-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Document: DDP:DFK Guide Game: DoDonPachi: Daifukkatsu (Asia) DoDonPachi: Resurrection (US/Europe) Platform: Arcade / Xbox360 / IOS / Android Developer: Cave Publisher: Cave / Rising Star Games Author: Slateman (slateman@godflesh.com) Version: 1.5 Date: September 1st, 2012 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table Of Contents ----------------- 1: About 2: Game History 2a: DoDonPachi History 2b: DoDonPachi: Daifukkatsu History 2c: DoDonPachi: Daifukkatsu Release History 2d: Personal DDP History 3: Ship & Mode Overview 3a: Ship Details 3b: Mode Details 4: Game Mechanics 4a: Aura 4b: Bees 4c: Chains 4d: Hypers 4e: Bullet-Canceling 4f: Scoring Basics 5: Game Features 5a: Ura Path 5b: Second Loop 5c: 1-Up 6: Game Modes 6a: Xbox 360 Mode (1.5) 6b: Novice Mode (1.5) 6c: Arrange Mode A 6d: Arrange Mode B 6e: Black Label (Not completed) 6f: Version 1.51 (Not completed) 6g: IOS/Android (Not completed) 7: Replay Mode 8: Achievement Guide 8a: Arrange Mode A Achievements 8b: Arrange Mode B Achievements 8c: Black Label Achievements 9: Credits 10: Legal Stuff -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Revision Notes -------------- 1.0 First document NO information on Black Label or 1.51 NO information pertaining to IOS/Android versions To Work On (i.e. Can you help me w/ this stuff?) Section 5a: How do you return to the Tsuujou path from Ura path? Section 5c: Does dying affect the 1-Up on level 3? Section 6a1: Need help on Bee Scoring - Can you help? 1.5 (Like what I did there?) Various tweaks and fixes. Nothing major added (To Work On / Fixing) DDP2 Release Year DoDonPuchi Zero issue DonPuchi release years Section 4a (Aura) could use some more elaboration. Section 4c (Chains) - How do chains on boss battles differ? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1: About =-=-=-=-=-=- DoDonPachi: Daifukkatsu translates roughly to "Angry Bee Boss: Great Resurrection". It is the fifth main entry in the DonPachi series of games. The game was released in Japanese arcades in the spring of 2008 and later ported to mobile devices and consoles. In the west, it was dubbed DoDonPachi: Resurrection and ultimately made more accessible upon its release on iPhone, iPad, European Xbox360s and Android devices. This guide will cover the Xbox360 version first and foremost. Wherever I have details on these other versions, I will add them but they are not the main focus. However, the gameplay is generally the same, so most of this guide will relate to any version of the game you have. I will speak about this game as DDP:DFK or just DFK, abandoning the western title entirely. You will see various acronyms used throughout; you should generally know these already, but for reference: DDP DoDonPachi DFK Daifukkatsu DOJ DoDonPachi: Dai-Ou-Jou (or DDP3, the greatest ever!) SDOJ DoDonPachi: Sa-Dai-Ou-Jou (DDP5) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2: Game History Here we'll talk about DonPachi and its 4 sequels here! Well...I don't know if Maximum really counts as a sequel. I vote "No." 2a: DoDonPachi History =-=-=-=-=-=-=-=-=-=-=-=-=- 1995 DonPachi Arcade, PS1, Saturn 1997 DoDonPachi Arcade, PS1, Saturn ???? DoDonPachi 2: Bee Storm Arcade (developed by IGS, not Cave) 2002 DoDonPachi: Dai-Ou-Jou Arcade, PS2, IOS aka DoDonPachi: Blissful Death 2008 DoDonPachi: Daifukkatsu Arcade, Xbox360, IOS, Android aka DoDonPachi: Resurrection 2012 DoDonPachi: Sai-Dai-Ou-Jou Arcade 2012 DoDonPachi: Maximum Windows Phone 20xx DonPuchi Cellular Phone 20xx DoDonPuchi Cellular Phone 20xx DoDonPuchi Zero (?) Cellular Phone 20xx DonPin Cellular Phone (Pinball Game) I don't know if DoDonPuchi and DoDonPuchi Zero are different games or not. 2b: DoDonPachi: Daifukkatsu History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.0 The initial release of the game came out in spring of 2008 and featured a game-breaking bug. 1.5 Fixing some of the main issues with version 1.0 and adding the green Type-B ship, this came out less than two months after version 1.0. This revision adds two more numbers to the score and several other smaller fixes. 1.5 is therefore the main release of DFK and is the version found on the Xbox360/IOS/Android ports. 1.51 This is DLC for home conversions and was made public only at the Cave Matsuri Festival in 2010. This has some differences to the scoring system and has only one loop. The button configuration is akin to that of DDP:DOJ. Black Label Following in the tradition of Black-Label releases, this was issued in 2010. This was released as DLC for console versions and features its own set of achievements. There were numerous changes to the system for this version. 