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General Information

There are gameplay differences on each DMC1 release. For PS2:

  • NTSC-U/C: Dante takes 20% more damage. Controls are different is jump. Melee is O and interaction is X.
  • NTSC-J: Same as US version however, control is the standard DMC default.
  • PAL: runs at 50㎐ which is slower than NTSC (60㎐).

HD Collection:

  • 2012 (PS3/Xbox360): Numerous graphical and audio issues present in the ports, including simplified or missing graphical effects, distorted or missing audio, and music failing to loop correctly.
  • Twitch Prime Drop: Has a glitch where the game speeds up in windowed mode. This due to how some monitors handle frame rates. Any monitor whose refresh-rate is greater than 60㎐.
  • 2018 (PS4/XboxOne/PC): A few of the issues above were addresse, however it has new bug where Griffon's chest opening for proper hitbox in Mission 15 does not work.

Changing HD Collection 2018 text to JP text does save a little time over ENG.

Difficulty differences

There are four different types of difficulty. For this game, the most significant ones are Easy and Dante Must Die.

Elements that change with difficulty Easy Normal Hard Dante Must Die
The number of vital stars you have from the start 3 Pieces 1 Pieces 1 Pieces 1 Pieces
Inital HP 1500 1000 1000 1000
Inital D.T. Runes 6 Runes 3 Runes 3 Runes 3 Runes
Number of item limits while shopping More than Normal Standard Same as Normal Same as Normal
Red Orb costs to buy items Same as Normal Standard More than Normal More than Hard
D.T. Health recovery 2/60s every 1s 4/60 every 1s 8/60 every 1s Does not recover
Amount of damage taken by gimmicks and such Same as Normal Standard 2× times of Normal 2× times of Normal
Rank points requirements Same as Normal Standard Same as Normal Less than Normal
Frequency of Strong enemy spawns Lower than Normal Standard Higher than Normal Same as Hard
Attack power by regular enemies Same as Normal Standard 2× times of Normal 2× times of Normal
Attack power by bosses Same as Normal Standard 2× times of Normal 5× times of Normal
Damage to the enemies Same as Normal Standard 1/3 of Normal. D.T. negates this 1/3 of Normal even if D.T.

Combo Rank and Red Orb Drop

Each attack has a value of additional red orbs. Every time an attack is landed, you will get additional number of orbs accumulates on said enemy. When enemy is killed, the number of red orbs that will appear are:

The basic value (number is dependent on enemy) + additional number of orbs that is accumulated in that enemy.

The important thing to note is that as the combo rank goes up, the number of additional orbs will be doubled or even tripled, and the final number of red orbs that will appear increase accordingly. Even if the combo is interrupted the accumulation value on each enemy will be maintained and will not go to waste. In Short:

  • When you attack, the combo score set for the move is added, and the combo rank is determined based on the total points.
  • Number of extra orbs set for each move hit is accumulated for each enemy with multipliers according to rank.
  • On enemy kill Red Orbs will appear for the number of “Basic Number set for each enemy + additional number of orbs accumulated on enemy (fractions are rounded down)”.
  • For bosses, the amount of Red Orbs drops are fixed.
  • To check evaluation points and number of orbs being added for each attacks. You can refer to move lists page.

Combo Rank Total Combo Rating Additional Orb Multiplier
1 or more ×1
12~47 ×2
48~63 ×3
64~127 ×5
128 or more ×10


Now let's calculate number of Red Orbs drop by using this following sequence with Ifrit assuming some moves 3 are charged for 48/60 frames per second or more:

Magma Drive → Straight 3 → Body 3 → High Kick → Lotus Drop 3