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* ''[[VideoGame/DonPachi1995 DonPachi]]'' (UsefulNotes/{{Arcade|Game}}[[labelnote:Hardware]]CAVE 68000[[/labelnote]] / UsefulNotes/SegaSaturn / UsefulNotes/PlayStation, 1995)

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* ''[[VideoGame/DonPachi1995 DonPachi]]'' (UsefulNotes/{{Arcade|Game}}[[labelnote:Hardware]]CAVE 68000[[/labelnote]] / UsefulNotes/SegaSaturn Platform/SegaSaturn / UsefulNotes/PlayStation, Platform/PlayStation, 1995)



* ''[[VideoGame/DoDonPachiBlissfulDeath DoDonPachi Blissful Death]]'' / ''[=DoDonPachi=] [=DaiOuJou=]'' / ''[=DoDonPachi=] III'' [''DEATH Label''] (Arcade[[labelnote:Hardware]]IGS PGM, but a variation tailored for CAVE[[/labelnote]] / UsefulNotes/PlayStation2 / UsefulNotes/{{Xbox 360}}, 2002) [[note]]Is also named ''[=DonPachi=] Episode 4'' in a [[https://www.cave.co.jp/gameonline/daioujo/gallery/img/clear01.jpg level transition.]][[/note]]

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* ''[[VideoGame/DoDonPachiBlissfulDeath DoDonPachi Blissful Death]]'' / ''[=DoDonPachi=] [=DaiOuJou=]'' / ''[=DoDonPachi=] III'' [''DEATH Label''] (Arcade[[labelnote:Hardware]]IGS PGM, but a variation tailored for CAVE[[/labelnote]] / UsefulNotes/PlayStation2 Platform/PlayStation2 / UsefulNotes/{{Xbox 360}}, Platform/Xbox360, 2002) [[note]]Is also named ''[=DonPachi=] Episode 4'' in a [[https://www.cave.co.jp/gameonline/daioujo/gallery/img/clear01.jpg level transition.]][[/note]]



** ''[=DoDonPachi=] Blissful Death'' (UsefulNotes/{{iOS|Games}}, 2012)
** ''[=DoDonPachi=] [=DaiOuJou=] Re:incarnation'' (UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, upcoming for December 7, 2023) -- As part of the ''Creator/{{M2}} [=ShotTriggers=]'' lineup. It includes the original version, ''Black Label'' and the previously unreleased ''[=DoDonPachi=] III'' international version.
* ''[[VideoGame/DoDonPachiResurrection DoDonPachi Resurrection]]'' / ''[=DoDonPachi=]: [=DaiFukkatsu=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], 2008; JP Xbox 360, 2010; [[UsefulNotes/IOSGames iOS]] and Android, 2010; EU Xbox 360, 2011; Windows (via UsefulNotes/{{Steam}}), 2016; UsefulNotes/NintendoSwitch, 2021)

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** ''[=DoDonPachi=] Blissful Death'' (UsefulNotes/{{iOS|Games}}, (Platform/{{iOS|Games}}, 2012)
** ''[=DoDonPachi=] [=DaiOuJou=] Re:incarnation'' (UsefulNotes/NintendoSwitch (Platform/NintendoSwitch and UsefulNotes/PlayStation4, Platform/PlayStation4, upcoming for December 7, 2023) -- As part of the ''Creator/{{M2}} [=ShotTriggers=]'' lineup. It includes the original version, ''Black Label'' and the previously unreleased ''[=DoDonPachi=] III'' international version.
* ''[[VideoGame/DoDonPachiResurrection DoDonPachi Resurrection]]'' / ''[=DoDonPachi=]: [=DaiFukkatsu=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], 2008; JP Xbox 360, 2010; [[UsefulNotes/IOSGames [[Platform/IOSGames iOS]] and Android, 2010; EU Xbox 360, 2011; Windows (via UsefulNotes/{{Steam}}), Platform/{{Steam}}), 2016; UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, 2021)