2c: DoDonPachi: Daifukkatsu Release History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Arcade 1.0 1.5 1.51 (Cave Matsuri Festival Only) Black Label IOS DoDonPachi Resurrection HD DoDonPachi Resurrection Android DoDonPachi Resurrection (Europe) Xbox360 1.5 1.51 (DLC Only) Black Label (Standalone disc & DLC) Resurrection: Deluxe Edition (Europe) 2d: Personal DDP History (feel free to skip this section!) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I was introduced to DonPachi and DoDonPachi back in 2001 by a friend and it became my favorite shooter (shmup) rather quickly. DoDonPachi: Dai-Ou-Jou came out a year later and in 2003 on the Playstation 2. I imported this day one and it remains my favorite shmup ever. The challenge in DOJ is absurd but it is the most rewarding game I've ever played. Chaining level 1 remains one of my proudest achievements in gaming. I played this for five years before its successor, DoDonPachi: Daifukkatsu came out in 2008. Sadly, it was four more years before I could play it. The gameplay in DFK is not as rigorous which, at my age and place in life, is actually rather welcome. Of course, DoDonPachi: Sai-Dai-Ou-Jou came out just as I got DFK, so the math suggests *maybe* I'll play SDOJ in 2016 if I'm lucky. As a long-time member of the shmup online community (links below), I found it somewhat difficult culling all of the information I wanted from the various sources. Much of the information found here was from these forums and credit will be given wherever that info was taken directly. Otherwise, it was just me tinkering around in all the modes trying to get accurate info. In any event, I LOVE me some DDP and find DFK to be a lot of fun, particularly with the different modes and DLC. I think the game looks fantastic and is something I can play in front of my kids (unlike most games nowadays!) OK, that's enough. Read on, enjoy...hopefully there's something useful for you in here! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3: Ship & Mode Overview =-=-=-=-=-=-=-=-=-=-=-=-=-=- As this is so important to your game, we'll discuss the three types of ships and three types of modes here. 3a: Ship Details =-=-=-=-=-=-=-=-=-= There are three types of ships in DoDonPachi: Daifukkatsu. As with prior DDP games, the balance comes with width of shot vs speed. I find the Type C ship to be far too slow and its shots too wide to keep up a good chain. On the other hand, Type A's speed is wonderful, albeit at a sacrifice of shot width. I digress. Here are the details with Pros/Cons (+/-) listed. Type A (Red) Fastest Ship Narrow Shot + Strongest shot attack power. + Fastest to build Hyper - Vulnerable on sides due to options being located in front. Type B (Green) Medium Speed Medium Shot (Controllable by direction of movement) + Strongest laser / Medium speed to build Hyper (+/- I guess) Type C (Blue) Slowest Ship Widest Shot - Delay when switching from Normal to Boost in Power Style. - Slowest to build Hyper -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3b: Style Details =-=-=-=-=-=-=-=-=-=- There are three styles of play in DDP:DFK and they drastically affect how the game is played. Coupling these with three types of ship and you have a very diverse game. Choosing an adequate combination is essential for both survival and score. Options listed below refer to the orbiting mini-ships surrounding your ship. Bomb Style ---------- * Three options and three bombs to start. * After each death, another bomb will be added to your stock (max is 6) * Auto-Bomb when hit. This is weaker than a regular bomb. * Weakest laser, cannot push back lasers from the largest of enemies. Power Style ----------- * Change between Normal (weaker/faster) and Boost (more powerful/slower). - (Normal) - Two Options - (Boost) - Four Options * Hyper charges the fastest in Power Style. - (Normal) - Regular shot charges Hyper meter faster but is less powerful. - (Boost) - Clears bullets better, doesn't charge Hyper as fast. * Don't start with bombs in stock. Max is 1. * Auto-Bomb when you have one in stock. - (Normal) - Auto-Bomb is a normal manual bomb. - (Boost) - Auto-Bomb is a standard, auto-bomb. * Smallest Aura shot area (see section 4a) * The best style for points, also the most challenging to master. Strong Style ------------ * Six Options * After each death, another bomb will be added to your stock (max is 6) * Auto-Bomb when hit. This is weaker than a regular bomb. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4: Game Mechanics =-=-=-=-=-=-=-=-=-=- To the non-familiar gamer, a shooter like DDP is likely one (or more) of several things. Too difficult, over too quickly, too expensive, not enough. The 'problem' here is that any gamer can blaze through the game, using continues and not diving into what makes this game/series so great. Really, many could gloss over the entire genre without appreciating how fantastic is all truly is. However, you're here reading this FAQ and therefore you have already the curiosity. