[PS4] Dodonpachi Daioujou Re:Incarnation - Arrange EX 1CC - 1.807 Billion (2-Miss)
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Time for Arrange EX now.
This new M2 port comes with a whopping three new arrange modes, each tuned to their respective element doll, with Arrange EX being by far the hardest of the three since it's based on the 2nd loop.
Ended up liking this mode a lot more than I initially thought I would.
It has a lot more depth than Arrange S and trying to figure out ways to optimize bullet cancels with the Tensei system on top of the regular chaining system of loop 2 spices up the regular DOJ formula quite nicely.
I also like that it's a mode where you can just start in the 2nd loop, something you weren't able to do before.
Just for a survival clear all of these arranges are extremely easy because they give you auto-hypers, auto-bombs and 20 lives, but the thing is that for scoring you can't really make use of any of these crutches.
M2 often goes for a style of very easy for survival for newcomers with the scoring being super hard for veterans.
Something that is very unique to these arrange modes is that the amount of hits you get is actually heavily tied to rank.
The difference between hyper rank 0 and 15 (max) is huge. Stage 5 low rank is like 5000 Hits while max rank is 8000 Hits. An auto-hyper or auto-bomb drops you from rank 15 to 4, absolutely destroying your score potential for that stage, even if you still full-chain.
This means you basically never want to auto, and lives are 50 million each, so you want to die as little as possible too.
Some other significant changes:
- Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).
Destroying these enemies while the Tensei gauge is full cancels all bullets on screen and this number gets added to your current chain. Some enemies you can only get in Tensei with a hyper active.
- Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).
- Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).
- You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).
- You collect hypers automatically instead of picking them up. This is actually kinda annoying since it ruins strats where you leave hyper items until later.
- You get lives from beating midbosses and bosses (max 20).
Overall the chaining is harder than arcade duo to the hypers, but the bullet cancels make the survival during the chaining easier, if that makes sense.
The short hypers are really troublesome, it makes chaining much harder since you can't rely on the extended chain timer from hyper as much. A lot of hard sections also don't cut it with just the length of one hyper.
Hibachi also requires a different approach since the arcade setups don't work and the increased gauge speed makes setting something up pretty annoying.
Because of crazy 2nd loop patterns and bullet cancelling, you can get much higher Hit chains than what was ever possible in any of the arcade modes.
This led to my discovery that bees stop giving you score after you reach 8000 Hits, which uh, should probably be patched: https://twitter.com/JaimersSTG/status/1738271409942466562
You also need to be more careful of not despawning bees from there being too many star items on screen.
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The long awaited next entry in the M2 ShotTriggers line of ports has been released, and this time it's Dodonpachi Daioujou!
Like with any of the previous ShotTriggers releases, these are ports with perfect recreation of the arcade games, with tons of quality of life added, updated visuals and sound, perfect practice modes and low input lag, tons of extra arrange modes and soundtracks, as well as leaderboards and replays.
Basically for ports that go above and beyond the line of duty, M2 is absolutely unrivaled.
Daioujou is easily one of the best games Cave ever made, so really happy this got the M2 treatment. Daioujou also hasn't gotten a good port since the PS2 days, and Black Label hasn't gotten a good port ever, so this release is quite a big deal.
All of the main stuff is great, but in terms of extras this release is not as insane as Ketsui Deathtiny was, but then again it's hard to top that release.
I think the main letdowns for me is that Death Label is not included and that the soundtrack selection is not as good (only one arrange and none of the insanely good arranges from the PS2 and 360 versions made it over).
Probably the most significant addition to this re-release is the inclusion of the ability to see your current i-frames. Really disappointed to see this is not one of the gadgets you can use in Tate mode though. :(
Game site:
https://m2stg.com/daioujou/
Shmup wiki page:
https://shmups.wiki/library/DoDonPachi_DaiOuJou
00:00 - Intro
00:36 - Stage 1
03:03 - Stage 2
05:55 - Stage 3
09:45 - Stage 4
14:20 - Stage 5
21:14 - Ending & Credits
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