DoDonPachi Dai-Ou-Jou Black Label

DoDonPachi Dai-Ou-Jou Black Label

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The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as "automatic fire".
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.

But,the Black Label Version made a number of changes, two of them stand out the most. The first major change is the ability to choose a one or two loop game after the selection screen. If players select a one loop game, they will automatically face Taisabachi and Hibachi after finishing Stage 5. Players no longer lose their extra lives and bombs when starting the second loop. Players can now continue while in the second loop, making it possible to credit-feed through and see all of the harder patterns, as well as Hibachi himself. Many players feel that the game’s Hyper Gauge now fills faster than before, and this is true only because it wasn’t working properly in the original version. Before, if a player picked up a bee icon worth 30% Hyper while at 99% full Hyper Gauge, they would gain 129% Hyper, enough to generate an item. However, the extra 29% did not carry over to the new bar, and was just thrown away. In Black Label, that extra 29% is now properly carried over into the next Hyper bar. The rank increase from Hypering has also been reduced, with the maximum cap itself also being raised. Because extra lives are now kept during the loop, and the increase in Hypers, both difficulty and bullet speed rank systems now behave a little differently than before. These subtle changes actually lead to the second major change in Black Label, which is that the first loop has become easier, with slower bullets and smaller patterns, while the second loop’s difficulty has been increased in Black Label. Some visual bugs were fixed as well, such as the counter only being able to display four digits, and would roll over if it exceeded 9999 HITs. Additionally, the chaining system is slightly less strict than before.

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