Showing posts with label Dodonpachi Saidai-Oujou. Show all posts
Showing posts with label Dodonpachi Saidai-Oujou. Show all posts

Monday, July 30, 2012

Dodonpachi Saidaioujou (Cave, 2012) review and high score #1 A-S


Holy. God. Damn. This. Game. Is. Awesome.

It is very rarely that I get into a game so totally from the outset that its all I want to play. Most games, especially most of Cave's newer efforts are a slow burn that take a while to take hold and for me to enjoy them. Most of the time, I can take or leave a new title, especially the last DDP title, DFK, which was a bit of a bummer for me as I am not a big fan of bullet-cancelling games.

Saidaioujou however, is the shit.

There is only one other game in my entire history of my gaming, from 1980 to present that has made such a strng impression on me after the first few credits - and that is Ketsui. Which is probably the best compliment I can pay it, especially if you check the sheer number of Ketsui-related posts on the sidebar.

Usually, and ceertainly in the case of Ketsui, a game has to be the total package - OST, mechanics and graphics - to totally blow me away. Ketsui, DDP, and Garegga all fit these requirements. With SDOJ, its all about the mechanics. The OST and graphics, while good, are not great. In fact, I tend to mix up stage tracks in my head as they all sound a bit the same to me.

The mechanics. Holy hell, just awesome stuff and really where the game shines. The game itself is a direct sequel to DOJ and follows the same basic mechanics - shot, laser and hyper. Where SDOJ takes off is the build up and use of the hypers and the subsequent GP Bonus and increase in rank. For the most part, the first few runs I took, I popped hypers when ever I got them and the rank went up high and I died easily without much of a leap in score. If you hold onto your hypers, the multiplier increases as does the points you get. I have found that popping six hypers at a time seems to be the best for my current strats and makes for a doable rank heading into stage 4. It also has an auto bomb feature, which is great for learning the stages.



As it is right now, I have a high score on A-S of 1,294,867,667 where I headed into stage 4 with three lives in reserve and finally lost it on the stage 4 boss which I have very little experience with. I really only have a good hyper strategy up to stage 3 and then, it falls apart. I'm sure I'm missing a lot of points after that, but as I cannot stay alive for huge chunks of 4, that makes saving hypers pretty hard.

This pcb is on loan from rancor in Japan, who is a goddamn saint. I have it for about a month and I play it as much as I can without driving my lady crazy and I am making real progress. I have to start credit feeding stage 5 and get some good strats for the later half of the game, but as it is right now, I am still totally in love. It's an amazing game, one that keeps you working hard and keeps throwing new patterns at you. No Mushi style tap dodging here - you have to learn and adapt to new stuff all the time. It's very rewarding and very fun and very old school. I absolutely love this one.

Sunday, April 29, 2012

VIDEO: Dodonpachi Saidai-Oujou - C-L 1-All



Here's a good scoring run in Saidai-Oujou with the C-L type ship. Scores are still climbing and there a plenty of videos on youtube show full runs. From all the feedback I have seen, the majority of players are really enjoying this game. A number of people have also commented that this may be one of Cave's best efforts. It certainly looks the part and the play mechanics look stellar, a nod to the old-school bullet-dodging style of Cave and an easier time chaining than previous DP titles. I'm stoked!

Wednesday, April 18, 2012

Dodonpachi Saidai-Oujou - Cave preview video



Goes on sale tomorrow and opinions should be coming shortly from some of the better players in JP and some of the westerners who will be ponying up right off the bat on this kit. I'm very very interested to see what kind of reception this gets as it seems like preorders were lower that what Cave was expecting. I'm assuming this is due to the proliferation of 1.5 releases (Deathsmiles II had something like three revisions!) and arcades may be wary of buying day one.

I hope that this game does extremely well for Cave and going by what I have seen - a return to form of DOJ style chaining with no bullet cancelling - it seems to be what fans have been clamoring for. Long live Cave!

Sunday, February 26, 2012

Dodonpachi Saidai-Oujou 2nd Location test



Wow - this looks amazing and amazingly hard. EOJ has posted some of his thoughts on Cave-STG, specifically that the bullet patterns are reminiscent of Ketsui and that the difficulty is mega hard on Expert. Like Mushihimesama Ultra hard. Which is awesome.

This video shows a Type-C Expert run and you can see just how difficult it is. I'm hooked. I don't think it'll be a day one purchase, but I may pony up for this sooner rather than later.

Monday, February 6, 2012

Dodonpachi Saidai-Oujou - Hey! location test



Just as I get my DDP pcb, the world is getting ready for the next DDP title, Dodonpachi Saidai-Oujou. Gone is the bullet cancelling mechanic of Daifukkatsu and what it looks like is a return to Dai-Ou-Jou with old-school bullet dodging and hyper mechanics - even the bee pick-ups are the older sound effects. Very cool.

The player here is LEN and according to Kaneda on Cave-STG, he's one of the best players at HEY. He's had world records in Deathsmiles MBL, DFK and DFK BL.

I'm pretty stoked for this. I was mildly dissapointed by DFK and if this is a Cave return to bullet dodging instead of bullet cancelling, I welcome it wholeheartedly! Check out the threads below for more info as it comes in:

Shmups thread: http://shmups.system11.org/viewtopic.php?f=1&t=39555

Cave-STG thread: http://www.cave-stg.com/forum/index.php?topic=1507.0