#donpachi
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boredtechnologist · 4 months ago
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Ah, the glorious history of SHMUPs (shoot 'em ups)! Buckle up as we take a nostalgic trip through the evolution of this exhilarating genre.
Early Beginnings
The SHMUP genre's roots can be traced back to the late 1970s and early 1980s. The concept was simple yet addictive: control a spaceship or character and shoot waves of enemies while dodging their attacks.
Space Invaders (1978) by Taito was a groundbreaking title that laid the foundation. Its straightforward gameplay—defending the Earth from descending alien invaders—captivated players and became a cultural phenomenon. The success of "Space Invaders" sparked a wave of similar games and established the basic mechanics of SHMUPs.
Galaxian (1979) by Namco took the formula further by introducing more dynamic enemy patterns and colorful graphics. This was followed by Galaga (1981), which added new features like enemy formations and the ability to rescue captured fighters, enhancing both strategy and excitement.
The Golden Age
The early 1980s saw a surge of creativity and innovation in SHMUPs. Games became more complex, with varied enemy behaviors, power-ups, and improved graphics.
Xevious (1982) by Namco introduced a scrolling background and multi-layered gameplay, with enemies attacking from both the air and ground. This was a significant step towards the more complex SHMUPs of later years.
Gradius (1985) by Konami was another landmark title. It introduced the "power-up bar" system, where players could collect power-ups and choose their upgrades strategically. The game's intricate level design and memorable boss battles set a new standard for the genre.
R-Type (1987) by Irem pushed the envelope with its detailed graphics, unique power-up system, and iconic "force" orb that added a layer of tactical depth. Its challenging gameplay and creative enemy designs made it a classic.
The 16-bit Era
The late 1980s and early 1990s were a golden era for SHMUPs, with the arrival of 16-bit consoles like the Sega Genesis and Super Nintendo Entertainment System (SNES). These platforms allowed for more sophisticated graphics and sound, leading to some of the most beloved titles in the genre.
Thunder Force IV (1992) by Technosoft was a standout, featuring stunning visuals, a dynamic soundtrack, and fast-paced gameplay. Its multiple weapon systems and large, sprawling levels were a treat for SHMUP fans.
Axelay (1992) by Konami showcased the SNES's graphical capabilities with its Mode 7 effects, offering both vertical and horizontal scrolling levels. The game's innovative weapon system and detailed graphics made it a standout.
The Bullet Hell Revolution
The mid-90s brought a subgenre of SHMUPs known as "bullet hell" or "danmaku," characterized by overwhelming enemy fire patterns that required precise dodging and memorization.
DonPachi (1995) and DoDonPachi (1997) by Cave were pioneers of this style. They emphasized intricate bullet patterns, high difficulty, and scoring systems that rewarded skillful play. These games pushed players to their limits and became cult classics.
Modern SHMUPs: Nostalgia and Innovation
While SHMUPs have become more niche in the mainstream gaming market, they continue to thrive in arcades and among dedicated fans. Modern titles often blend retro aesthetics with contemporary design sensibilities.
Ikaruga (2001) by Treasure is a prime example. Its unique polarity-switching mechanic, where players can absorb bullets of the same color as their ship, added a strategic layer to the traditional SHMUP gameplay. The game's striking visuals and challenging gameplay earned it widespread acclaim.
Mushihimesama (2004) and other titles by Cave continue to push the boundaries of the bullet hell genre, with increasingly complex patterns and high production values.
The Indie Revival: A New Generation
In recent years, the indie game scene has embraced SHMUPs, bringing fresh ideas and styles to the genre. Games like Jamestown: Legend of the Lost Colony (2011) combine classic SHMUP mechanics with modern graphics and storytelling.
The accessibility of modern development tools has allowed small teams and solo developers to create innovative SHMUPs, ensuring that the genre remains vibrant and diverse.