** The UsefulNotes/PlayStation2 port of ''[=DaiOuJou=]'' has the "Death Label", a BossRush mode which pits you against all of the bosses at second loop difficulty In a row with maximum firepower and a full Hyper meter per boss. And then it pits you against [[DualBoss two]] Hibachis (at reduced power). If you somehow make it, you get a second loop... With [[NoDamageRun one life]], [[PointOfNoCOntinues no continues]], and [[NoSell bomb-immune bosses]]. Oh, and you still fight the Hibachis at the end, but at '''''full power'''''. It's so hard, it took '''''[[https://www.youtube.com/watch?v=A8JBDyFC9BE seven and a half years to beat.]]'''''
** The UsefulNotes/XBox360 port of ''[=DaiOuJou=]'' also introduced the X-Mode, An 1-loop mode where the [[SuperMode Hyper]] system can cancel bullets[[note]]Shotia cancels bullets with shots, Leinyan with the laser, Exy can cancel with both shots, but requires two hyper levels to activate, and Piper can do the same as Exy, but with only one hyper level, and with a shortened duration[[/note]], and each bullet canceled applies one point to the hit chain.

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** The UsefulNotes/PlayStation2 Platform/PlayStation2 port of ''[=DaiOuJou=]'' has the "Death Label", a BossRush mode which pits you against all of the bosses at second loop difficulty In a row with maximum firepower and a full Hyper meter per boss. And then it pits you against [[DualBoss two]] Hibachis (at reduced power). If you somehow make it, you get a second loop... With [[NoDamageRun one life]], [[PointOfNoCOntinues no continues]], and [[NoSell bomb-immune bosses]]. Oh, and you still fight the Hibachis at the end, but at '''''full power'''''. It's so hard, it took '''''[[https://www.youtube.com/watch?v=A8JBDyFC9BE seven and a half years to beat.]]'''''
** The UsefulNotes/XBox360 Platform/XBox360 port of ''[=DaiOuJou=]'' also introduced the X-Mode, An 1-loop mode where the [[SuperMode Hyper]] system can cancel bullets[[note]]Shotia cancels bullets with shots, Leinyan with the laser, Exy can cancel with both shots, but requires two hyper levels to activate, and Piper can do the same as Exy, but with only one hyper level, and with a shortened duration[[/note]], and each bullet canceled applies one point to the hit chain.



** ''[=DaiFukkatsu=]'''s port for the UsefulNotes/Xbox360, titled "Resurrection", also includes a few arrange modes of its own:

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** ''[=DaiFukkatsu=]'''s port for the UsefulNotes/Xbox360, Platform/Xbox360, titled "Resurrection", also includes a few arrange modes of its own:



* AscendedMeme: The infamous 'full extent of the jam' text from ''[=DoDonPachi=]'''s original legal warning was [[https://twitter.com/cavegames/status/657547380372299776 later]] [[ThrowItIn placed in]] [[VideoGame/MushihimeSama Mushihime-sama]]'s legal warning for its UsefulNotes/{{Steam}} re-release.

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* AscendedMeme: The infamous 'full extent of the jam' text from ''[=DoDonPachi=]'''s original legal warning was [[https://twitter.com/cavegames/status/657547380372299776 later]] [[ThrowItIn placed in]] [[VideoGame/MushihimeSama Mushihime-sama]]'s legal warning for its UsefulNotes/{{Steam}} Platform/{{Steam}} re-release.



* DoItYourselfThemeTune: ''[=SaiDaiOuJou=]'' has [[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]], the opening theme sung by Creator/AyaHirano, who plays the UsefulNotes/{{Xbox 360}} exclusive character Saya.

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* DoItYourselfThemeTune: ''[=SaiDaiOuJou=]'' has [[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]], the opening theme sung by Creator/AyaHirano, who plays the UsefulNotes/{{Xbox 360}} Platform/Xbox360 exclusive character Saya.



* GoldenEnding: [[spoiler: ''[=DaiFukkatsu=]'' Arrange A's ending has Leinyan stop Next Exy from causing the events of ''[=DaiOuJou=]'', preemptively stopping Longhena's "[[ForeverWar glorious]] [[StableTimeLoop world]]" from being achieved. Appropriately, the achievement in the UsefulNotes/XBox360 port for beating the second loop is called "Humanity's Triumph".]]

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* GoldenEnding: [[spoiler: ''[=DaiFukkatsu=]'' Arrange A's ending has Leinyan stop Next Exy from causing the events of ''[=DaiOuJou=]'', preemptively stopping Longhena's "[[ForeverWar glorious]] [[StableTimeLoop world]]" from being achieved. Appropriately, the achievement in the UsefulNotes/XBox360 Platform/XBox360 port for beating the second loop is called "Humanity's Triumph".]]