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4a: Aura =-=-=-=-=-= Your ship is surrounded by a ring when using laser and this aura can help protect you from smaller enemies and small lasers. Apparently, while attacking an enemy with a laser, you can also move this aura over the enemy to deal additional damage. This will also boost your hyper meter. I'm a bit unclear on how this all works but it seems you should use this on larger enemies and bosses, particularly between boss bullet patterns. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4b: Bees =-=-=-=-=-=- Seeing as how DoDonPachi translates roughly to 'Angry Bee Boss', the recurring theme of collectible bees is rather fitting. DFK features nine bees on each stage (10 in level 1, based on which path you take) and in each mode in DFK (1.5, Novice, Arrange A & B) their involvement in scoring differs. I will detail how they work in each mode in each mode's individual section. Bees are scattered throughout each of DFK's five levels and are hidden in version 1.5. You should memorize their location and plan your route accordingly. In order to locate and reveal each bee, you will use your laser. By passing over each bee's location with your laser, you will see a transparent outline of the bee. By hitting this location with the tip of your laser, you will reveal the bee. Note that on Novice Mode, all bee locations are revealed. They are also easy to locate on each of the Arrange Modes. Upon revealing a bee, in all but Arrange Mode A, it will flash in one of two colors, Green and Gold. The general idea (scoring differs in each mode) is that Green will fill your hyper meter and Gold will give you points. If you can manage to collect the bee while it is changing from one to the other, and is white, you will receive the benefits of both; your hyper meter will fill and you will also receive the point boost. This is obviously the most beneficial choice but the timing of doing so is more challenging. Bees aren't necessarily as important to points as in prior DDP games, but collecting all the bees on any given level in 1.5 will yield 3.2 million points. Not too bad, really. Bees also count towards your combo. Finally, collecting bees on each stage is one of the requirements of reaching the second loop. You will need at least 35 to progress into the second loop, all 45 for the Ura loop. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4c: Chains =-=-=-=-=-=-=- As with every DonPachi game, chains are at the heart of scoring and therefore the game itself. Copying what I wrote on my DOJ FAQ: In the upper left hand corner of the screen you will find the GP (Get Point) Meter. Your goal is to keep this meter filled at all times. There are 2 ways in which you can accomplish this: 1. Causing Explosions 2. Keeping your laser on an enemy Generally, things work the same as they have for years in the DDP world; each enemy you destroy fills up the GP meter a set amount. After that explosion, the meter will slowly decrease. You must keep it active by destroying enemies before the meter empties or by maintaining laser contact with an enemy (typically larger ones). Doing this will keep your GP meter filled at a steady level until it's destroyed. In the past, when your meter emptied, your chain was broken. However, in DFK, your combo doesn't just return to zero as the more rigid (i.e. brutal) scoring of DOJ, etc had. By allowing your GP meter to empty, your chain will start to lose numbers as it did in the less-than-popular DDP2. This will give you an opportunity to pick up your chain and add to your high combo count. However, if your Hyper meter is full or if you are currently in Hyper mode, this break in a chain will result in it returning to zero. In addition, dying, Bombing or Auto-Bombing will break your chain and you will have to start all over again. Boss battles seem to function differently. How precisely? More research needed! Playing through DFK without chaining is an entertaing experience. Prolonging that experience by focusing on enemy/bee locations and scoring is what makes DFK and DDP in general such a rewarding series. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4d: Hypers =-=-=-=-=-=-=- Introduced in DOJ were Hypers and the Hyper meter. DFK continues that element and adds to it. Like in the past, destroying enemies will fill up your Hyper Gauge. Activating Hyper allows your normal and laser shots to become larger and more powerful. Building Hypers comes naturally by destroying ships and maintaining laser contact with enemies. Note that certain ships and styles (Type A/Power) build your Hyper meter faster than others (Type C). In addition, recall that collecting green or white/changing bees add to your Hyper gauge. Engaging your Hyper will make the ring around your ship into a counter. It will rotate counter-clockwise indicating how long you have until your Hyper runs out. You will also receive a short moment of invincibility when releasing your hyper. This can be greatly beneficial. While in hyper mode, your normal shot will cancel bullets. This means all normal bullets fired towards you will change color and disappear (well, at least until you raise your rank, see two paragraphs down). Of course, this can help you out a great deal when overwhelmed, trapped or cornered. However, the most important element of bullet canceling is that it is the main means of building your chain. More details below in Section 4e. Your laser will not cancel bullets in Hyper mode, but will prove effective against any kind of enemy laser. Recall that in Bomb style, your laser is weak against strong enemy lasers. While using Hyper, you may push back any enemy laser with any ship/style. In addition, using a laser shot against an enemy laser here will boost your combo. Rank ---- While in Hyper mode, your rank increases and enemy bullets will increase in number and strength. Rank fluctuates between 0 and 5 and goes up each time you use it. Higher rank means higher difficulty, of course. It also reduces your ability to cancel bullets, thereby making it harder to continue your chain. Dying, bombing and completing a level will all lower your rank. Finally, having a full hyper meter also acts as a multiplier. This is all dependent on your current chain total. By filling your hyper meter and not using it, your score for each kill goes up according to the following chart: Hyper Multiplier ---------------- 1x 0 - 499 2x 500 - 999 3x 1,000 - 2,999 4x 3,000 - 4,999 5x 5,000 - 6,999 6x 7,000 - 9,999 7x 10,000 Hits + Couple this with bullet canceling portion of raising your chain (which we have yet to discuss) and you have the essentials of scoring in DFK. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4e: Bullet Canceling =-=-=-=-=-=-=-=-=-=-=-=- Glossing over canceling above, this is an enormous portion of the game and requires some basic details. Bullet canceling only occurs when you are in Hyper mode and can only be done while using normal shot. This is the fundamental basis to getting high combos in DFK. After entering Hyper mode, use normal shot to cancel enemy bullets and add to your combo meter. This will protect you from normal enemy shots (not lasers) but its use is more for maxing your chain. Now that we have the basics of Hyper->Canceling = Chains, how precisely does this relate to score? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4f: Scoring Basics =-=-=-=-=-=-=-=-=-=-=- After filling your hyper meter, you will want to wait for a section where there are a lot of bullets. Upon unleashing your hyper, your goal will be to max out your chain by canceling as many bullets as possible. This does not mean you want to destroy your enemies. In fact, keeping them alive just to cancel their bullets is the most efficient way of getting a huge chain. After your chain has ended, the common consensus is to max out your Hyper gauge again and then to keep your chain going. As the hyper meter acts like a multiplier (remember the chart from above?), your full hyper meter will keep your score going up and up. Oh, and keep collecting bees! Ideally, you will want to avoid green bees, particularly once you have a full Hyper gauge. As detailed above, go for the gold bees or collect them while they're white/changing. Now, I am far from an expert and the scoring system is likely more detailed than this. However, this is a basic overview of how scoring works. If I have missed anything, please let me know. I'd love to expand this section. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5: Game Features =-=-=-=-=-=-=-=-=-=-= These are just some details about the paths and loops in the game. These are pretty cool. 5a: Ura Midboss Requirements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Starting the game, you are placed in the Tsuujou path and may continue the entire game this way. However, the coolest addition to DFK is the inclusion of a separate path. This is called the Ura path and by meeting some basic requirements, you will meet prior DDP bosses as mid-bosses in DFK. This is the only way to collect all of the bees in the game. In addition, you will unlock the 'Taking A Detour' achievement (10g) by doing this in either 1.5 Modes (Xbox360 or Novice) as well as Arrange Mode A. The Ura path is opened quickly in the first stage. You must get past the the section with the three tanks with the following conditions: 1. Do Not Die 2. Full Hyper Meter 3. Do Not Allow Tanks To Destroy Silos So, starting level 1, don't die and make sure you have a full hyper meter for the section after the third