DoDonPachi DaiOuJou

DoDonPachi DaiOuJou (怒首領蜂 大往生, Dodonpachi Daiōjō) is the fourth arcade game in Cave's DonPachi series. The history section of DoDonPachi Resurrection on iPhone calls it "DoDonPachi Blissful Death" in localisation. CAVE later ported the game to iOS under this localised name.[1]

DoDonPachi DaiOuJou
Xbox 360 cover art
Developer(s)Cave
Arika (PlayStation 2)
Publisher(s)
Designer(s)Junya Inoue
Composer(s)Manabu Namiki
SeriesDonPachi
Platform(s)Arcade, PlayStation 2, iOS
ReleaseArcade
Version 1.01
  • JP: April 5, 2002
Black Label
  • JP: October 25, 2002
Tamashii
  • CHN: April 20, 2010
PlayStation 2
  • JP: April 10, 2003
iOS Devices
  • WW: February 9, 2012
Genre(s)Bullet hell
Mode(s)Single-player, multiplayer
CabinetUpright
Arcade systemPolyGame Master
DisplayRaster, 224 x 448 pixels (Vertical), 2304 colors

Gameplay

The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as "auto(matic) fire".

DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.[2]

Development

Black Label

This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.

A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.[3]

Music

The music tracks are puns of shooting game companies. Mukei, Toua, Takimi, Torejya, Saikyou, Seibu, Sakusetsu, Taitou, Raijin, and Awaremu are named after NMK, Toaplan, Takumi Corporation, Treasure, Psikyo, Seibu Kaihatsu, Success Corporation, Taito Corporation, 8ing/Raizing, and Irem respectively.

As often pointed out by fans, Manabu Namiki[4] confirmed that the tracks from the game are the shooting game companies stated above he wanted to show respect for.

Graphics

With Junya Inoue still a graphical designer, the serene steampunk world of Progear has been replaced with hard sci-fi. The graphic style, especially the ships were drawn so as to resemble the original Dodonpachi. Bullets are drawn in blue and pink, and many of the backgrounds are deliberately flat so as not to distract from the on-screen action.[4]

Releases

PlayStation 2 release

This version added the following modes/features:

  • Death Label arcade mode.
  • No bullets mode
  • Simulation (training) mode, with a replay feature.
  • Gallery.
  • High score DVD video from 4 players who completed the second loop of the game.
  • Player : 長田仙人, KTL-NAL (A.K.A. Homestay Akira), Clover-TAC
  • Score : 1.89 Billion
  • Death Label mode

Death Label mode sets the player against a boss rush, with maximum firepower at all times and a full stock of Hyper granted before each boss. Death Label's difficulty is roughly equivalent to that of the normal game's second loop, with a number of alterations made to the bosses and their attack pattern. The most notable change is made at the final boss fight of Death Label, where the player faces two Hibachis simultaneously. According to top players, this is the most difficult iteration in the DoDonPachi series taking 7 years (from 2003 until 2010-09-18) to clear.[5][6][7]

Tamashii

This edition is aimed at the Taiwan-Chinese market and some in-game text has been translated in Chinese. It features an easy mode for beginners (not Black Label). It was published by IGS on April 20, 2010.

Black Label EXTRA release

DoDonPachi DaiOuJou Black Label EXTRA
Developer(s)5pb.inc
Publisher(s)5pb.inc
Designer(s)Sakarimasaki (producer)
Manabu Namiki (music composer)
Composer(s)Manabu Namiki 
SeriesDonPachi
Platform(s)Xbox 360
Release
  • JP: February 19, 2009
Genre(s)Manic shooter
Mode(s)Single-player, multiplayer

The 2008-03-07 issue of Famitsu Weekly magazine reported that 5pb. Inc.'s 5pb.Games Division #2 would bring this game to the Xbox 360 platform as an Xbox Live Arcade title. However, 5pb representative Masaki Sakari claimed that Microsoft rejected 5pb's proposals and 'decided to cut down faithful arcade ports.'.[8] 5pb considered releasing Black Label and Ketsui on a retail DVD instead.

On 2008-09-26, Famitsu announced the official title of the Xbox 360 version of the game, dodonpachi DAI-OU-JOU Black Label EXTRA (怒首領蜂 大往生 ブラックレーベル EXTRA), scheduled for a release on Christmas Day of 2008. The port includes the original and Black Label editions of the game, as well as online score ranking, replay saving, enhanced graphics, and Xbox Live Marketplace content. There is an Xbox 360 original mode for beginners named the "X Mode", where a new Element Doll named Piper is introduced.[9]

The pre-order also includes a guidebook.

Arcade mode - Old Version - is a port of the original "White Label" arcade release.

Arcade mode - New Version - is a port of the newer "Black Label" arcade release.

The X Mode features a 1-loop, 5-stage layout with a new game system.

The game's music can be changed from Mono (from the arcade), Stereo, or X Mode, which features rearranged music.

Xbox achievements feature 50 categories for 1,000 points in total.[10]

The player can get extra credits, X mode, and unlock Config EX options that alter gameplay mechanics by playing the game for a specific amount of time or earning achievement points.

The Xbox 360 version was plagued at released with bugs and problems that rendered the game highly inaccurate and glitchy. It was eventually found that 5pb had, without permission, lifted the source code from the PS2 version of the game and slotted it in for the 360 version while making adjustments as needed. Patches were eventually made with Cave and Microsoft stepping in to aid the patching process.[11]

Reception

In Japan, Game Machine listed DoDonPachi DaiOuJou on their June 1, 2002 issue as being the third most-successful arcade game of the year.[12]

Famitsu Scored the PlayStation 2 release a 34/40[13] and the Xbox 360 release a 27/40.

gollark: It's also BETTER than useless in some ways because it can rebroadcast messages to ensure they get places, although it is very inefficient at this and mostly obsoleted by ender modems.
gollark: It's actually WORSE than useless in some ways because the "send to ID" thing doesn't ACTUALLY only send it to that ID and the ID on rednet messages can be faked, thus false sense of security.
gollark: Rednet is effectively a thin and useless wrapper over it.
gollark: No, use the actual modem API.
gollark: If so, why bother with *running* it when you could just parse the bytecode and read out the constant?

References

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