* SpiritualSuccessor: The UsefulNotes/XBox360 version of ''[=DaiFukkatsu=] BLACK Label'' is a massive tribute to VideoGame/{{Ketsui}}. This includes and is not limited to: the cover art, the ships being replaced with those of Ketsui (such as the Tiger Schwert), and the replacement of Hibachi with DOOM (complete with DOOM's theme song).

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* SpiritualSuccessor: The UsefulNotes/XBox360 Platform/XBox360 version of ''[=DaiFukkatsu=] BLACK Label'' is a massive tribute to VideoGame/{{Ketsui}}. This includes and is not limited to: the cover art, the ships being replaced with those of Ketsui (such as the Tiger Schwert), and the replacement of Hibachi with DOOM (complete with DOOM's theme song).

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Too negative in tone + not quite an example as the pilot does drop some reveals about the game world


* AwesomeButImpractical: In ''[=DoDonPachi=]'' and ''[=DoDonPachi=] Dai Ou Jou'', firing a laser bomb at the boss when its health is in the critical red part of the gauge will raise the hit combo by a large amount (moreso than laser bombing when its health is in the yellow). The increased combo can increase your end-of-stage bonus and it looks cool to bomb the boss as a FinishingMove, however this also means you start the next stage (if any) with one less bomb, and the games feature a Maximum bonus that awards points per frame, with the bonus increasing the more excess bombs you've collected, so bombing will end that Maximum bonus, negatively impacting your score in the long run. As such, this technique is only to be used as a last resort (e.g. to avoid being killed by a difficult pattern).
* AWinnerIsYou: The reward for completing the NintendoHard second loop of ''[=DoDonPachi=]'' (Which can only be accessed by clearing the first loop without continuing even once, and either collecting all 13 bee icons in 4 of the 6 areas, having a high enough maximum hit count or losing at most 2 lives) is... a crappy picture of the pilot.

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* AwesomeButImpractical: In ''[=DoDonPachi=]'' and ''[=DoDonPachi=] Dai Ou Jou'', firing a laser bomb at the boss when its health is in the critical red part of the gauge will raise the hit combo by a large amount (moreso than laser bombing when its health is in the yellow). The increased combo can increase your end-of-stage bonus and it looks cool to bomb the boss as a FinishingMove, however this also means you start the next stage (if any) with one less bomb, and the games feature a Maximum bonus that awards points per frame, with the bonus increasing the more excess bombs you've collected, so bombing will end that Maximum bonus, negatively impacting your score in the long run. As such, this technique is only to be used as a last resort (e.g. to avoid being killed by a difficult pattern).
* AWinnerIsYou: The reward for completing the NintendoHard second loop of ''[=DoDonPachi=]'' (Which can only be accessed by clearing the first loop without continuing even once, and either collecting all 13 bee icons in 4 of the 6 areas, having a high enough maximum hit count or losing at most 2 lives) is... a crappy picture of the pilot.
pattern)
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** Its Arcade Challenge mode is the first one to have an optional fail condition other than getting hit. In this case, there is a setting that forces a retry if you miss a bee, and another that forces a retry if you break your hit combo.

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** Its Arcade Challenge mode is the first one to have an optional fail condition other than getting hit. In this case, there is a setting that forces a retry if you miss a bee, and another that forces a retry if you break your hit combo.combo or again miss a bee[[note]]Requiring bees to be collected ensures that the player eventually starts a hit chain, since uncovering a bee adds to combo. Otherwise, one could just simply [[invoked]][[PacifistRun avoid shooting]] so that [[LoopholeAbuse they never technically break combo in the first place]].[[/note]].
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* AwesomeButImpractical: In ''[=DoDonPachi=]'' and ''[=DoDonPachi=] Dai Ou Jou'', firing a laser bomb at the boss when its health is in the critical red part of the gauge will raise the hit combo by a large amount (moreso than laser bombing when its health is in the yellow). The increased combo can increase your end-of-stage bonus and it looks cool to bomb the boss as a FinishingMove, however this also means you start the next stage (if any) with one less bomb, and the games feature a Maximum bonus that awards points per frame, with the bonus increasing the more excess bombs you've collected, so bombing will end that Maximum bonus, negatively impacting your score in the long run. As such, this technique is only to be used as a last resort.