A Timeless Genre
The history of SHMUPs is a testament to the genre's enduring appeal. From the simple yet addictive gameplay of "Space Invaders" to the intricate bullet patterns of "DoDonPachi," SHMUPs have continually evolved, challenging and delighting players for decades. The genre's focus on skill, reflexes, and high scores ensures it will always have a place in the hearts of gamers, both old and new.
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smbhax · 9 months ago
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Warnings in Cave shmups DonPachi (1, 2) and DoDonPachi (3).
Source: - http://www.hardcoregaming101.net/donpachi/ - http://www.hardcoregaming101.net/dodonpachi/
Similar warnings in Cave's Mushihimesama: https://www.tumblr.com/smbhax/690729796443979776/warnings-at-the-beginning-of-mushihimesamas
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arcadeboxes · 1 year ago
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DonPachi kit box
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fishyishy · 2 months ago
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A3! Song Translation - Third Impact
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TRANSLATION:
There is no shortage of rivals
Immediately lock on and assault
I won't let you get bored
We're facing each other
Don't assimilate into the past
Cut them apart, together
I'll give you one shot
Even if I have to be forceful
Whatever "we were like" doesn't matter
Let's just change only what lies ahead from now on
Everytime I repaint it, I feel it become an original piece with its unique charm
The Third Impact (oneXone)
Far away from what we've left behind
We're going beyond and moving forward
Can't stop now
Growing pain again
For some reason, the voice from that time is still ringing in my head
Growing pain again
We didn't make a single mistake that day
The downward swings have slowed down
Focus on the mistakes
A chance to get ahead
Keeping watch for the right opportunity
It's not about the appeal of momentum to start a gunfight
Shall we deliver some legit breaking news?
This time it's not just for show
We will be above the regression
Let's dance freely and go wild
The final scene we got was
the first one we drew
Let this be the proof (oneXone)
That there is no looking back
But by facing it, you can overcome the pain
From now on, engrave the future
(Don't ever lie to yourself
Give up you motherfucker
Shout it out to the world
You gotta break through the walls here we go)
(Yaah)
Don't ever let me down
(Yeah)
Did you ever get the feeling?
(Yeah, Don't ever let me down, Yeah)
(Did you ever get the feeling?)
Are you ready?
Everytime I repaint it, I feel it become an original piece with its unique charm
The Third Impact (oneXone)
Far away from what we've left behind
We're going beyond and moving forward
Can't stop now
Growing pain again
For some reason, the voice from that time is still ringing in my head
Growing pain again
We didn't make a single mistake that day
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ROMAJI:
Taikou ba toshite fusoku hanai
sokuza ni LOCK ON kyousyuu
taikutsu hasasenai
aitai shitendaro
kako ni douka shitenjanee
Ki ri sa keyomorotomo
ichigeki ku rawasete yaruze
Gouin demo ii
We were like nante dou demo ii kara
kono saki dakewo ka eteike
aji waina orijinaru toshite
nu ri ka eteiku tabi ni kanji ru
san do me no ita mi (oneXone)
o ite kita monowo haru kani
ko ete susu miyuku oretachi wa
mou to merarenai
Growing pain again
nanno inga kaano toki no koe ga atama ni hibi ite ru
Growing pain again
ano hi no oretachi wa hito tsumo machiga chainakatta daro
Shitabu rete suro surodoaun mo
yarakashini fo kasu shite
da shi nu ku chansu wo
koshitantan to nera tte
Donpachi hajimeru apiru ikioi idakejanee
maji no bureikingu nyuusu su o todo keshiyouka
konkai wa date janee
We will be datte kaiki no ue de
jiyuu ni odo ri kuru ttenze
saigo ni te nishita koukei wa
saisyou ni ega ita oretachi no
akashi tonareyo (oneXone)
fu ri kae rukoto hanai kedo
mu ki a ukotode ita miwo ko e
kore kara wo kizame
(Don't ever lie to yourself
Give up you motherfucker
Shout it out to the world
You gotta break through the walls here we go)
(Yaah)
Don't ever let me down
(Yeah)
Did you ever get the feeling?
