Dodonpachi Resurrection iPhone/iPod touch |OT| Release on 26 Aug

#1


Dodonpachi Resurrection (aka 怒首領蜂大復活) for iPhone and iPod touch.
Developer/publisher: CAVE
Release date: Thursday 26 August, 2010

Special discount pricing for 4 days:
$4.99 (US/Canada)
2.99 GBP (UK)
4.99 EUR (RoE)
600 yen (Japan)

Regular pricing (30 Aug onwards):
$8.99 / 5.49 GBP / 6.99 EUR / 1000 yen

Please be aware that there is a time lag internationally for the start time and date of the special commemorative price, so please verify application price before purchasing.

A lite version will also be released following the release of the retail version.

Like ESPGALUDA II, the game is only compatible with iPhone 3GS and above, including iPhone 4, iPod touch (late 2009 32/64GB models) and iPad.
iPhone OS 3.1.3 or above is required.

KEY FEATURES
  • Two fully-featured game modes: iPhone Mode, an exclusive adaptation tailored to the
    iPhone/iPod touch portable format, and Arcade Mode, a direct port of the arcade
    shooter classic.
    Practice Mode also included! Beginner and veteran shooters, practice up to beat your
    friend’s scores!
  • Packed with options: customize your game experience!
    Three types of screen sizes, six types of button layouts and enhanced button control ensure
    that shooter fans from beginners to advanced players will find the controls that fit their
    style!
  • Pressing the limits of the iPhone and iPod touch! Prepare for the bullet storm!
  • Brand New iPhone Mode BGM selectable along with the original arcade version music!
    Composed by sought-after young composer Kenichi Maeyamada, along with game
    music veteran and hit producer Shoichiro Hirata!
  • Compatible with OpenFeint! Internet Rankings and Achievements Included!
    Score rankings are featured for each mode and all characters. Compete with players all
    over the world for high scores! Unlock achievements in-game by fulfilling certain
    conditions! Go for a full achievement list!

VIDEOS
Teaser trailer: http://www.youtube.com/watch?v=WLWaMN-kI9A
Promotional movie: http://www.youtube.com/watch?v=lm9cOiydk3w

SCREENSHOTS


 

dallow_bg

nods at old men
#3
I knew it had been submitted to Apple a little while back, so I've been refreshing the App Store on my iPhone twice a day for it.
I love how seriously they're taking iPhone development for these ports.

Can't wait.
 

Semblance

shhh Graham I'm still compiling this Radiant map
#9
Wow, so fast. They just announced it and now it's almost out.

Loving this. Hope this is a success for them, I want more Cave games on my Touch.
 

Dacvak

No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
#11
deadnoob said:
Retina display? Please??? :D
The original game didn't even support a resolution that high.
 
#13
deadnoob said:
Retina display? Please??? :D
I doubt it's going to happen soon. The iPad doesn't have enough memory to support high-res sprites and the iPhone 4 isn't widespread enough yet. They will be creating the high-res graphics for the Xbox 360 version though, that's for certain.
 
#15
Counting down the hours!!!

I hope the £2.99 is an introductory price and not a reflection that Espgaluda 2 didn't do too well. I'm loving this Cave support.

Edit: Re-read the OP and it is introductory price. My eyes were bamboozled by the lovely before.
 
#19
Day One!!

Let the iPhone mode Score Attack challenges commence!!!

BTW, how's everybody's iPhone Mode Espgaluda 2 scores going??

218,917,212 here with Ageha. Rank 172 in the world.
 
#21
Jonnyram said:
I doubt it's going to happen soon. The iPad doesn't have enough memory to support high-res sprites and the iPhone 4 isn't widespread enough yet. They will be creating the high-res graphics for the Xbox 360 version though, that's for certain.
:lol :lol :lol :lol :lol :lol :lol :lol :lol :lol

Every single native iPad game has "high-res sprites" so....ok. And an iPhone 4 is about 80% of an iPad, in terms of both power and resolution.
 
#23
Dr. Light said:
:lol :lol :lol :lol :lol :lol :lol :lol :lol :lol

Every single native iPad game has "high-res sprites" so....ok. And an iPhone 4 is about 80% of an iPad, in terms of both power and resolution.
Hey, Dr. Light, laugh it up some more.

Of course high res games have high res sprites. The issue is that Dodonpachi has a LOT of those sprites, which all need to be in memory at the same time for the game to function. iPad's 256MB of RAM is not enough for this, whereas iPhone 4's 512MB of RAM is.
 
#24
Finally a release date ! And in 3 days to boot !

I was gifted an iTouch 64go last week, I was drooling over Cave's shmup(s) on the App Store. Now I don't have to keep drooling anymore, I can just buy them and play!
 

dallow_bg

nods at old men
#27
Jonnyram said:
Hey, Dr. Light, laugh it up some more.

Of course high res games have high res sprites. The issue is that Dodonpachi has a LOT of those sprites, which all need to be in memory at the same time for the game to function. iPad's 256MB of RAM is not enough for this, whereas iPhone 4's 512MB of RAM is.
The iPad can handle the game with ease.
It's how Cave demos the game.
 

dallow_bg

nods at old men
#30
Jonnyram said:
They are demoing it using the iPhone version at 2x magnification, but it doesn't have the RAM for an HD version.
Oh you guys were talking about a native iPad version?

My mistake.
I can't speculate on that.
 
#32
_dementia said:
so DDPR is bad?
Why should I have to put up with trolling in a thread about a game. Should have just ignored it, but it's absolutely beyond ridiculous to claim there's only 2 decent games out.
 

Lord Error

Insane For Sony
#33
Day 1, but am I crazy or does it look more low-res than Esp2? It looks quite blurry even in the mid-size screens posted here. Maybe it's just because Iphone has the same resolution but the smaller screen so it looks better smaller at higher dpi.

