Dodonpachi Saidaioujou (360 recomp) - 1CC - A-S - 9.49bn
My second* 1CC of Dodonpachi Saidaioujou 1.5 in the recently released 360 recomp by @eandis99. The run itself is nothing special, but having a new way to play this game is very much worth celebrating. Especially since this version has less input lag than the 360 original! The fact that this is even possible is so exciting. The game runs great, is super responsive and is easier on the CPU than trying to emulate using Xenia. From what I understand, there are still some slowdown inaccuracies - I'd expect the recomp to inherit any inaccuracies of the 360 version, and on top of that there may be some places where is faster than the 360 version. However, from what I can see there's no major issues for non-Expert mode, and improvements are possible and maybe even imminent. It may still be the case that if you want to play the version that's closest to the pcb then MAME is still the way to go, but this version has HD graphics, uncompressed audio and, most importantly, extra modes. This run is in version 1.5 and it's a bit underappreciated imo. Aside from fixing the overflow glitch, it has some small but impactful changes to the way hypers work. Most notably, you can generate large star items by destroying enemies while in a high level hyper. This lets you do Deathsmiles-style tricks to recharge your hyper in lots of situations, where before it was only really viable with the big bullet cancelling enemies in stage 5 (and stage 3 in Expert mode iirc). Even though the run is very messy and not routed much beyond survival, you can see I do manage to pull off some hyper recharges in some places. You need a level 6+ hyper to generate big stars, and if you have that it's pretty free to recharge a few levels of hyper if you are aware of when it's about to end. If you are a level or two short it's also not a disaster since you gain hypers much faster in this mode than arcade. On the other hand, hypers on average have shorter duration (maybe it equalizes at level 10 I'm not sure) but I need to do more investigation to find all the changes. To chain high level hypers back to back requires some actual routing, but the system is more flexible overall and lots of fun. --- *I made my previous run unlisted since the replay had some visual glitches that were noticeable but which I couldn't reproduce, so it wasn't really representative of the recomp. This run is also better score and a better representation of the 360 exclusive mode I'm playing.

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