

But trying to accurately recreate a game that used the limitations of the hardware it was on as part of the mechanics on an infinite number of potential builds is practically impossible. We are going to try to get it as accurate as possible within reason. We are doing what we can, and passing along everything to CAVE. Just like my run of BLA is moving much faster, and apparently much more accurately to the original, than a lot of other people's it seems. Perhaps the Japanese superplayers had computers that matched up well with the builds we gave them. We can work to get it as close as possible, but there are too many variables with PCs to get it to act the same on every person's computer. The problem is that exact is, not going to be possible. I'm not sure, as I'm not part of the QA team, but it was played heavily by Japanese superplayers, who agreed that it was close, but not exact. CAVE is aware of the invisible boss, it was just discovered too late (it doesn't happen universally, just as Pepsiman pointed out, it didn't happen to him at first) to fix before launch. How do you miss there being no bullet slowdown in Hyper on Arrange A? How do you miss a boss being invisible in a Shmup?Ģ. Probably more likely that those people have never played the original version.ġ. May be related to a specific type of hardware. Cause the BLA slowdown seems weird that it is happening for some people but not for others. Simply put, I'm not buying it and I won't buy it until Arrange A becomes playable.
DODONPACHI RESURRECTION TAPPING SHOOT PC
Khoa confirmed that this issue still exists in the PC release. I'm not sure if this will even exist in the PC release, but if it does, I'll soon know. Someone else mentioned this issue once but I can't remember their name. I mentioned this to Van (Van_Artic) once and he couldn't replicate it, but I've replicated it on a different 360, with different 360 controllers, even different controllers entirely through adapters (ie. If you stop holding auto/shot to press a button to activate hyper, and another button to switch styles, it's detrimental to your hit counter. Hypering and changing while holding auto and shot seem to freeze the game. If this doesn't make much sense, it's basically like this: as soon as you get the hyper in Arrange A, you're supposed to switch to trigger it and switch to the correct Normal/Boost style. This is done by pressing and holding auto (almost always), shot (= laser, think of it as holding shot in touhou and then focusing on top of), and trying to activate hyper and change styles at once. So basically in this video, I'm hard-locking the game in Arrange A which forces me to turn off my 360.

If anyone wants to try and replicate this, knock yourself out, but I don't know if it still works in the English release.

Anyway, I'd like to point out a bug in Arrange A which prevents me from playing the entire mode, it's possible in the 360 port.