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* AwesomeButImpractical: In ''[=DoDonPachi=]'' and ''[=DoDonPachi=] Dai Ou Jou'', firing a laser bomb at the boss when its health is in the critical red part of the gauge will raise the hit combo by a large amount (moreso than laser bombing when its health is in the yellow). The increased combo can increase your end-of-stage bonus and it looks cool to bomb the boss as a FinishingMove, however this also means you start the next stage (if any) with one less bomb, and the games feature a Maximum bonus that awards points per frame, with the bonus increasing the more excess bombs you've collected, so bombing will end that Maximum bonus, negatively impacting your score in the long run. As such, this technique is only to be used as a last resort.resort (e.g. to avoid being killed by a difficult pattern).
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They are Route Bosses, unlocking them makes them mandatory to fight


* OptionalBoss: ''[=DaiFukkatsu=]'' has the original bosses of ''[=DoDonPachi=]''. In every stage, fulfilling a particular requirement allows you to fight one of these bosses.

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Trope was cut/disambiguated due to cleanup


* BonusBoss: ''[=DaiFukkatsu=]'' has the original bosses of ''[=DoDonPachi=]''. In every stage, fulfilling a particular requirement allows you to fight one of these bosses.


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* OptionalBoss: ''[=DaiFukkatsu=]'' has the original bosses of ''[=DoDonPachi=]''. In every stage, fulfilling a particular requirement allows you to fight one of these bosses.
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* OneUp:
** Like many other shmups, [[EveryTenThousandPoints you gain an extra life at point-based thresholds]]. By default, you can only do this twice per game, or once in ''[=DonPachi=]''.
** Every game has a hidden 1-up token, usually requiring you to destroy a particular target in Stage 3 or 4 ''without'' using bombs.

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* ShoutOut: The scoreboard of ''[=DonPachi=]'' spell out "Toaplan 4 Ever" if you read the first letter of each default scorer. Creator/{{Toaplan}} was a big developer of shmups and Cave is formed in majority by formers employee of Toaplan.

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* ShoutOut: ShoutOut:
**
The scoreboard of ''[=DonPachi=]'' spell out "Toaplan 4 Ever" if you read the first letter of each default scorer. Creator/{{Toaplan}} was a big developer of shmups and Cave is formed in majority by formers employee of Toaplan.



** The Japanese names of ''[=DaiOuJou=]'''s music tracks are puns on various shmup developers: "Toua" (Toaplan), "Sakusetsu" (Success), "Raijin" (Raizing), and so on.

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** The Japanese names of ''[=DaiOuJou=]'''s music tracks are puns on various shmup developers: "Toua" (Toaplan), developers (although some of these employ AlternateCharacterReading):
*** "Mukei" (霧警 - select theme) stands for Creator/{{NMK}}.
*** "Tōa" (東亞 - Stage 1 theme) stands for Creator/{{Toaplan}}.
*** "Takimi" (焚身 - boss theme) stands for Creator/{{Takumi}}.
*** "Toreja" (獲者 - stage clear theme) stands for Creator/{{Treasure}}.
*** "Saikyō" (彩虹 - Stage 2 theme) stands for Creator/{{Psikyo}}.
*** "Seibu" (凄舞 - Stage 3 theme) stands for Creator/SeibuKaihatsu.
***
"Sakusetsu" (Success), (錯節 - Stage 4 theme) stands for Creator/{{Success}}.
*** "Taidō" (胎慟 - Stage 5 theme) stands for Creator/{{Taito}}.
***
"Raijin" (Raizing), and so on.(頼尽 - GameOver theme) stands for [[Creator/EightingRaizing Raizing]].
*** "Awaremu" (哀夢 - name entry theme) stands for Creator/{{Irem}}.

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** ''[=DoDonPachi=]: [=DaiOuJou=]'' has Black Label, which tweaks a few second loop mechanics, allows a 1-loop game, and fixes some chaining paths.

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** ''[=DoDonPachi=]: [=DaiOuJou=]'' has Black Label, [=DaiOuJou=]'':
*** There is the ''Black Label'',
which tweaks a few second loop mechanics, allows a 1-loop game, and fixes some chaining paths.paths.
*** The ''Re:incarnation'' release for [=PS4=] and Switch features a variety of quality-of-life touches, the original, ''Black Label'', and ''[=DoDonPachi=] III'' arcade releases, a new soundtrack, and a toggle to use new artwork for the characters in-game.
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** It is the first ''Creator/{{M2}} [=ShotTriggers=]'' port not to feature a "custom" mode that can alter the game beyond the original [=ROMs=]' specifications.

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** It is the first ''Creator/{{M2}} [=ShotTriggers=]'' port not to feature a "custom" mode that can alter the game beyond the original [=ROMs=]' specifications.specifications (such as boosted shot power, auto-bomb, starting on the 2nd loop, and hitbox size reduction).
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* ViolationOfCommonSense: In ''dai ou jou BLACK LABEL'', if you're going for a 1-loop clear with the ending, you're actually advised to do a 2-round game instead of a 1-round game. Doing a 1-round game dumps [[TrueFinalBoss Hibachi]] on you after stage 1-5, but if you do a 2-round game, you are asked at the end of the first round if you want to move onto the next round -- simply choose "no".

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* ViolationOfCommonSense: In ''dai ou jou BLACK LABEL'', if you're going for a 1-loop clear with the ending, ending and aren't quite skilled at the game, you're actually advised to do a 2-round game instead of a 1-round game. Doing a 1-round game dumps [[TrueFinalBoss Hibachi]] on you after stage 1-5, but if you do a 2-round game, you are asked at the end of the first round if you want to move onto the next round -- simply choose "no".
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*** Arrange L (Leinyan) is closer to the original experience, and swaps out the Rinne gauge for a Tensei gauge that similarly fills up when firing the laser at the same enemy continously. Destroying an enemy with the Tensei gauge at full cancels all bullets on-screen and adds cancelled bullets to your combo (similar to ''[=DoDonPachi=] Resurrection BLACK LABEL''). Getting hit with bombs will automatically fire a bomb, and getting hit with a Hyper will automatically activate Hyper (which takes precedence over bombs). You gain an extra life after defeating each boss.

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*** Arrange L (Leinyan) is closer to the original experience, featuring the combo system and the more traditional shot and laser, and swaps out the Rinne gauge for a Tensei gauge that similarly fills up when firing the laser at the same enemy continously. Destroying an enemy with the Tensei gauge at full cancels all bullets on-screen and adds cancelled bullets to your combo (similar to ''[=DoDonPachi=] Resurrection BLACK LABEL''). Getting hit with bombs will automatically fire a bomb, and getting hit with a Hyper will automatically activate Hyper (which takes precedence over bombs). You gain an extra life after defeating each boss.
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Redlinks for individual games. Using the official English titles since English-language titles should generally be used for pages on this wiki


* ''[=DonPachi=]'' (UsefulNotes/{{Arcade|Game}}[[labelnote:Hardware]]CAVE 68000[[/labelnote]] / UsefulNotes/SegaSaturn / UsefulNotes/PlayStation, 1995)
* ''[=DoDonPachi=]'' (Arcade[[labelnote:Hardware]]CAVE 68000 [[/labelnote]] / Saturn / [=PlayStation=], 1997)

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* ''[=DonPachi=]'' ''[[VideoGame/DonPachi1995 DonPachi]]'' (UsefulNotes/{{Arcade|Game}}[[labelnote:Hardware]]CAVE 68000[[/labelnote]] / UsefulNotes/SegaSaturn / UsefulNotes/PlayStation, 1995)
* ''[=DoDonPachi=]'' ''[[VideoGame/DoDonPachi1997 DoDonPachi]] '' (Arcade[[labelnote:Hardware]]CAVE 68000 [[/labelnote]] / Saturn / [=PlayStation=], 1997)



* ''[=DoDonPachi=]'' ''II: Bee Storm'' (Arcade[[labelnote:Hardware]]International Game Systems's [=PolyGame=] Master[[/labelnote]], 2001) -- Developed by Taiwanese company IGS with no involvement from Cave; published by Capcom. A proof of concept game for the Polygame Master PCB; essentially a [[RecycledInSpace rehash]] of DDP - despite this, it is still considered canon by Cave despite fans [[GodNeverSaidThat saying Cave did the opposite.]]
* ''[=DoDonPachi=] [=DaiOuJou=]'' / ''[=DoDonPachi=] III'' [''DEATH Label''] (Arcade[[labelnote:Hardware]]IGS PGM, but a variation tailored for CAVE[[/labelnote]] / UsefulNotes/PlayStation2 / UsefulNotes/{{Xbox 360}}, 2002) [[note]]Is also named ''[=DonPachi=] Episode 4'' in a [[https://www.cave.co.jp/gameonline/daioujo/gallery/img/clear01.jpg level transition.]][[/note]]

