Donpachi counterstop (Youtube video)
Donpachi counterstop (Youtube video)
I'm surprised this hasn't been posted yet:
https://www.youtube.com/watch?v=XgYLZ1eRu0I
Player : CHIBARE★
https://www.youtube.com/watch?v=XgYLZ1eRu0I
Player : CHIBARE★
Re: Donpachi counterstop (Youtube video)
trap15 posted it in the General Youtube shmup thread and the STG Hall of Records thread. Seriously impressive stuff. On the one hand, it's impressive that the game took so long to be counterstopped, and on the other hand, it's impressive that the game can even be counterstopped.
Re: Donpachi counterstop (Youtube video)
Oh, sorry for double/triple posting then. I thought this was impressive enough to warrant its own thread, particularly given that people thought the theoretical maximum was much lower, and that nobody even knew the game could be counter stopped. Also, it's a nice end to the "Japanese superplayers don't share their Donpachi videos" resentments.
Re: Donpachi counterstop (Youtube video)
This is a massive feat, so I can't see why not.Bonus! wrote:I thought this was impressive enough to warrant its own thread

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Donpachi counterstop (Youtube video)
That's incredible. 

Re: Donpachi counterstop (Youtube video)
I've put up a copy of the blog post that came with the video. I copied the text and images manually. Anyone want to translate it?
http://rydia.net/udder/!crap/donpachiBlogPost.zip
http://rydia.net/udder/!crap/donpachiBlogPost.zip
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Strikers1945guy
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Re: Donpachi counterstop (Youtube video)
Well....damn. At least there's a video to take strategies from. Won't this piss off a lot of the Japanese players?
Mister Midnight wrote:btw, cant trust them Koreans; remember Pearl Harbor
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- Posts: 1304
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Re: Donpachi counterstop (Youtube video)
Even if it does, the type B and type C strategies are still secret.
Re: Donpachi counterstop (Youtube video)
The secret brotherhood of the Donpachi world record lives on .. D:
Re: Donpachi counterstop (Youtube video)
Well you can't beat a counterstop, all that matters is the first person to do it.Strikers1945guy wrote:Well....damn. At least there's a video to take strategies from. Won't this piss off a lot of the Japanese players?
Re: Donpachi counterstop (Youtube video)
Someone should translate all the posts on the guys blog with respect to Donpachi. It would be interesting to see what the guy says about the game.
There are a few places the player could score more points but with the A-ship that is pointless. I would bet NAL or someone else will increase the B-ship record dramatically in the near future.
There are a few places the player could score more points but with the A-ship that is pointless. I would bet NAL or someone else will increase the B-ship record dramatically in the near future.
Re: Donpachi counterstop (Youtube video)
Awesome stuff, but some dodgy stuff on the guys blog!
Re: Donpachi counterstop (Youtube video)
Dodgy... like all the bullets he's dodging?safetyboy wrote:Awesome stuff, but some dodgy stuff on the guys blog!

sorry
Re: Donpachi counterstop (Youtube video)
【首領蜂のスコアシステムとか色々】
[Various things about the DonPachi scoring system]
サターン版マニュアルより、まぁ基本的には可能な限りノーミスノーボムですが、
2-5でキャパボーナス500万点取るのは不可能に近いと思います。
According to the manual of the Saturn version, well... basically, a No Miss No Bomb really should be possible but getting the 5.000.000 capacity bonus in 2-5 I think is almost impossible.
蜂アイテムは取れたら回収くらいの気持ちで。怒首領蜂以降に比べて点低い。
There's a feeling of collection when taking the Bee items. [not sure] They are worth little compared to DoDonPachi and the later titles.
2周目からは撃ち返し弾が発生します(近距離で壊すと封印できる)
まぁケツイ裏2周に比べたら何てことないレベルですよ!と言いたいとこですが
首領蜂の時間差撃ち返しは自機がレバー入れてる方向に先読みで飛んでくる弾が
あるのが恐ろしいです。ノーミスで進むと弾速も凄まじい(死ぬとかなり弾速落ちる)
撃ち返し弾は1発発生するごとに110点入りますが、なるべく撃たせないパターン
作った方がいいです。首領蜂では画面内に55発までしか敵弾が出ません。
In the second loop the enemies start firing suicide bullets (These bullets can be "sealed" by destroying the enemies while close enough)
"Still nothing compared to Ketsui's Ura loop though!" I'd like to say but the time lagged suicide bullets in Donpachi are really scary because they look your position ahead and keep following you.
