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DoDonPachi

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DoDonPachi is a vertically-scrolling bullet hell shoot' em up developed by Cave and published by Atlus in 1997. It was the second game developed by Cave, and the sixth on Cave's first-generation arcade hardware. As with its predecessor DonPachi , the title is both a Japanese term for expressing the sound of gunfire, and a term that relates to bees (here it means "angry leader bee"). The sequel to this game is DoDonPachi II , which was made by a different developer. The original developer later released its own sequel, DoDonPachi DaiOuJou .

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59-409: Compared to DonPachi , DoDonPachi is generally known for introducing new gameplay elements while improving or changing existing ones. The overall background of the game, unlike following sequels, remains more or less centered around a supposed invasion by a mysterious race of mechanized aliens, which the player is called to face throughout its run. However, more sinister and shocking secrets lie beneath

118-410: A power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic . This is in contrast to an item , which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of

177-450: A 'life'). Examples: In some games, using certain items or abilities requires the expenditure of a resource such as ammunition, fuel or magic points. Some games use a single resource, such as magic points, while others use multiple resources, such as several types of ammunition. Some games also have power ups which increase the player's maximum ammunition or power capacity. Examples: Other power-ups consist of items whose main feature

236-456: A 2010 press conference, former Cave producer Makoto Asada claimed that no additional boards were produced and the company lost its source code, effectively exposing Campaign Version to the risk of being lost forever in case of hardware malfunction. In a 2018 interview, Analogue CEO Christopher Taber stated that he pitched the idea of licensing a limited run of DoDonPachi Campaign Version arcade boards to Cave, which never came to fruition due to

295-422: A Shot or Laser boost, making the chosen mode of firing more powerful; the mode is chosen as the player chooses their ship: When the player loses a life, the chosen weapon's power is decreased by one, and the other weapon's power is decreased to the lowest level. There are three types of power-up items in the game, identified by different letters: New to DoDonPachi is the addition of "MAXIMUM mode". This mode

354-410: A conversion of DoDonPachi for i-mode mobile phones titled DoDonPuchi was distributed by Cave through their Gaesen Yokocho service. On March 31, 2003, an updated version of DoDonPuchi titled DoDonPuchi Zero was also distributed by Cave for i-mode phones through Gaesen Yokocho . On June 3, 2004, DoDonPuchi was released for EZweb cellphones divided as two separate titles. On May 26, 2010,

413-507: A different arcade hardware and is essentially the same game as the original DoDonPachi but with an extreme increase in difficulty and bullets on-screen, featuring a primitive incarnation of the "Hyper Mode" mechanic that would later be seen in DoDonPachi DaiOuJou , among other gameplay alterations. Only one DoDonPachi Campaign Version -branded PCB is confirmed to exist under ownership of contest winner "ZBL-NAI", although it

472-478: A joke on video game controversies regarding the influence of video games on children. In 1984, Sabre Wulf introduced power-ups in the form of flowers which, when blossoming, provided effects such as speed up and invincibility. In 1985, Super Mario Bros. introduced the Super Mushroom , which has entered popular culture, being described as "the quintessential power-up". The original game idea

531-399: A low level on the gauge and periodically increases the combo by 1. The player receives an increasing number of points for the same enemy with a larger hit count. In boss battles, there is no combo gauge. A combo hit counter simply increases when the boss is hit by the player's Laser or Laser Bomb, and decreases otherwise. The part of the boss being hit can be a non-critical portion to increase

590-507: A monster looks like a chest, but will attack the player when they attempt to open it. This is notably seen in the Seiken Densetsu and Dragon Quest series. Treasure chests provide a means for the player to obtain items without paying for them in stores. In some cases, these chests contain items that cannot be purchased at stores. Chests may be locked, requiring a key of some sort. For certain games, keys can only be used once, and

649-409: A particular bomb to use, aside from the point reductions that using a bomb might give said player. These bombs are triggered based on whether the player is using standard fire or laser fire when the bomb button is pressed: At the beginning of the game, the player has three bomb slots, and the slot count increases by one every time the player loses a life (up to six slots). Each ship can be played with

