gives you many ship types and playing styles to choose, as well as separate high score boards for each (as a serious scorer, I love this feature). The bosses are not simple ship designs, but rather gorgeously animated transforming mechs with a variety of forms. Released in the end of June, version 1.5 adds the green helicopter ship, balances out the game’s scoring, fixes an exploit on the final boss, and tweaks other bits here and there.īasically a successor to Daioujou, instead of having the dolls as your pilots, they are the bosses that you meet at the end of each of the five stages in the game. And with that, a version 1.5 was born out of necessity. Then, about three weeks later, Pink Sweets Lace 1-ALL world recorder holder YOS.K counterstopped the game at the end of the first loop, exposing a serious miscalculation of the scoring by both the game testers and the designers. Initial pictures of the game were stellar, and when it was released in May there was a very positive reception in Japan. I knew my track record with the Donpachigames, but I also knew what lead programmer Tsuneki Ikeda was doing these days in terms scoring system depth and overall design, and I found this encouraging. ![]() When Dodonpachi Daifukkatsu (henceforth DDPDFK) was announced, I was interested, but cautiously optimistic. But they really aren’t games I’ve ever been compelled to spend a lot of time with. Admittedly, Dodonpachi is fun for a simple 1CC, and Dodonpachi: Daioujou is fun for its great bullet patterns and intense challenge. Learning the games felt too much like work, and I’d rather have fun when playing games. I just could never click with their very strict chaining systems. I can’t say I ever really liked the Donpachi games. This review was originally published on CAVE-STG.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |