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YMMV / DonPachi

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  • Awesome Music: Thanks to an unknown composer for DoDonPachi and Manabu Namiki for Dai Ou Jou and Dai Fukkatsu.
  • Base-Breaking Character: The Element Dolls and Daughters. Some enjoy their presence in an otherwise drab military shooter series, others feel that they turn the game into Fanservice-laden "moeshit".
  • Broken Base:
    • Autobomb in DaiFukkatsu ver. 1.5. Survival-oriented players hate it because it effectively turns the bomb gauge into a life bar and breaks the concept of lives, score-oriented players fail to see what the problem is because bombing is just as hurtful to score as dying is, and point out that one can simply play Power Style to avert the generous bomb stock. This seems to be a non-issue in DaiFukkatsu BLACK LABEL and Saidaioujou, where autobomb can be toggled at the start of the game.
    • The Windows port of DaiFukkatsu:
      • Is the 30 USD price tag of the Windows port a ripoff given that Mushihime-sama and Deathsmiles before it were only 20 USD each, or is it justified due to the number of modes available?
      • Is the game a Porting Disaster considering Arrange A's game-crashing bug still exists and has no slowdown, with the Ketsui arrange mode also having too much slowdown, or are fans just being too Serious Business about these changes?
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  • Complete Monster: Colonel Schwarlitz Longhena, debuting in DoDonPachi, organized the Element Dolls' attack on mankind and humanity's near extinction. Thinking humans to be irreparably flawed, Longhena founds the DonPachi, to be conditioned via slaughtering their own comrades, to fight the "invaders". In truth, these invaders are a human fleet trying to stop Longhena's insanity. Gleefully revealing the truth, Longhena attempts to simply wipe out humanity. Granted, you do indeed stop him from killing everyone, however it comes at a high cost.
  • Contested Sequel: Every CAVE-developed game after DoDonPachi:
  • Demonic Spiders: The ring-formation turrets in Stage 5 of Dai-Fukkatsu, which continously fire bullets or lasers and cannot be destroyed except in Arrange A. These turrets alone make this stage one of the most hated in the series.
  • Fandom Rivalry:
  • Fan Nickname:
  • Fanon Discontinuity: Most fans don't acknowledge Bee Storm as part of the canon due to being outsourced to a third-party developer and not liking the game. While Call Backs in later games are mainly limited to DoDonPachi, dai ou jou, and DaiFukkatsu, and DonPachi is integral to the canon due to demonstrating just what sort of mental conditioning that DonPachi Squadron pilots must go through, one of the "stage cleared" screens for Daioujou refers to the game as "Donpachi Episode 4", meaning that unless CAVE put out yet another DonPachi game between DDP (the second game) and DOJ (not counting the Campaign Version of DDP, which is a Game Mod and Arrange Mode rather than its own game) that nobody knows about, Bee Storm is an official and canon game in the series.
  • Franchise Original Sin: Bee Storm toyed with the concept of actual protagonist characters about a year before dai ou jou introduced the controversial Element Dolls. While it does have characters with Fanservice designs, fans tend not to complain due to the game not being as in-your-face about them as later games; although another part of it is that most series fans don't even acknowledge Bee Storm anyway...this is despite the fact that IGS had a hand in the creation of Daioujou.
  • Friendly Fandoms: On the flip side, if you are in Japan, it is fine to mention Touhou Project in the same sentence as the Donpachi series, as several Pixiv artists and veteran shooter players in Japan like both series.
  • Fridge Horror — The Fan Nickname for DaiFukkatsu Black Label's 360-exclusive Arrange Mode, a crossover of DaiFukkatsu and Ketsui, is "Ketsupachi". "Ketsu" in Japanese can mean "buttocks". So "Ketsupachi" means "Ass Bee".
  • Game-Breaker:
    • DoDonPachi II has the Laser Bomb, which is charged up by grazing bullets. Someone who is good at grazing bullets can basically bomb enemies ad infinitum whenever there is a bullet-dense section. Notably, it does not terminate your combo like bombs in other games.
    • Strong Style in DaiFukkatsu / Resurrection.
      • Nerf + Dynamic Difficulty — In DaiFuukatsu BLACK Label, playing in Strong Style is often likened to playing on DFK 1.5's second loop. One player commented that "it feels like the enemies are in strong style, not the player."
    • Also in DaiFukkatsu, Bomb Style and Strong Style's auto-bomb mechanic. If you get hit with at least one bomb in stock, you use a bomb instead of dying. It does last shorter and does less damage than a manually-fired bomb, but that you can use your bombs as extra lives is still pretty broken. Moreover, on each successive life, you start off with one more bomb than your last life can hold, so by the time you're on your last life, you're carrying 6 bombs, or rather, 6 extra lives. The BLACK Label version allows you to turn it off, and Version 1.51 Nerfs auto-bomb by taking away all of your bombs if you auto-bomb instead of manually bombing.
      • Do note, however, that if you are playing for score, and unless you are playing Version 1.51 or either of 1.5's Arrange modes, bombs wipe out your combo (alongside getting killed), and thus subvert this trope. A single touch of another bullet will destroy that 15,000 combo of yours whether you die or not.
  • Hilarious in Hindsight: Atlus of Shin Megami Tensei fame published the first two games in the series, along with ESP Ra.De.. CAVE would later return the favor by developing Shin Megami Tensei IMAGINE.
  • It's Easy, So It Sucks!: The Version 1.x revisions of DaiFukkatsu are disliked by survival-based players due to forced auto-bomb, effectively turning the player's bomb stock into a health bar and watering down the value of a 1-credit clear. That said, the problem isn't necessarily that it exists, so much as that there is no way to turn it off. Playing in Power Style somewhat remedies this by giving the player a bomb capacity of only one...which ends up making the game far too difficult for many players instead. Fortunately BLACK LABEL and SaiDaiOuJou have the option to turn off auto-bomb, and SDOJ's version of auto-bomb is nerfed by taking all of the player's bombs when used, bringing it into the realm of "useful assist, but doesn't break the game and should not be relied upon too much" for many.
  • It's Hard, So It Sucks!: dai ou jou is criticized by some shmup fans for pumping up the difficulty but without doing much to make the game more fun or accessible for people who may not be highly-skilled at Bullet Hell games. The game's Hyper mechanic certainly doesn't help, as the player is forced to use a Hyper if they have one in stock, and using Hypers raises the game's rank, something that can only be mitigated by bombing or dying. The Black Label revision fixes up some of the rank-related criticisms, but the PS2 port of DOJ is based on the original "White Label" instead and it took years for Black Label to be released legally (and even then the sole port of it ended up being regarded as a Porting Disaster) and to be emulated in MAME (alongside the original "White Label" build).
  • Memetic Badass: Hibachi, one of the most notorious True Final Bosses in genre history.
  • Memetic Mutation:
  • Moral Event Horizon: Longhena sending out the player to kill off his own comrades, falsely accusing them of being alien invaders.
  • Most Wonderful Sound: Most games in the series have "Just a couple more shots!", the line spoken by the announcer when the current boss is almost dead. The Arrange mode of DaiFukkatsu BLACK LABEL is known for saying "Just a couple more shots desu!"
  • Narm: Hibachi's new voice in Ichimen Bancho, it's already lazy and whiny on its own, but if you heard of her previous voice and compare it to the new one, it's downright hilarious.
  • Narm Charm:
    • "Battle for the Last" from the mobile ports of DaiFukkatsu should by all means not make sense for a Hibachi theme, given that Hibachi themes are typically lightning-fast gabber pieces of doom and gloom. Instead, it ends up sounding like the most heroic final showdown theme in a Shoot 'Em Up ever.
    • The ending of Maximum has Dr. Daugh boasting about the wonders of EVAC's weapons in a thinly-veiled speech about how challenging and awesome CAVE games are. He's not wrong.
  • Older Than They Think: DoDonPachi Campaign Version features a prototype version of the Hyper mechanic. It also introduced the idea of having the value of bee items being multiplied by your current combo. In a way, it is a prototype DaiOuJou, especially considering its extreme difficulty. This version was presented to the winner of a scoring contest that happened in late 1997 to celebrate the release of the Saturn port; this was approximately 4.5 years before DOJ was released.
  • Overshadowed by Controversy: The 360 port of dai ou jou had some glitches and obnoxious load times, but was otherwise relatively workable. What it's more known for is that the port used stolen code from the PS2 port.
  • Porting Disaster:
    • The Xbox 360 port of DaiOuJou is not just glitchy, it nearly caused legal trouble! A patch came out that resolved some of the glitches...two years after the port's release...after it went out of print.
    • In the Windows port of DaiFukkatsu the Ketsui arrange mode introduces a lot more slowdown than in the original 360 version of it.
  • Scrappy Mechanic: In dai ou jou, if you have Hypers in stock, pressing the bomb button will deploy a Hyper instead of a bomb. This wouldn't be too bad, but activating Hypers also spikes the rank, and even once the Hyper wears off, whether on its own or you firing an actual bomb, some of the rank effects will linger. Somewhat fixed in the Black Label revision, which nerfs the rank increase from using a Hyper.
  • Sequel Difficulty Drop: DaiFukkatsu, particularly version 1.5. Strong Style is particularly overpowered, the game has mandatory autobomb, effectively giving you 15 starting lives, and this game's version of the Hyper can cancel enemy bullets. This is a huge contrast to dai ou jou, regarded as one of the most brutal games in a series that's already Nintendo Hard.
  • Sequel Difficulty Spike: After DFK paved the way for easy one-credit clears, True Death kicks the difficulty back up to DOJ levels. Hypers no longer cancel bullets, autobomb returns but can be disabled and takes away all of your bombs if triggered, and the difficulty curve picks up sooner.
  • Sequel Displacement: DoDonPachi is far better remembered than DonPachi, mainly due to DoDonPachi taking DP's bullet patterns and action and cranking them up to eleven.
  • Sequelitis: DoDonPachi II is one of the less well-received installments. It didn't help that it was developed not by Cave, but by IGS, a lesser-known Taiwanese development team.
  • Signature Scene: The True Final Boss fights of Daioujou, DaiFukkatsu, and SaiDaiOuJou are by far the most iconic parts of the series.
  • Surprisingly Improved Sequel: DonPachi was mainly notable for being hard but fair, for its second loop with suicide bullets, and for a few interesting game mechanics. It was otherwise not very interesting in the grand scheme of things. Then DoDonPachi changed the 2-D shooter world forever.
  • That One Level: Stage 5 in Resurrection. While shmup final stages are generally expected to be hard, this one is exceptional due to the presence of ring formations of indestructible spinning turrets that can easily kneecap a 1CC attempt or cause copious credit-feeding.

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