tank. You MAY use a hyper before, but in Bomb or Strong modes, you probably won't have enough time to refill your hyper gauge. In Power mode, you can do this rather easily. The final segment is an odd one. There are three tanks in this section, and they enter from the left, then the right, then the left. There are four silos (round-looking things on the floor). You want to make sure the tanks do not destroy these. You can accomplish this by destroying the tanks, the silos or both. However, don't let any of the tanks do the destroying. Though, apparently one silo *may* be destroyed. I'm unsure of specifics here. Uncovering and/or collecting bees has no bearing on the Ura path. I have verified this in all modes on the Xbox360. After fulfilling these requirements, the screen will change and your ship will move to the left. It will be clear you've warped to the Ura path. If you follow the streets up and meet the standard mid-boss, you have done something wrong and cannot enter the Ura path again until stage 3. ResumeDPosition writes (and credits adversity1): "...if you collect the 7 bees on each stage in the normal path and not die at all excluding bosses." (http://shmups.system11.org/viewtopic.php?t=28305) Either way, you will remain in the Ura path for the duration of the game unless you (Unsure here. Die? Bomb? Anyone?) at which case you'll be returned to the Tsuujou path. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5b: Second Loop (Tsuujou / Ura Loops) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Completing the game while meeting certain requirements will allow you to continue on to a second loop. You should aim to take the Ura path for the first loop; it'll be easier to collect bees for the second Tsuujou loop and because you must to reach the second Ura loop. Oh, and each of these can be reached on Novice Mode as well. Tsuujou Loop ------------ No Continues + Collect 35 bees or No Continues + Use two bombs or less or No Deaths (Bees/bombs don't matter) (Can someone validate this for me?) By starting the Tsuujou Loop, you will unlock the 'A Daunting Task' achievement (worth 20g). The second Tsuujou loop will allow you to fight Taisabachi as your final boss. Upon beginning the second loop, you no longer have to worry about bees, bombs or dying. You may continue as well and you will ultimately face Taisabachi. Defeat Taisabachi and you will unlock the 'Abominable Execution Weapon' achievement (worth 30g, English translation for Taisabachi is Golden Disaster) Ura Loop --------- Complete the Ura path on the first loop Collect all 45 bees Die no more than once Use two bombs or less By starting the Ura Loop, you will unlock the 'Suicide Mission' achievement (worth 40g). The Ura loop will allow you to fight the true ending boss Hibachi. Keeping with the series' tradition, Hibachi is the ultimate final boss. Upon beginning the Ura loop, you no longer have to worry about bees, bombs or dying. You may continue as well and you will ultimately face Hibachi. Defeat Hibachi and you will unlock the 'Destroy ]-[|/34<#!' achievement (worth 50g, English translation for Hibachi is ]-[|/34<#!, get it?) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5c: 1-Up =-=-=-=-=-=- Every Cave game has a 1-Up (extra life) featured later in the game. In several games it appeared on level 4, in DFK it's found on level 3. Towards the end of the stage you'll find an enormous mechanical part of the ship that spews out tons of bullets. You must defeat this enemy without using a bomb to reveal the 1-up. Q: Does dying affect this? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6: Game Modes =-=-=-=-=-=-=-=-= There are 6 different available modes on the Xbox360. The IOS and Android versions differ somewhat, but I have yet to play either and these are not covered in depth in this document. While mechanics of the game have been covered already, what follows are mainly just differences between modes and bee information. Arrange modes and (soon) Black Label and 1.51 details will also be covered. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6a: Xbox360 Mode (Ver 1.5) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Since I have already gone over most of the mechanics of this game, there is little left to discuss. You will begin Xbox360 Mode with a stock of three ships as you go through five levels. You may access the Ura path by following the directions listed in section 5a. Scoring works as detailed in section 4f. What's left? Bees! 6a1: Xbox360 Mode: Bees =-=-=-=-=-=-=-=-=-=-=-=-=- As detailed above, there are nine bees on each level (10 on level one) and for points purposes, you will want to collect them all. In addition, you will unlock the achievement 'Bee Completion' (25g) for collecting them all on any one level. Bees come in three flavors. Green: 100 