(Yeah, Don't ever let me down, Yeah)
(Did you ever get the feeling?)
Are you ready?
aji waina orijinaru toshite
nu ri ka eteiku tabi ni kanji ru
san do me no ita mi (oneXone)
o ite kita monowo haru kani
ko ete susu miyuku oretachi wa
mou to merarenai
Growing pain again
nanno inga kaano toki no koe ga atama ni hibi ite ru
Growing pain again
ano hi no oretachi hahito tsumo machiga chainakatta daro
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*msg for kanji !
god i love akigumi
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silyabeeodess · 2 years ago
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It’s hardly a coincidence: If you play as a Majin and get the extra kids, the trend follows: Naname, Donpachi, Kyus, and Juso.  
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rapidprototypingproject · 3 months ago
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Bullet Hell Summary
After looking at 5 different bullet hells, both old and modern, I think at the heart of this genre, a bullet hell is defined by the short, mechanically intensive core loops that occur when dodging enemies and their projectiles. This is a constant in all 5 games that I looked at, and a game wouldn't be a bullet hell without it.
Where games start to stand out, such as The Binding of Issac, Brotato, and Enter the Gungeon, is what other mechanics and formulas they add onto this constant to change the experience.
In all the games i looked at with these additional formulas, they all combined really well with being a bullet hell, especially rougelikes. Of course adding all these extra mechanics detracts from the bullet hell gameplay itself, so if you wanted a more pure experience you might prefer Batsugan or DonPachi instead.
However, these pure bullet hells really don't have anything special between them- I feel this is what make games like Batsugan unsuccessful, the biggest difference between it and similar games is the difficulty.
I don't think anything stands out and doesn't work in bullet hells. If I had to say one thing: the incredible difficulty of some bullet hells can be offputting to casual players, however this just comes with the concept of a bullet hell and is hard to fix. Brotato does have accessability options to make the game easier by slowing down enemies and their projectiles, so its not an impossible problem to revise.
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whatatravestymusing · 1 year ago
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Today, I'm thinking about the game Zero Gunner 2, an omnidirectional shoot 'em up, developed by Psikyo. It's one of those cases where every single aspect of the game really speaks to me. For one thing, it has my absolute favorite aesthetic style of shmups, which is everything being some sort of overdesigned robot. As much as I like Mushihimesama and Twinklestar Sprites, there's just something I like about the mechanical designs of Zero Gunner, Donpachi, and Raiden. Skeleton Realm would call it a "shmup, classic style", at least in terms of looks.
I say in terms of looks because what really got me hooked on Zero Gunner 2 was its controls. You play as a helicopter and as you move you stay in the same direction and you need to hold a button to rotate your helicopter. I have never played anything like it. It adds a layer of engagement to the movement and to the memorization of patterns. The helicopters you pick (of which there are 3) each of a different ancillary attack the may function independent of the direction your ship is facing. It is definitely the core of the game.
Polygonal Dreamcast games also fill me with a warmth I have a hard time describing. Zero Gunner 2, the backgrounds to Marvel vs Capcom 2 and Capcom vs SNK 2, Soul Blade, Skies of Arcadia. This extends to the other 6th gen consoles as well, but the Dreamcast has the best track record of colorful, interesting looking games. Gamecube comes *this* close, but the licensed games hold it back overall.
But what really prompted me to think about Zero Gunner 2 was Matthew Matosis' Meta Microvideos (https://youtu.be/PGv4ixLllWo) and how he discusses some pieces of media can be more appreciated the more media you engage with. I don't think I would like Zero Gunner 2 if I haven't been playing shmups for years before hand. Similarly, I love the Atelier franchise because of how fresh it felt compared to other JRPGs I've been playing for years. Especially compared to Trails of Cold Steel, which I really, really detest.
Everything you've experienced adds to how you view art, that's something I need to keep in mind.