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708-409: A power-up mechanic. Every maze in the game contains four Power Pellets which temporarily give Pac-Man the ability to eat ghosts, turning the tables on his pursuers. The effect of the power-up was illustrated by one of the first cut scenes to appear in a video game, in the form of brief comical interludes about Pac-Man and Blinky chasing each other around. The power pellet entered popular culture with

767-476: A version for PlayStation was developed and published by SPS, featuring the ability of manually slowdown the game and a "wait-control" system that toggles in-game slowdown on or off. Both the Saturn and PlayStation ports have horizontal (YOKO) and vertical (TATE) display settings, however the ship must be selected in the options menu if TATE display is selected when playing the latter release. On September 17, 2002,

826-490: Is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo. Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It

885-521: Is also temporarily granted after the player gets hit or loses a life, so that the character will not be hurt/killed twice in quick succession. The effect is commonly indicated by making the player character flash or blink or by musical cues. Examples: Some power-ups consist of items which help the player avoid or escape enemies or enemy weapons. This category includes "speed boosts" and other power-ups which affect time, which can be temporary, permanent, or cumulative, and "invisibility" power-ups which help

944-403: Is nearly always granted as a temporary bonus; otherwise it would negate the challenge of the game. Invincibility (or "invulnerability") comes in two main forms: either the player character merely becomes intangible to harmful things, or can also damage enemies by contact. In either case the character is often still vulnerable to some threats, such as bottomless pits. In many games, invulnerability

1003-464: Is rumored that a total of 100 units were manufactured and some are speculated to be owned by other contest participants, while one unit was reportedly present at the "Daytona III" arcade center at Tokyo . Campaign Version made a brief appearance at the first "Cave Matsuri" festival held at the "HEY!" arcade center at Akihabara in December 2006, where two PCBs were available for attendees to play. In

1062-619: Is that they are found in large numbers, to encourage the player to reach certain spots in the game world. They have various cumulative effects, often granting the hero an extra life. Examples: Trick power-ups try to trick the player into grabbing them, only to result usually into damage, removed abilities, or player death. Examples: There are many different methods of obtaining power-ups: In many video games, especially role-playing video games , treasure chests contain various items, currency , and sometimes monsters. For certain role playing games, some chests are actually mimics , in which

1121-516: Is the power gauge, which gives players a force field that acts as a shield. Activating the force field renders the player's character invincible, turning enemy bullets into power-up and gold blocks, until the shield button is released and drains the power gauge. Releasing the shield buttons unleashes a powerful psychic blast capable of obliterating enemies and bullets on-screen. Each character also possess their own piercing attack to deal additional damage but cannot be used in quick sessions. Depleting

1180-478: Is triggered whenever a bomb is collected when all bomb slots are full. During MAXIMUM mode, the player's score increases by at least 220 points per 1/60th second, except during boss fights. The score multiplier begins with 2, and increases by 1 for every successive bomb collected in MAXIMUM mode. Whenever a bomb is used or the player loses a life, MAXIMUM mode ends until bomb overstocking occurs again, which will cause

1239-580: The CAVE 68000 board. On November 6, 1998, a soundtrack album containing music from the game and ESP Ra.De. was co-published exclusively in Japan by Scitron and Gamest . On September 18, 1997, a conversion for the Sega Saturn was published by Atlus in Japan featuring an exclusive "Saturn" mode containing a new stage and boss, as well as the ability to change its difficulty setting and enemy patterns, in addition of gameplay mechanics. On September 10, 1998,

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1298-615: The GPS and gameplay mechanics, among other changes. DoDonPachi received a remixed arcade edition dubbed DoDonPachi Campaign Version , which was handed out as a first-place prize on a contest hosted by Cave to promote the Sega Saturn conversion, where each participant was asked to submit their highest possible score within a three-day period of the event. This limited edition is also referred as DoDonPachi Special Version and DoDonPachi Blue due to its title screen. Campaign Version runs on

1357-464: The PlayStation port was re-released for PlayStation Network by Hamster Corporation in Japan as part of their Game Archives series. An Xbox 360 version was included as a bonus in the 2011 visual novel Instant Brain , featuring online leaderboards and Kinect support. In February 2012, an unofficial hack for arcades dubbed DoDonPachi Arrange was released online, featuring alterations to