Jonnyram said:
They are demoing it using the iPhone version at 2x magnification, but it doesn't have the RAM for an HD version.
It's not like the assets are done in HD to begin with, right? It's all pixel art.

Sew said:
All that beautiful pixel art, deaded.
I wonder if they could just scale it using some non blurring algorithm instead.

I have no idea why, but original Dodonpachi looks so amazing on PSP Go screen despite the scaling, while both of these two games look kinda blurry in the full screen mode.
 

Lord Error

Insane For Sony
#35
Have you guys tested the game on Iphone 4, and what are the framerate differences between it and 3GS?

Dr. Light said:
Every single native iPad game has "high-res sprites" so....ok. And an iPhone 4 is about 80% of an iPad, in terms of both power and resolution.
Doesn't Iphone have twice as much memory, and same processor speed? I've also heard it has none of the fillrate issues that ipad has.
 
#36
Jonnyram said:
Hey, Dr. Light, laugh it up some more.

Of course high res games have high res sprites. The issue is that Dodonpachi has a LOT of those sprites, which all need to be in memory at the same time for the game to function. iPad's 256MB of RAM is not enough for this, whereas iPhone 4's 512MB of RAM is.

I'm sorry, you're implying that the iPad is not capable of handling some ancient shmup? I'd be surprised if the entire game is more than 256MB. Most iPad games are a tiny fraction of that. The iPad should have more RAM, but it is not that weak.

The amount of sprites onscreen is irrelevent (that's a CPU issue) you seem to think that the graphic variety is too much to fit in RAM. Sorry, I don't see it.

Doesn't Iphone have twice as much memory, and same processor speed? I've also heard it has none of the fillrate issues that ipad has.
Same processor, 800mhz compared to 1Ghz for iPad. What fillrate issues?
 
#38
Apologies for the tech drama, let's try and keep it on topic and not get bogged down in this BS.

I've played the game on a 3GS and it's 60fps. So you won't see any improvements on the 4 over 3GS.

Lord Error, they are redrawing all the sprites in HD for the Xbox 360 version which is coming out later in the year. HD sprites already exist for Espgaluda 2.
 

Lord Error

Insane For Sony
#40
Jonnyram said:
Lord Error, they are redrawing all the sprites in HD for the Xbox 360 version which is coming out later in the year. HD sprites already exist for Espgaluda 2.
Wow that's pretty cool. Hopefully I4 gets the HD release as well, I'd gladly pay for it.

About the framerate, in the large screen mode on 3GS Espgaluda 2 chugged a bit at a lot of places. That's why I was asking if Iphone 4 would bring any improvement to this. In smaller screen modes the game was smoother for sure though.

Dr. Light said:
Same processor, 800mhz compared to 1Ghz for iPad. What fillrate issues?
Is the 800Mhz thing confirmed? I know that it has 2x the memory though (256 vs 512). Ipad apparently has fillrate problems so that some the games that run 60FPS on 3GS don't run at 60FPS on Ipad in double scaled mode.

Dr. Light said:
The amount of sprites onscreen is irrelevent (that's a CPU issue)
Yeah, you would think that, but I don't know. Espgaluda 2 for sure runs smoother in it's small screen mode than it does in the large screen mode on 3GS, even though the large screen mode is literally just small screen graphics stretched full screen. CPU utilization should be identical there, but the performance hit exists for sure.

Nice Dodonpachi/PSP Go screens too. :-D
 
#41
I will pick this up as soon as my iphone gets here, which could be as far away as 7 weeks according to the guy at the store, argh =(
 
#42
J2d said:
I will pick this up as soon as my iphone gets here, which could be as far away as 7 weeks according to the guy at the store, argh =(
I would just download it day one from the itunes store to secure the discounted price regardless of when the phone gets delivered.
 
#44
Lord Error said:
Is the 800Mhz thing confirmed?
That's what they estimated based on benchmark performance.

I know that it has 2x the memory though (256 vs 512). Ipad apparently has fillrate problems so that some the games that run 60FPS on 3GS don't run at 60FPS on Ipad in double scaled mode.
Huh. What is the fillrate? Might be a scaling issue.

Yeah, you would think that, but I don't know. Espgaluda 2 for sure runs smoother in it's small screen mode than it does in the large screen mode on 3GS, even though the large screen mode is literally just small screen graphics stretched full screen. CPU utilization should be identical there, but the performance hit exists for sure.
There's a small screen mode on the iPhone? :lol I mean....there isn't exactly a lot of space to begin with. :lol
 

Lord Error

Insane For Sony
#45
Dr. Light said:
There's a small screen mode on the iPhone? :lol I mean....there isn't exactly a lot of space to begin with. :lol
In the game itself, there's a 'Small' screen size option which displays 1:1 arcade game graphics in Espgaluda 2, which is 240x320 pixels. The other two modes are just scaling that up.
 
#46
Can not wait for this to drop. All of the low budget, bite sized games are cool and all, but these are the types of games I wished existed on the app store. If SNK would port over Metal Slug 1-3... Damn... I'd be happy as a clam.
 
#49
andymcc said:
the game is two years old? that qualifies as ancient?
Seriously? Based on the screens it looked like every other shmup that came out in the '90s (or earlier). They're still making 240 x 320 vertically oriented arcade shooters?

The OP says it's an "arcade shooter classic" so...
 
#50
Dr. Light said:
Seriously? Based on the screens it looked like every other shmup that came out in the '90s (or earlier). They're still making 240 x 320 vertically oriented arcade shooters?

The OP says it's an "arcade shooter classic" so...
most of Cave's titles still use raster graphics, and they do run on quite dated hardware. but, yes, they still make games like this.