*[best guess... don't know what he is saying. Anyone can tell me what "レバー入れ" means? I'm lost]*
As you progress toward a No Miss the bullet speed increases tremendously. (Dying reduces the bullets' speed)
Every time suicide bullets appear you gain 110 points but it's still better to use pattern that prevent them from being fired at all.
In DonPachi if there are more than 55 enemy bullets on screen they stop appearing.
<以下、簡単に解説(・∀・)>
Below, a simple commentary/explanation
【1-1、2-1】
1周目、最後のコンボは72HITまで出ます。2周目は無理しない。
- In the first loop I can keep the last combo going to 72HITS. I didn't manage to do it in the second loop.
【1-2、2-2】
2周目、3機の緑中型機から繋ぐとこは撃ち込み甘くて、右のが壊れませんでした。
- I've been too soft when shooting the 3 mid sized green planes that start the chain at 2-2 and the right one didn't break.
【1-3、2-3】
■1周目最初の149HIT、無理して死にかけました。2周目みたいに蜂アイテムを
無視した方が安全です。
その次の89HITのとこは撃ち漏らしまくりで、ちゃんと繋がると95HIT出ます。
- During 1-5, I risked an unjustifiable death while doing the 149HIT combo. The way I ignored the bee item like in the second loop was for safety.
I missed a shot during the following 89HIT combo which, when done properly, can go up to 95HIT.
■1周目最後の54HITのとこ、ほんとは2周目みたく繋ぐ(でも完全にコンボ切れた)
んだけど処理をミスったので空母は破壊しました(o´_`o)
- During the last 54HIT combo in 1-5, I actually did it like it should be done in the second loop but due to an operative mistake I destroyed the aircraft anyway (o´_`o)
【1-4、2-4】
■2-3あたりから手汗がひどいです。
■1周目中盤の101HITのとこ、びびってザコを早く倒しすぎてしまったのでその後の
緑ザコまで繋がりませんでしたが、ここは砲台まで繋いで157HITまで出ます
- Since hitting 2-3 I started getting horrible sweat on my hands. [TN: ^_^]
- During the 101HIT combo halfway through 1-4 I killed a pop corn enemy too fast in fear, so I couldn't combo up to the next green pop corn. Comboing properly up to the turret earns a 157HIT combo.
■そのちょっと後の98HITのとこは最後切れてますが、1UP砲台まで繋がります。
■2周目、ここは左上か右上が橙ヘリの弾に大して安地です。
- The 98HIT combo just after the last one, I cut it early. It should continue up to the 1UP turret.
- Staying in the upper left or upper right during 2-4 is a safe spot from the orange helicopter's bullet.
■2周目、よくわからんとこでボムってしまった…避けられたかもしれない。
けど死ぬよりマシ。
- I'm not sure it was necessary to bomb during 2-4... maybe I could have avoided it. Still, better than dying.
【1-5、2-5】
■2周目、序盤で死にましたがこれは仕方ないです。2-4キャパ取れただけマシ。
■1周目、途中の蜂(ここのやつ)取ったつもりだったのに取ってなかった。10まんてん…
- I died in the early parts of 2-5, but that's inevitable. Better to take the capacity bonus in 2-4.
- I planned to take that Bee item in 1-5... but I didn't. 100.000 points...
1周目のここ、びびって69HITで切れてますが、粘れば左の大型緑移動砲台まで
繋いで82HIT出ます。
At this point in 1-5 [in the pic... which is not here...] I cut the chain at 69HIT but I could have continued it up to the large moving red turret for 82HIT.
■最後の長コンボは1周目304、2周目303HITで止まってますが、最初の黄色砲台をもう少し残して、あと撃ち漏らしがなければ311HITまでは出ます。
(■赤大型敵を速攻で壊すと画面横から回転ばらまきヘリが出てくるんですが、 以前はこの回転ヘリから繋げるパターンを使っていて、1回だけ最後のアイテムキャリア2体目まで繋がって385HITの1527万点出たことがあります(1周目)。後にも先にも繋がったのがこの1回しかない上に、回転ヘリのばらまきで事故死する精神的ショックがでかいんで結局今のパターンに落ち着きました)
- During the last long chain I stopped at 304HIT in 1-5 and at 303HIT in 2-5 but if you stay at the initial yellow colored turret a little longer, and afterwards you don't miss shots you can keep it going up till 311HIT.
