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YMMV / DonPachi

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  • Fandom Rivalry:
  • 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.
  • Level One Music Represents: Inverted with Daioujou and subsequent games, which are better known for their True Final Boss themes than their stage 1 themes.
  • 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: Using Leinyan's laser bomb in DaiOuJou Death Label will heal the boss, but Shotia's and Exy's laser bombs won't (at least until stage 4). Wait, WHAT?!
  • 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.

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