1416-617: The Shell , while finding its gameplay and scoring mechanics to be departures from DoDonPachi but commended the Psi version for addressing issues with the original scoring mechanic, the new playable character, user interface and extra modes but criticized the lack of an "arranged" mode and additional music options. ESP Ra.De. spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). Junya Inoue has since regarded both titles as fine for what they are, though he felt that

1475-413: The ability to shoot fireballs at enemies, respectively. Konami 's 1985 game Gradius had the first use of a selection bar where the player could select which power-up effect to trigger, instead of having a fixed instant effect. In 1986 and the years after, the concept of permanent power-ups appeared in the action role-playing genre in the form of perks . Power-ups can be classified according to

1534-474: The bar, so that more effort is required to obtain them. The selection bar was first used in Konami 's 1985 game, Gradius . "Perks" are a variation of the power-up mechanic, but permanent rather than temporary. The concept of permanent power-ups dates back to the early NES action RPGs , Deadly Towers (1986) and Rygar (1987), which blurred the line between the power-ups used in action-adventures and

1593-472: The enemies fire is greatly increased. Destroying the area 6 boss in the second loop unlocks a secret area where the player fights the trademark boss of the series, the giant mechanical bee Hachi (蜂; 'bee'). When the player defeats it, they will then fight Hibachi (火蜂; 'fire bee'), the true final boss in DoDonPachi . If it is defeated then the best ending is achieved. After completing an area, the player gains

1652-431: The experience points used in console RPGs . An early video game that used perks, and named it as such, was the 1997 computer RPG game Fallout . Perks have been used in various other video games in recent times, including first-person shooters such as Call of Duty 4: Modern Warfare , Modern Warfare 2 , and Killing Floor , as well as action games like Metal Gear Online . ESP Ra.De. ESP Ra.De.

1711-447: The fact that they take effect immediately, feature designs that do not necessarily fit into the game world (often used letters or symbols emblazoned on a design), and are found in specific genres of games. Power-ups are mostly found in action-oriented games such as maze games , run and guns , shoot 'em ups , first-person shooters , and platform games . The term "power-up" is an example of wasei-eigo (Japanese pseudo-Anglicisms);

1770-481: The following scores based on performance in the completed area: If the second loop is completed with 1 credit, the player gets 10 million points for each reserved fighter. If players fail to meet the requirements for second loop access, they are simply congratulated by the DonPachi Corps leader, Colonel Schwarlitz Longhener, for their bravery in battle. No credits will be presented to the player for finishing

1829-516: The game this way. Should the requirements be met, however, Longhener reveals - in a shocking twist - that the "mechanized aliens" were in fact the pilot's own comrades (the International version of the game renders this as a "lost fleet" legendary among cadets) trying to actually stop them, being aware of Longhener's nefarious scheme revealed in the true and final ending. Having served its purpose, Longhener orders his elite fleet to annihilate

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1888-503: The game's scoring system was convoluted and complicated but praised the stylistic presentation, Inoue's artwork and audio design, regarding the title as "one of Cave's underrated classics" but found Irori's voice to be annoying. Famitsu ' s four reviewers praised the inclusion of "Super Easy" and "Irori's Room" modes in the Psi version, as well as the addition of a new playable character. Nintendo Life ' s Mark MSX compared its visual style with both Akira and Ghost in

1947-402: The hit count, but not including enemies released by the boss after the boss battle began. The game has 7 areas, but area 7 is only accessible by entering the 2nd loop. Said 2nd loop is accessible by completing the first 6 areas on 1 credit and fulfilling one of the following requirements: The second loop has the same areas, enemy patterns, and bosses as the first loop, but the number of bullets

2006-428: The key is destroyed during its use. For other games, having a particular type of key means that the player can open any of the chests with a matching lock. For most games, once a chest has been opened, the contents remain empty, although they may be repopulated with possibly different items during different stages of the game. This is different from perishable containers, such as crates and jars, which tend to reappear if

2065-438: The multiplier to resume at the last multiplier value. The multiplier is carried over to successive stages (including new loops). The Get Point System (GPS) from DonPachi is improved. Destroying an enemy or part of an enemy increases the combo by 1 and builds up a combo gauge on the left side. The combo gauge constantly drains, and the combo is broken when it empties. Using the laser to continuously damage an enemy will maintain