(-[long tricky paragraph, will translate later maybe])
- As soon as the Boss went into his crazy mode I decided and throw a Laser Bomb.
It's not like it's impossible to dodge, but the idea of dying accidentally here was frightening.
I also mistakenly forgot to go and hit the boss with my Aura.
【破片地帯】
[Debris Zone]
■頑張って繋げたことあるけど150HITくらいで11万点ちょっとにしかならないので無理しない
- I was doing my best to chain things, but I failed to reach the 110.000 point 150HIT chain by just a little.
【蜂】
[Hachi]
■シリーズ最弱、何しに出てきたの感が半端ない。ボムったけど(2回も)。
第1形態第3攻撃の蜂×3は1体1万点なので、第1形態を回してここで稼ぐことも可能。
■蜂で一番好きなのは大往生の緋蜂さんかな…
あの要らんことベラベラ喋らずに開幕から全力で殺しに来る姿は濡れます(・w・)
- Weakest of the series, the feeling that emerged of what to do wasn't half-hearted. Just Bomb (two times even).
The bees during the third attack of the first form are worth 10.000 poins each, it's also possible to earn more point as it is chaining from the first form.
- My favourite Hachi is probably DaiOuJou's Hibachi...
[something about how that Hibachi makes him feel I guess]
■それでは今回はこのへんで!
CAVEさんがまたアーケードで弾幕シューティングを作れる日が来ることを祈りつつ…
- Enough for now!
Meanwhile, I'll be praying for the day CAVE-san decides to make another Arcade danmaku shooter...
■来年は20周年ということで、レイストームあたりをやりたいなと思ってます。
それまでに陰蜂さん倒せたらいいんですけどね(*´∀`) 無理かなあれは・・・
ベヨネッタ2のタイムアタックやりかけもあったりですが、色々やります!
- Next year will be the 20th anniversary of RayStorm so I think I might want to do that next. Until then beating Inbachi reaaaly would be cool... probably unreasonable though...
I'd also like to do Bayonetta 2 Time Attack, so many things to do!
それではまた次回!お会いしましょう!!(´・ω・`)ノ
Well then, until next time, see ya!! (´・ω・`)ノ
fromちばれ
I skipped the intro where it talks about how this year is DonPachi's 20th anniversary (cheers!) and other random things.
Well, that's my take on it more or less... can't really give any guarantee any of it is correct though.
[Various things about the DonPachi scoring system]
サターン版マニュアルより、まぁ基本的には可能な限りノーミスノーボムですが、
2-5でキャパボーナス500万点取るのは不可能に近いと思います。
According to the manual of the Saturn version, well... basically, a No Miss No Bomb really should be possible but getting the 5.000.000 capacity bonus in 2-5 I think is almost impossible.
蜂アイテムは取れたら回収くらいの気持ちで。怒首領蜂以降に比べて点低い。
There's a feeling of collection when taking the Bee items. [not sure] They are worth little compared to DoDonPachi and the later titles.
2周目からは撃ち返し弾が発生します(近距離で壊すと封印できる)
まぁケツイ裏2周に比べたら何てことないレベルですよ!と言いたいとこですが
首領蜂の時間差撃ち返しは自機がレバー入れてる方向に先読みで飛んでくる弾が
あるのが恐ろしいです。ノーミスで進むと弾速も凄まじい(死ぬとかなり弾速落ちる)
撃ち返し弾は1発発生するごとに110点入りますが、なるべく撃たせないパターン
作った方がいいです。首領蜂では画面内に55発までしか敵弾が出ません。
In the second loop the enemies start firing suicide bullets (These bullets can be "sealed" by destroying the enemies while close enough)
"Still nothing compared to Ketsui's Ura loop though!" I'd like to say but the time lagged suicide bullets in Donpachi are really scary because they look your position ahead and keep following you.
*[best guess... don't know what he is saying. Anyone can tell me what "レバー入れ" means? I'm lost]*
As you progress toward a No Miss the bullet speed increases tremendously. (Dying reduces the bullets' speed)
Every time suicide bullets appear you gain 110 points but it's still better to use pattern that prevent them from being fired at all.
