Author Topic: Dodonpachi Daifukkatsu Ver 1.51  (Read 3905 times)

Offline EOJ

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Dodonpachi Daifukkatsu Ver 1.51
« on: August 06, 2010, 04:25:28 PM »
Yes, that's right, Ver 1.51. Will be playable at the upcoming Cave fest on 8/14/2010 as a special "Matsuri version". But you can only play up to the second level (WTF?). Wonder if it's just 1.5 without the autobomb.  :laugh:

Source:

http://cave-gameshow.cocolog-nifty.com/fes201008/event.html

They had a matsuri version of Daifukkatsu playable quite some time ago (like over a year ago), but I don't know if this is the same one. Pretty sure the previous one wasn't called ver 1.51.
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Offline cstarflare

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #1 on: August 06, 2010, 06:21:06 PM »
arrange mode location test maybe?

Offline emphatic

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #2 on: August 06, 2010, 06:43:24 PM »
Because if you go to stage three, the PCB goes up in flames.  =D

I wonder if the 360 port would be totally free of slowdown in all modes now that they've "fixed" the US DeathSmiles.

Offline cstarflare

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #3 on: August 06, 2010, 08:04:15 PM »
I don't know, but I think someone should start that rumor on 2ch

Offline EOJ

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #4 on: August 13, 2010, 10:46:14 PM »
Some info on this is trickling in from 2Ch. Apparently it's quite a changed game. Some have said it should have been called ver 2.0.
Changes known thus far:

-3 buttons instead of 4, just like Daioujou. Bomb button doubles as hyper button.
-hyper mode time has been reduced.
-Kill enemies with laser and you get more points than with shot.
-When the autobomb triggers, all of your bomb stock depletes (similar to Ketsui DS)
-Combo doesn't cut off when you use bombs.
-Bombs increase when some as of yet unknown requirement is reached.
-Stage layouts, enemy positions, and other aspects of the game system are exactly the same as ver 1.5

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Offline EOJ

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #5 on: August 13, 2010, 11:07:28 PM »
One more update:

seems you have to destroy a boss while in hyper mode, otherwise you don't get the star items to collect afterward.
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Offline brentsg

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #6 on: August 14, 2010, 12:02:56 AM »
I predict 1.51 will be included in DFK for the rumored Playstation cell phone.

Offline GaijinPunch

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #7 on: August 14, 2010, 12:29:08 AM »
I talked w/ one of the dudes there.  (Sorry, didn't even know you had this thread).

"Use a lot of hypers, and it will go to the 2nd loop patterns"

Offline SuperPang

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #8 on: August 14, 2010, 07:27:28 AM »
This sounds excellent.

Offline EOJ

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #9 on: November 01, 2010, 05:18:07 AM »
Pic of the only DFK 1.51 PCB in the world:



From this guy's blog:

http://star.ap.teacup.com/kibanist/746.html
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Offline rtw

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #10 on: November 07, 2010, 12:13:53 PM »
Pic of the only DFK 1.51 PCB in the world:

Interesting, note the extra wires in the lower left connector.
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Offline Dave_K.

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #11 on: November 07, 2010, 12:49:23 PM »
Interesting, note the extra wires in the lower left connector.

At first glance, I thought that too.  But after looking more closely, the wires appear to be going under the PCB, and are part of the jamma/jvs connector board.  The lower left connector looks empty, you are seeing through the cutout-slot to the green PCB edge.

Offline rtw

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Re: Dodonpachi Daifukkatsu Ver 1.51
« Reply #12 on: November 07, 2010, 01:04:41 PM »
Interesting, note the extra wires in the lower left connector.

At first glance, I thought that too.  But after looking more closely, the wires appear to be going under the PCB, and are part of the jamma/jvs connector board.  The lower left connector looks empty, you are seeing through the cutout-slot to the green PCB edge.

Spot on observation Dave_K, must get my eyes checked :D
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