2124-488: The necessary components for manufacturing PCBs no longer being production and Cave did not have spare units either. DoDonPachi was generally well received by critics since its arcade debut and later on other platforms. Readers of the Japanese Sega Saturn Magazine voted to give the Saturn port a 8.9766 out of 10 score, ranking at the number 83 spot, indicating a large popular following. The game

2183-498: The original arcade release and additions such as enhanced visuals, extra modes, re-recorded voiceovers and a new playable character called Alice Master. In Japan, Game Machine listed ESP Ra.De. on their June 15, 1998 issue as being the fifth most-popular arcade game for the previous two weeks. Player One ' s François Daniel and Reyda Seddiki regarded its power gauge mechanic as unique compared to competing shoot 'em ups. Hardcore Gaming 101 ' s Nick Zverloff stated that

2242-440: The piercing gauge renders the player's character incapable of performing a piercing shot for a brief time period until the gauge is full. The piercing attack is also crucial for reaching high-scores and extra lives; destroying enemies will occasionally reveal power-ups and more are obtained based on a score multiplier, which is increased by hitting enemies with the character's regular and piercing shots. When destroying an enemy with

2301-469: The pilot, and on this premise the second loop of the game begins. If the player completes the game once again, this time without any kind of requirement except the annihilation of the ultimate fighting machine Hibachi (in which Longhener is killed piloting), in the true ending the pilot realizes that the DonPachi's true goal was to annihilate the human race, owing to Longhener's deranged idea that mankind

2360-533: The player avoid enemies. Examples: Some power-ups help the player enter new or previously inaccessible areas, or " warp " to another level. Access abilities, depending on the game, can be required to progress normally or be entirely optional. Examples: Health-restorative power-ups typically consist of items which restore lost health (most typically in medical kits, food, or as energy), or items which increase health capacity and 1-ups (which give an extra chance to continue playing after losing, commonly called

2419-482: The player exits the area and then returns. Instead of having players collect a power-up that is instantly activated, the players may be allowed to select which power-ups they want to use. This is commonly implemented through a 'selection bar' which contains a number of power-up effects. To access the bar, the player must collect power-up items; the more they collect, the further along the bar they can access. The more powerful power-ups are traditionally placed further along

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2478-420: The power-up can be time-limited, have a limited number of uses, last until the player is hit, last until the player is killed, or last until game over . Examples: Defensive power-ups typically consist of items like shields (usually a " force field ") surrounding the character that deflects projectiles or absorbs a certain amount of damage, or invincibility/invulnerability. In the case of invincibility, this

2537-455: The regular shot, the player's multiplier is leveled up by attacking parts of the enemy, while its current level is hidden during normal gameplay but can be activated via cheat code. After a character is fully powered up, defeated enemies will drop gold blocks and colleting them grant points. Collecting 200 gold blocks activates a timer and the multiplier grants energy tanks to restore the power gauge. The collected gold blocks are depleted after

2596-429: The role of one of the three playable characters (Yūsuke Sagami, Jb-5th and Irori Mimasaka) through five increasingly difficult stages. The plot involves ESPer Lady Garra and her Yaksa syndicate launching an attack to remove opposing forces and take over Tokyo. Unlike most Cave shoot 'em ups, the characters only possess a shot attack but players can hold down the fire button to reduce movement. A unique gameplay mechanic

2655-411: The scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). ESP Ra.De. is a science fiction-themed vertical-scrolling bullet hell game similar to DoDonPachi where players assume

2714-468: The sense was coined in Japanese as a compound of "power" ( パワー , pawā , noun) and "up" ( アップする , appusuru , verb) , literally "to up someone's or something's power or abilities". The general meaning of X-up in Japanese is "this will increase your X", and this construction is regularly used in areas such as advertising. Pac-Man from 1980 is credited as the first video game to feature

2773-424: The ship move more slowly. An aura is generated around the player's ship, which damages any contacting enemy. If the laser is fired at close proximity to an enemy, the laser delivers more damage to the enemy. The ship has a limited number of bombs, which are activated by pressing the bomb button. There are two types of bombs that can be used at any time the player could normally use, and there is no penalty for picking