points + Fills Hyper Meter Gold: Math Below! White: While flashing between green/white - get both benefits! You should aim to collect these while they are flashing so to receive the hyper meter boost as well as the fantastic point boost. However, when your hyper meter is full, going for the gold version is just as good. For each bee you collect, you will receive the following: Bonus Point Totals ------------------ Bonus / # Gold / All Bees 10,000 x 2 20,000 x 3 40,000 x 4 60,000 x 5 80,000 x 6 100,000 x 7 120,000 x 8 140,000 x 9 160,000 x 10 x 2 The first multiplier has to do with the number of bees you collect. The second multiplier is based on just how many gold/white bees you collect. The third multiplier is a x2 when you have collected them all. Therefore, if you collect 6 bees (5 green then 1 gold) you will receive 100,000 x 2 (100,000 for 6 bees)(x2 for only 1 gold bee) Now, there is more to this I'm fairly certain. I think the Bonus value in the chart above goes up (or there's a different multiplier) based on: Level? Perfect Bee Collection? (got all 9 on level 1, values on level 2 doubled?) **This needs help. Anyone? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6b: Novice Mode (Ver 1.5) =-=-=-=-=-=-=-=-=-=-=-=-=-=-= While many people are against the concept of novice modes in games, it works rather well in DFK. This mode features everything from the regular arcade/Xbox360 mode and most achievements are unlockable while playing Novice Mode. I think it's a spectacular inclusion and will allow more than the <1% of gamers to get to feel the enjoyment of 1CCing the game and going on to fight Hibachi. 6b1: Novice Mode: Bees =-=-=-=-=-=-=-=-=-=-=-=-= All bees are revealed in novice mode from the outset so it will prove easier to collect the 35/45 needed to progress to the second loop. You may still collect green bees (100 points + Fills Hyper Meter) Gold/White changing bees use the following math. Bonus x # of bees per stage (x2 for all) Bonus Point Totals (in thousands) ------------------ Level---> 1 2 3 4 5 1st Bee 10 20 40 80 80/160? 2nd Bee 20 40 80 160 3rd Bee 40 80 160 320 4th Bee 60 120 240 480 5th Bee 80 160 320 640 6th Bee 100 200 400 800 7th Bee 120 240 480 960 8th Bee 140 280 560 1,120 9th Bee 160 320 640 1,280 This means for each successive bee you collect while it is gold, you will get 20,000 (then 40, 60, 80...) x the # you have collected. Again, an example would be on level 4. If you have collected all 9 bees, you will receive: 1,280,000 x 9 = 11.5 million points or so. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6c: Arrange Mode A (Ver L) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This mode is based on DoDonPachi Dai-Ou-Jou. Main Differences ---------------- Type-A Ship / Power Mode Only (Powered up nicely too!) Sped-up gameplay Collect hyper icons Gold bees only, location identified by green circles. 6c1: Scoring =-=-=-=-=-=-=-=- As with every other mode, you will want to fill your hyper meter. Since it's Type-A / Power, this is the fastest combination to do so. Upon filling up your hyper meter, a hyper icon will float from the top of the screen. You should pick this up (and once, avoid it, to get the 'The One That Got Away' achievement (10g)). You can collect up to five hypers (and fill the hyper meter again with five in stock for the 'Charged Up' achievement (20g)) Your ship will then be surrounded by up to five white rings, each with a number spinning. This gives you the number of stocked hypers. When you activate your hyper, a large number will appear telling you which level you used. (i.e. a big #5 will be shown if you start a level 5 hyper). Like the other modes, a ring will show you how long you have remaining on your current hyper. The goal, as with every DDP, is to max out your chain. The way this is done is different from the regular method in 1.5. Let's read. How To Build Your Chain ----------------------- Every bullet fired towards you in Arrange Mode A will have a small square around it. You will want to build up your hyper and unleash it where there are a lot of bullets. Since you are using Power Mode here, you can opt to fire using Normal Shot or Boost Shot. Each functions differently when you activate a Hyper. Using Normal mode, use your regular shot to 'tag' the bullets. When you have done this, you will see a small green number beside the bullet and the word HIT written in yellow. For each bullet you 'tag' with your normal shot, your combo will go up. This is a lot like regular 1.5 mode except you're not canceling the bullets in the process. Using Boost on the other hand will cancel bullets like a regular hyper does in DFK. Therefore, using a mix of both Normal shot and Boost shot will keep you safe and max out your combo. There is an achievement for getting a 10,000-hit combo as well as a 100,000-hit combo, so there are some opportunities for massive combos, particularly on levels 4 and 5. Using laser here is beneficial on bosses, big enemies and lasers. While not in hyper, I see no real difference between using Normal and Boost. Whichever you prefer really; it does affect speed and strenght of shot however. It also appears rather unwise to use hypers on bosses. My intermediate-at-best experience tells me this is just an invitation for a beatdown as well as a waste of hyper. 