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* ''[=DoDonPachi=]'' ''II: ''[[VideoGame/DoDonPachiIIBeeStorm DoDonPachi II: Bee Storm'' Storm]]'' (Arcade[[labelnote:Hardware]]International Game Systems's [=PolyGame=] Master[[/labelnote]], 2001) -- Developed by Taiwanese company IGS with no involvement from Cave; published by Capcom. A proof of concept game for the Polygame Master PCB; essentially a [[RecycledInSpace rehash]] of DDP - despite this, it is still considered canon by Cave despite fans [[GodNeverSaidThat saying Cave did the opposite.]]
* ''[[VideoGame/DoDonPachiBlissfulDeath DoDonPachi Blissful Death]]'' / ''[=DoDonPachi=] [=DaiOuJou=]'' / ''[=DoDonPachi=] III'' [''DEATH Label''] (Arcade[[labelnote:Hardware]]IGS PGM, but a variation tailored for CAVE[[/labelnote]] / UsefulNotes/PlayStation2 / UsefulNotes/{{Xbox 360}}, 2002) [[note]]Is also named ''[=DonPachi=] Episode 4'' in a [[https://www.cave.co.jp/gameonline/daioujo/gallery/img/clear01.jpg level transition.]][[/note]]



* ''[=DoDonPachi=]: [=DaiFukkatsu=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], 2008; JP Xbox 360, 2010; [[UsefulNotes/IOSGames iOS]] and Android (as ''[=DoDonPachi Resurrection=]''), 2010; EU Xbox 360, 2011 (as ''[=DoDonPachi Resurrection=]''); Windows (via UsefulNotes/{{Steam}}), 2016; UsefulNotes/NintendoSwitch, 2021)

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* ''[[VideoGame/DoDonPachiResurrection DoDonPachi Resurrection]]'' / ''[=DoDonPachi=]: [=DaiFukkatsu=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], 2008; JP Xbox 360, 2010; [[UsefulNotes/IOSGames iOS]] and Android (as ''[=DoDonPachi Resurrection=]''), Android, 2010; EU Xbox 360, 2011 (as ''[=DoDonPachi Resurrection=]''); 2011; Windows (via UsefulNotes/{{Steam}}), 2016; UsefulNotes/NintendoSwitch, 2021)



* ''[=DoDonPachi=] Maximum'' (Windows Phone 7 / iOS, 2012)
* ''[=DoDonPachi=] [=SaiDaiOuJou=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], Spring 2012)

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* ''[=DoDonPachi=] Maximum'' ''[[VideoGame/DoDonPachiMaximum DoDonPachi Maximum]]'' (Windows Phone 7 / iOS, 2012)
* ''[[VideoGame/DoDonPachiTrueDeath DoDonPachi True Death]]'' / ''[=DoDonPachi=] [=SaiDaiOuJou=]'' (Arcade[[labelnote:Hardware]]Cave [=SH3=][[/labelnote]], Spring 2012)

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* AnimeThemeSong: ''[=SaiDaiOuJou=]'' has "[[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]]" sung by Creator/AyaHirano as the opening theme and the Zwei song "Heading For Tomorrow" as the ending theme.
* AnnouncerChatter: ''[=DonPachi=]'' features a noticably enthusastic announcer that commentates excitedly as the game progresses. A lower-pitched version of his voice clips are used in ''Dai Ou Jou''.