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vgadvisor · 2 years ago
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arcadebroke · 2 years ago
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aaronkraten · 3 years ago
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Today Forever 
2-25-21
my arcade 
* Photos Credit -  Spencer Good 
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maddogofshimano · 3 years ago
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Has anyone tried to translate or make a Donpachi and Union guide/video? I haven't found anything about them yet and it's really confusing how it works because they seemed connected to each other.
Not that I've personally seen! Probably because Donpachi is a little niche and strictly a gameplay thing lol. By Union I'm assuming you mean 連合, the group you join up with: in broad strokes they're fighting alongside you in real time during it and you're all working as a team to beat the opposing union
The rggo website does have several guides up which are helpful even through google translate that might clear some things up, and I could put together at least an overview of the whole thing. I will 100% admit that I am not a particularly active donpachi player and I don't know some of the intricacies but I know enough to be a moderately useful team member
Here's those guides:
General Guide Setting up your formation Tactics during Donpachi Top Offense and Defense Donpachi Cards
The character suggestions in the guide are WILDLY out of date, so if you've got anyone in the top 20 on offense or defense those are the cards to slap together, which have unfortunately just gotten power crept to hell by the KSR cards
Here's my teams which are serviceable at the A-S rank stuff I'm in
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If you have any specific questions I'm happy to answer them too!
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oldgamemags · 4 years ago
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Magazine advert for ‘DonPachi’ and ‘Shin Megami Tensei: Devil Summoner’ on the Saturn. @Atlus_jp 
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stevethefishdotnet · 5 years ago
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Donpachi game flyer (chirashi) for the Sega Saturn
Here’s a flyer for the game that started this great shmup series.
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kazuyatatsujin · 6 years ago
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✨DonPachi ✨ 🐝Cave🐝 DonPachi first release for Playstation. Only available in Japan. Developed by Cave and published by Atlus in 1996. Far away best home conversion. Mint condition, includes regcard and spinecard. You can play in Yoko(320x240), Yoko(240x240), Tate(Yoko) and Tate.
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cc-ichigo-kurosaki · 4 years ago
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Anonymous said // May 9 · 2 days ago
I KNOW YOU!!! You're Donpatch!!
Hey it's nice to meet ya! I've always wanted to meet the sidekick of legendary warrior who fought against the Hair Hunt Empire!! I'd love to see your Wig Out technic in action!
(cc) Ichigo: Don-what now? I don’t know what the hell you’re on about, Hair Hunt Empire? Are you making this up?
(mun) Kenta: Don’t you remember? You were in Jump Ultimate Stars with him, you know that DS crossover game? -google images him- this guy?
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(cc) Ichigo: First, that was years ago! And that just looks like an orange Sonic the Hedgehog with Super Saiyan eyebrows… it doesn’t resemble me at all!
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rapidprototypingproject · 3 months ago
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Research: DonPachi
After looking at Brotato, I was worried that more modern Bullet Hell games weren't really focused on the bullet hell mechanics. I wanted to look at another older bulet hell to analyze the base mechanics and loops of a bullet hell more closely.
DonPachi is another bullet hell intially released for arcades like Batusgan, so I thought this was a good choice:
youtube
Naturally the gameplay loop is incredibly similar to Batsugan:
Analyze all enemies and projectiles on screen
Maneuver to safety
Repeat
And again you're doing this multiple times a second to avoid taking damage.
Another part of both game's loops i didn't consider were the bomb items. In DonPachi using one give you much bigger and stronger weapons for a brief time allowing you to get out of tough situations. However, finishing a level with bombs remaining will grant you bonus score so its up to the player to make a decision to use a bomb every time they run through the core loop.
As for what makes DonPachi unique, what seperates it from something similar like Batsugan is its combo meter, or "Get Point System", shown in the top left underneath your score. Hitting or destroying things rapidly builds a combo, similar to fighting games, which acts like a score multiplier. Trying to keep the combo alive can slightly change the player's actions in game, giving DonPachi some uniqueness.
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