2832-411: The style of which is determined by the type of fighter chosen. Each ship also has two small floating guns which it deploys at the start of the game. The placement of the guns is different on each craft, which affects their firing style. If the fire button is held down, the floating guns combine in front of the ship to produce a vertical beam, which provides more firepower than standard fire. This also makes

2891-467: The surface, accessible only to those brave and skilled enough to clear the entire game. The player takes on the role of a squadron fighter facing a race of mechanized aliens that recently appeared and started causing havoc. There are three different ships to choose between, and each ship can be played in Laser or Shot mode. Each aircraft has a main forward-firing gun used by tapping the two shot buttons,

2950-451: The timer is over. Lives are represented by hearts and losing a heart stock results with decreasing a character's firepower to their original state, as well as the loss of collected gold blocks by players. Once all heart stocks are lost, the game is over , but players can continue by inserting more credits into the arcade machine but with the penalty of resetting the player's score and being unable to change between characters. ESP Ra.De.

3009-433: The type of benefit they give the player. Power-ups can give players a new weapon, or transform the player character into a more aggressive form that increases its attack power or makes some enemies vulnerable. This also includes "nukes", which are weapons that destroy every enemy on the screen at once; these are prevalent in many different genres including vehicular combat , run and guns , and platform games . The effect of

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3068-748: The word 'EXTEND' in Bubble Bobble . Well known examples of power-ups that have entered popular culture include the power pellets from Pac-Man (regarded as the first power-up) and the Super Mushroom from Super Mario Bros. , which ranked first in UGO Networks ' Top 11 Video Game Powerups . Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games , by

3127-471: Was a flawed creation to be eradicated from existence. The existing problems of overpopulation, environmental pollution, and arms races were solved by this one-man war. The pilot wonders in the end if maybe Longhener - instead of being the genocidal maniac he claimed to be - had actually intended this extreme solution from the very beginning. The staff credits appear afterwards. DoDonPachi was first released in Japanese arcades by Atlus on February 5, 1997, using

3186-400: Was developed in conjunction with Dangun Feveron (1998) by a small crew of nine members: art director Junya Inoue , designers Akira Wakabayashi, Atsushi Aburano, Riichiro Nitta and Yūko Nakamura, programmers Ryuichi Yabuki, Satoshi Kōyama and Tsuneki Ikeda, and composer Masahiro Kusunoki. The team recounted its creation process and history through various publications. ESP Ra.De.

3245-664: Was distributed by Cave through their Gaesen Yokocho service as two separate titles in June 2004. In 2005, a conversion for i-mode phones titled ESP Ra.De. DX was also distributed by Cave through Gaesen Yokocho. Unlike other releases by Cave, it hadn't seen a contemporary home console port due to rights and publishing issues with Atlus. In December 2019, M2 published a port for the Nintendo Switch and PlayStation 4 titled ESP Ra.De. Psi in physical and digital editions under their M2 ShotTriggers label. This version features

3304-577: Was first released in arcades by Atlus and Nihon System in April 1998. On November 6, 1998, a soundtrack album containing music from the game and DoDonPachi was co-published exclusively in Japan by Scitron and Gamest . International Games System originally wanted to distribute the title in Taiwan after acquiring the DoDonPachi license for the PolyGame Master . A port for EZweb mobile phones

3363-399: Was included in the 2010 book 1001 Video Games You Must Play Before You Die . Time Extension called the game "one of the series most beloved entries" and "[a] stunning piece of work". In a 2013 interview with Retro Gamer , programmer Steve Redmond stated that the title served as inspiration for his 2013 Xbox Live Indie shoot 'em up Chronoblast . Power-up In video games ,

3422-571: Was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2 . ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but

3481-581: Was to have an always big Mario as a technical advance, but later the power-up was introduced to make him "super" as a bonus effect. The development team thought it would be interesting to have Mario grow and shrink by eating a magic mushroom, just like in Alice's Adventures in Wonderland . Other power-ups introduced in this game were the Super Stars and Fire Flowers , which gave Mario invincibility and

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