Talk:DoDonPachi DaiOuJou
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According to MAWS the game is known outside Japan as DoDonPachi 3. Can anyone confirm this? It would then have to be the name of the article… The site also states, the game utilized four buttons. (This information has been added to the site on May 4th 2006.) --elias.hc 17:06, 5 May 2006 (UTC)
- As far as I know the game wasn't released outside Japan, so I don't think the DoDonPachi 3 name is relevant. The four buttons thing is because of the PGM hardware, not the game itself. The game only uses 3. --ReK 09:56, 11 May 2006 (UTC)
- The site is gone - whatever reason for. --elias.hc 10:54, 25 May 2006 (UTC)
- It was removed because someone (probably Arika) requested that it be removed. Anyway, I've changed the buttons back to 3 as the number the game uses is more useful than the number supported by the system. ReK
- I totally agree. Changed the buttons to three in DoDonPachi II, too. --elias.hc 10:39, 27 May 2006 (UTC)
- But the game CAN use 4 buttons. The start button, and buttons A/B/C (C able to be activated through DIP settings.) Gerk 06:08, 9 June 2006 (UTC)
- The start button does not count as a button. --elias.hc 07:14, 9 June 2006 (UTC)
- Alright then. Wasn't sure if you guys knew about the auto-fire button, since it had absolutely no mention in this article whatsoever pre-edit. Gerk 21:37, 9 June 2006 (UTC)
- The start button does not count as a button. --elias.hc 07:14, 9 June 2006 (UTC)
- But the game CAN use 4 buttons. The start button, and buttons A/B/C (C able to be activated through DIP settings.) Gerk 06:08, 9 June 2006 (UTC)
- I totally agree. Changed the buttons to three in DoDonPachi II, too. --elias.hc 10:39, 27 May 2006 (UTC)
- It was removed because someone (probably Arika) requested that it be removed. Anyway, I've changed the buttons back to 3 as the number the game uses is more useful than the number supported by the system. ReK
- The site is gone - whatever reason for. --elias.hc 10:54, 25 May 2006 (UTC)
External links modified
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- Added archive https://web.archive.org/web/20080409215010/http://www.xblah.net:80/2008/03/5pb.html to http://www.xblah.net/2008/03/5pb.html
- Added archive https://web.archive.org/web/20080331051414/http://www.arika.co.jp:80/product/daiojyo/index.html to http://www.arika.co.jp/product/daiojyo/index.html
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Death Label Changes
editLike base game it has two loops.
Changes on 2nd loop from first loop:
- Bullets are faster
- Patterns last longer
- Bombs HEAL Bosses
- No lives given
- No Hypers given at beginning
First loop:
- Boss rush (base game Ura loop)
- Lives are given depending on a stage: (Stage Number)+1 lives.
- At the end of stage remaining lives and bombs are added to score (70.000.000 and 15.000.000 respectively)
- At the beginning of the stage player is given five hyper medals.
- State of hyper is reset every stage (Activated and stored hypers won't carry over to next stage)
Sources: Clear of Death Label (TAS)
Death Label presentation by MON — Preceding unsigned comment added by 37.30.29.143 (talk) 16:40, 21 October 2019 (UTC)
New releases in 2023
editPS4 and switch versions release as part of the M2 stgtriggers series in December 2023 96.39.112.178 (talk) 16:26, 20 January 2024 (UTC)