* AnimeThemeSong: ''[=SaiDaiOuJou=]'' has "[[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]]" sung by Creator/AyaHirano as the opening theme and the Zwei song "Heading For Tomorrow" as the ending theme.
* AnnouncerChatter: The announcer of ''[=DonPachi=]'' in particular.
* AwesomeButImpractical: Expert shots in SDOJ grants you both a boosted shoot and a boosted laser, but you get a woefully small bomb stock and the game jacks up the difficulty to the equivalent of 2nd loop in other games in the series. DO NOT use Expert shot unless you are able to cope with such intense enemy patterns.
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Added DiffLines:

* AwesomeButImpractical: In ''[=DoDonPachi=]'' and ''[=DoDonPachi=] Dai Ou Jou'', firing a laser bomb at the boss when its health is in the critical red part of the gauge will raise the hit combo by a large amount (moreso than laser bombing when its health is in the yellow). The increased combo can increase your end-of-stage bonus and it looks cool to bomb the boss as a FinishingMove, however this also means you start the next stage (if any) with one less bomb, and the games feature a Maximum bonus that awards points per frame, with the bonus increasing the more excess bombs you've collected, so bombing will end that Maximum bonus, negatively impacting your score in the long run. As such, this technique is only to be used as a last resort.
Is there an issue? Send a MessageReason:
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*** Arrange L (Leinyan) is closer to the original experience, and swaps out the Rinne gauge for a Tensei gauge that similarly fills up when firing the laser at the same enemy continously. Destroying an enemy with the Tensei gauge at full cancels all bullets on-screen. Getting hit with bombs will automatically fire a bomb, and getting hit with a Hyper will automatically activate Hyper (which takes precedence over bombs). You gain an extra life after defeating each boss.

to:

*** Arrange L (Leinyan) is closer to the original experience, and swaps out the Rinne gauge for a Tensei gauge that similarly fills up when firing the laser at the same enemy continously. Destroying an enemy with the Tensei gauge at full cancels all bullets on-screen.on-screen and adds cancelled bullets to your combo (similar to ''[=DoDonPachi=] Resurrection BLACK LABEL''). Getting hit with bombs will automatically fire a bomb, and getting hit with a Hyper will automatically activate Hyper (which takes precedence over bombs). You gain an extra life after defeating each boss.
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** Arrange EX (Exy) is similar to Arrange L, but features second-loop bullet patterns and the more lenient combo timer of the second loop. Like Arrange S, you get extra lives from defeating midbosses and bosses.

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** *** Arrange EX (Exy) is similar to Arrange L, but features second-loop bullet patterns and the more lenient combo timer of the second loop. Like Arrange S, you get extra lives from defeating midbosses and bosses.

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%% ** The ''Re:incarnation'' edition of ''[=DaiOuJou=]'' features Arranges S, L, and EX. (Details needed)

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%% ** The ''Re:incarnation'' edition of ''[=DaiOuJou=]'' features Arranges S, L, three arrange modes, each based around a specific Elemental Doll. All of them have only one loop and EX. (Details needed)Koryuu's second form and Hibachi are always faced at the end. Mode-specific details:
*** Arrange S (Shotia) gives the player a narrow-range shot that is always in Hyper and no laser (holding down the shot button merely rapid-fires the shot) or bombs. Firing at an enemy that can sustain more than one hit's worth of damage builds up a Rinne gauge, which rapidly depletes when not firing continuously at the same enemy; if the enemy is destroyed when the gauge is full, it will release large star items. There is no hit combo system in this game, so bees instead award points based on how many big stars have been obtained by destroying enemies with a full Rinne gauge. To make up for the lack of bombs, you gain an extra life after destroying each midboss or boss, up to 20.
*** Arrange L (Leinyan) is closer to the original experience, and swaps out the Rinne gauge for a Tensei gauge that similarly fills up when firing the laser at the same enemy continously. Destroying an enemy with the Tensei gauge at full cancels all bullets on-screen. Getting hit with bombs will automatically fire a bomb, and getting hit with a Hyper will automatically activate Hyper (which takes precedence over bombs). You gain an extra life after defeating each boss.
** Arrange EX (Exy) is similar to Arrange L, but features second-loop bullet patterns and the more lenient combo timer of the second loop. Like Arrange S, you get extra lives from defeating midbosses and bosses.
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** Its Arcade Challenge mode is the first one to have an optional fail condition other than getting hit. In this case, there is a setting that forces a retry if you miss a bee, and another that forces a retro if you break your hit combo.