6c2: Arrange Mode A Bees =-=-=-=-=-=-=-=-=-=-=-=-=-=- There are no green bees in this mode. Bees will all be gold and will flash white->gold. Therefore, you cannot collect green bees to boost your hyper meter. Instead, these are all point-based. How you collect them is important. (More below) Since Arrange Mode A is based on DOJ, point totals here are also like DOJ. Each bee collected will be related to your current combo. So, your hit total will be multiplied with a bonus modifer (below) and then also with the number of bees you have collected on the current stage. Note that dying resets the 'bees per stage' portion of this. As with the other modes, you get a 2x multiplier when you've collected all 9 bees. Hit total x Bonus x # of bees per stage (x2 for all) Bonus Point Totals ------------------ Stage 1 50,000 / 500 Stage 2 40,000 / 400 Stage 3 30,000 / 300 Stage 4 20,000 / 200 Stage 5 10,000 / 100 The difference here is striking and so you will want to make sure you collect bees the proper way. You will receive the higher point total (100x higher, BTW) by: Revealing/Picking up the bee in one motion Collecting the bee while white (not gold) Since bees are identified by a green circle, you can reveal and pick them up in one blast of your laser. However, if you reveal them and collect them later while they are still in a regular gold state, you will receive the lower point total. Instead, wait until it flashes white to get the higher total. Note that these totals are the same for the second loop as well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6d: Arrange Mode B (Ver B) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Is it OK to say I have no clue what is going on here? This section will require some additional work. More to come! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6e: Black Label =-=-=-=-=-=-=-=-=-= 6f: Version 1.51 =-=-=-=-=-=-=-=-=-=- I have yet to download these versions but plan on doing so shortly. Once I have had time to play them, I will update this guide with details. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6g: IOS/Android Versions =-=-=-=-=-=-=-=-=-=-=-=-=-=- I have yet to purchase either version and will not write anything on these modes until I have hands-on time with them. For now, I believe most of this works similarly to version 1.5 (Xbox360 mode). More later. Oh, I do know that on the IOS version, you can play as Hibachi by defeating him after completing the second Ura loop. Doing so will unlock him on the ship select screen. If you don't want to do that (I guess it *is* a challenge), you can unlock him the following way (but you have to re-enter the code each time) On the ship select screen, highlight Type A ship, then move the cursor in this pattern. Starting on Type A ABC ABC / BCA BCA / CAB CAB So, highlight A, move to B, C, etc.etc. Hibachi has some special attacks and has an option that shoots how you are tilting your device. credit to: http://www.youtube.com/watch?v=RfKP7pYn_LA -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7: Replays =-=-=-=-=-=-= Going online to watch replays is always a great way to learn new techniques and scoring methods. You may also check out the online leaderboards and download high-score replays and then watch them on your system. There is no stage select or method of skipping around so you will be forced to watch the entire replay each time. However, you can use these to help you zip around more quickly or to slow down to see precisely what is going on. Press X to toggle between normal speed and 2/3/4/5x fast forwarding. Press Y to toggle between normal speed and 2/3/4/5x slow motion. Press A to return to normal speed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8: Achievement Guide =-=-=-=-=-=-=-=-=-=-=-=- This portion of the FAQ will be broken into sections for each mode. Most are self explanatory but where additional details are necessary I will give information. This section needs some more work. MOST of these may be unlocked by playing through on Novice Mode. A * besides the point value indicates a Hidden Achievement 5 Engage Hostiles Start a game 5 Pruning The Tulips Beat level 1 mid boss 10 Senko Beat level 2 mid boss 10 Raiko Beat level 4 mid boss 15 A.I. Defeat level 1 boss 15 NextExy Defeat level 2 boss 15 Perfect* Defeat level 3 boss 15 Ray'n