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** Its Arcade Challenge mode is the first one to have an optional fail condition other than getting hit. In this case, there is a setting that forces a retry if you miss a bee, and another that forces a retro retry if you break your hit combo.
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** It is the first ''[=M2STG=]'' port to lack score and Arcade Challenge gadgets in vertical orientation

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** It is the first ''[=M2STG=]'' port to lack score and Arcade Challenge gadgets in vertical orientationorientation.
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* BreakingOldTrends: For the ''Re:incarnation'' version in particular:
** It is the first ''Creator/{{M2}} [=ShotTriggers=]'' port not to feature a "custom" mode that can alter the game beyond the original [=ROMs=]' specifications.
** It is the first ''[=M2STG=]'' port to lack score and Arcade Challenge gadgets in vertical orientation
** Its Arcade Challenge mode is the first one to have an optional fail condition other than getting hit. In this case, there is a setting that forces a retry if you miss a bee, and another that forces a retro if you break your hit combo.
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* UntranslatedTitle: ''[=DonPachi=]'' and ''[=DoDonPachi=]'' are left as-is when localized for export markets. However, their sequels downplay this, as ''[=DaiOuJou=]'', ''[=DaiFukkatsu=]'', and ''[=SaiDaiOuJou=]'' are translated for overseas releases (''Blissful Death'', ''Resurrection'', and ''True Death'', respectively), while leaving the "[=DoDonPachi=]" part untranslated.
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%% ** The ''Re:incarnation'' edition of ''[=DaiOuJou=]'' features Arranges S, L, and EX. (Details needed)
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*** The international release of ''dai ou jou'', titled ''[=DoDonPachi=] III'', features some adjustments to make the game easier. Some of these adjustments would be adapted for ''dai ou jou Black Label''.

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*** The cancelled international release of ''dai ou jou'', titled ''[=DoDonPachi=] III'', features some adjustments to make the game easier. Some of these adjustments would be adapted for ''dai ou jou Black Label''.
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** ''[=DoDonPachi=] [=DaiOuJou=] Re:incarnation'' (UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, upcoming for December 7, 2023) -- As part of the ''Creator/{{M2}} [=ShotTriggers=]'' lineup

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** ''[=DoDonPachi=] [=DaiOuJou=] Re:incarnation'' (UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, upcoming for December 7, 2023) -- As part of the ''Creator/{{M2}} [=ShotTriggers=]'' lineuplineup. It includes the original version, ''Black Label'' and the previously unreleased ''[=DoDonPachi=] III'' international version.
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* GoOutWithASmile: [[spoiler:Shotia's ending in ''[=DaiOuJou=]'': her memories are deleted one by one [[DeathOfPersonality until her first memories - where she lived as a human - remain.]]

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* GoOutWithASmile: [[spoiler:Shotia's ending in ''[=DaiOuJou=]'': her memories are deleted one by one [[DeathOfPersonality until her first memories - where she lived as a human - remain.]]]]]]
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* AnimeThemeSong: ''[=SaiDaiOuJou=]'' has [[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]] sung by Creator/AyaHirano as the opening theme and the Zwei song Heading For Tomorrow as the ending theme.

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* AnimeThemeSong: ''[=SaiDaiOuJou=]'' has [[https://www."[[https://www.youtube.com/watch?v=tWjT99lnHeE Hoshikuzu Garandou]] Garandou]]" sung by Creator/AyaHirano as the opening theme and the Zwei song Heading "Heading For Tomorrow Tomorrow" as the ending theme.



* {{Expy}}: AI from ''[=DaiFukkatsu=]'' is about one dye job and outfit change from being Hatsune Miku. She also resembles [[VideoGame/CommandAndConquerRedAlert3 Yuriko Omega]].

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* {{Expy}}: AI from ''[=DaiFukkatsu=]'' is about one dye job and outfit change from being Hatsune Miku.Music/HatsuneMiku. She also resembles [[VideoGame/CommandAndConquerRedAlert3 Yuriko Omega]].
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** ''[=DoDonPachi DaiOuJou=]'' has the "Black Label" arrange, which decreases the difficulty of the first loop, but increases the second loop's difficulty in exchange (while also letting the player choose if they want to play only one or two loops). It also fixes a few bugs that main programmer Tsukeni Ikeda had problems with.

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** ''[=DoDonPachi DaiOuJou=]'' has the "Black Label" arrange, which decreases the difficulty of the first loop, but increases the second loop's difficulty in exchange (while also letting exchange. Furthermore, the player choose is asked if they want to play only do a one- or two-loop game; choosing a one-loop game results in [[TrueFinalBoss Hibachi]] appearing at the end of that one or two loops).loop. It also fixes a few bugs that main programmer Tsukeni Ikeda had problems with.

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