Defeat level 4 boss 15 Shooty Defeat level 5 boss 30 Abominable Execution Weapon Defeat Golden Disaster (Taisabachi) 50* ]-[|/34<#! Defeat ]-[|/34<#! (Hibachi) 10 2x Bonus! Connect a 500-hit combo 15 3x Bonus! Connect a 1,000-hit combo 25 5x Bonus! Connect a 5,000-hit combo 50* 7x Bonus! Connect a 10,000-hit combo 20 Type-A Clear the game using the Type-A ship 20 Type-B Clear the game using the Type-B ship 20 Type-C Clear the game using the Type-C ship 30* BOMB Style Victory Clear the game using Bomb style 30* POWER Style Victory Clear the game using Power style 30* STRONG Style Victory Clear the game using Strong style 5* KABOOM!!!! Survived the mother ship's destruction by an abominable force (These four achievements require you to complete BOTH loops) 10 Taking A Detour Enter the secret route in level 1 (see 5a) 10 Just Don't Bomb Pick up a 1-up item (level 3 - see 5c) 25* Slow And Steady Wins The Race Enter the secret route after level 3 20 A Daunting Task Enter the open second loop (see 5b) 40 Suicide Mission Enter the hidden second loop (see 5b) 25 Bee Completion Collect all the bee items in a stage 20* Descent To Hell Pick up a bee while it was flashing on a stage with an average enemy rank of 50+ 10* By No Means Select "No" at the end of the first loop 15* Lonnnnnng Range Stay @ bottom of screen using Laser Custon (Bottom 1/3 of screen for 70% of a stage) 50* Quitting My Bomb Addiction Clear the game without picking up a Bomb 10* Too Close for Comfort (Bomb Custom style), bombed when a bullet was 1 pixel away. (Free Bombs not counted) 8a: Arrange Mode A Achievements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 15 Taking A Detour Enter the secret route 20 White Bee Hive Collect all bees in a stage while they're white 20 Full Power! Activate your hyper with 5 hyper items in stock 20 Charged Up Collect 5 hypers & fill the Hyper Meter to max 20 Extreme Generator Charge up 5 hyper stocks during one hyper 15 10,000 Hits! Connect a 10,000-hit combo 35 100,000 Hits! Connect a 100,000-hit combo 30 Non-Infinite Loop Clear the first loop 10* The One that Got Away... Let a hyper drift off-screen 50* Humanity's Triumph Defeat ]-[|/34<#! 8b: Arrange Mode B Achievements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10 Hyper*Hyper Use a ton of hypers during Stage 1 5 This One's Free! Use a Free Bomb 10 UwaAaaAAaAa Cancel a ton of bullets after activating hyper 10 God-like Existence Increase the Expert Gauge to max 20 Iron Plate Love Collect 10,000 "Expert Items" on Stage 3 5 Automatic Transmission Trigger 3 auto-bombs during play 30 Thank You For Playing Score 50 million points+ across all stages 8c: Black Label Achievements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5 In The RED Use the RED mode 5 Prepped for Sheer Violence Select Strong Style 5 Activate Hyper! Activate a hyper by using a bomb stock 10 Hyper Cancelling Cancel a hyper 10 RED GAUGE MAX Increase the RED Gauge to max 25 Bombing ]-[|/34<# Destroy ]-[|/34<#! using Bomb style 25 Overpowering ]-[|/34<# Destroy ]-[|/34<#! using Power style 50 Stronger than ]-[|/34<# Destroy ]-[|/34<#! using Strong style 15* What a Waste Get a Game Over without having used a bomb 100* [z3[)]-[|/34<#! Destroy [z3[)]-[|/34<#! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9: Credits =-=-=-=-=-=-=- As the game was released some four years before this document was written, plenty of fantastic information had been made available. While I took an awful lot of time going through the game, most of this document would not have been written without the assistance of the following sites: Shmups Forum http://shmups.system11.org http://shmups.system11.org/viewtopic.php?t=1896 I've been a member here forever and you can meet some phenomenal people here. The first link is to the forums, the second is to the DDP:DFK documentation. Cave-STG http://www.cave-stg.com/ I prefer Cave shooters to all others, so this site/forum is right up my alley. Some great stuff here. GameFAQs http://www.gamefaqs.com/ I can't forget that when I started making web sites, GameFAQs was also a startup. That was a LONG time ago. Both the site and its boards can be incredibly helpful. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10: Legal Stuff =-=-=-=-=-=-=-=-=-= This FAQ is copyright (c) 2012, Trevor Esposito (slateman@godflesh.com) DoDonPachi: Daifukkatsu is copyright (c) 2008-2012, Cave DoDonPachi: Daifukkatsu is trademark of Cave. You may not distribute this for profit. You may not edit or alter the contents herein without the permission of the author. Currently, this FAQ may only be hosted at GameFAQs.com. The most current version of this FAQ can always be found here: http://www.slateman.net/faqs/ Hope the FAQ was useful in some form. Good luck and have fun! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=