In DonPachi if there are more than 55 enemy bullets on screen they stop appearing.
<以下、簡単に解説(・∀・)>
Below, a simple commentary/explanation
【1-1、2-1】
1周目、最後のコンボは72HITまで出ます。2周目は無理しない。
- In the first loop I can keep the last combo going to 72HITS. I didn't manage to do it in the second loop.
【1-2、2-2】
2周目、3機の緑中型機から繋ぐとこは撃ち込み甘くて、右のが壊れませんでした。
- I've been too soft when shooting the 3 mid sized green planes that start the chain at 2-2 and the right one didn't break.
【1-3、2-3】
■1周目最初の149HIT、無理して死にかけました。2周目みたいに蜂アイテムを
無視した方が安全です。
その次の89HITのとこは撃ち漏らしまくりで、ちゃんと繋がると95HIT出ます。
- During 1-5, I risked an unjustifiable death while doing the 149HIT combo. The way I ignored the bee item like in the second loop was for safety.
I missed a shot during the following 89HIT combo which, when done properly, can go up to 95HIT.
■1周目最後の54HITのとこ、ほんとは2周目みたく繋ぐ(でも完全にコンボ切れた)
んだけど処理をミスったので空母は破壊しました(o´_`o)
- During the last 54HIT combo in 1-5, I actually did it like it should be done in the second loop but due to an operative mistake I destroyed the aircraft anyway (o´_`o)
【1-4、2-4】
■2-3あたりから手汗がひどいです。
■1周目中盤の101HITのとこ、びびってザコを早く倒しすぎてしまったのでその後の
緑ザコまで繋がりませんでしたが、ここは砲台まで繋いで157HITまで出ます
- Since hitting 2-3 I started getting horrible sweat on my hands. [TN: ^_^]
- During the 101HIT combo halfway through 1-4 I killed a pop corn enemy too fast in fear, so I couldn't combo up to the next green pop corn. Comboing properly up to the turret earns a 157HIT combo.
■そのちょっと後の98HITのとこは最後切れてますが、1UP砲台まで繋がります。
■2周目、ここは左上か右上が橙ヘリの弾に大して安地です。
- The 98HIT combo just after the last one, I cut it early. It should continue up to the 1UP turret.
- Staying in the upper left or upper right during 2-4 is a safe spot from the orange helicopter's bullet.
■2周目、よくわからんとこでボムってしまった…避けられたかもしれない。
けど死ぬよりマシ。
- I'm not sure it was necessary to bomb during 2-4... maybe I could have avoided it. Still, better than dying.
【1-5、2-5】
■2周目、序盤で死にましたがこれは仕方ないです。2-4キャパ取れただけマシ。
■1周目、途中の蜂(ここのやつ)取ったつもりだったのに取ってなかった。10まんてん…
- I died in the early parts of 2-5, but that's inevitable. Better to take the capacity bonus in 2-4.
- I planned to take that Bee item in 1-5... but I didn't. 100.000 points...
1周目のここ、びびって69HITで切れてますが、粘れば左の大型緑移動砲台まで
繋いで82HIT出ます。
At this point in 1-5 [in the pic... which is not here...] I cut the chain at 69HIT but I could have continued it up to the large moving red turret for 82HIT.
■最後の長コンボは1周目304、2周目303HITで止まってますが、最初の黄色砲台をもう少し残して、あと撃ち漏らしがなければ311HITまでは出ます。
(■赤大型敵を速攻で壊すと画面横から回転ばらまきヘリが出てくるんですが、 以前はこの回転ヘリから繋げるパターンを使っていて、1回だけ最後のアイテムキャリア2体目まで繋がって385HITの1527万点出たことがあります(1周目)。後にも先にも繋がったのがこの1回しかない上に、回転ヘリのばらまきで事故死する精神的ショックがでかいんで結局今のパターンに落ち着きました)
- During the last long chain I stopped at 304HIT in 1-5 and at 303HIT in 2-5 but if you stay at the initial yellow colored turret a little longer, and afterwards you don't miss shots you can keep it going up till 311HIT.
(-[long tricky paragraph, will translate later maybe])
- As soon as the Boss went into his crazy mode I decided and throw a Laser Bomb.
It's not like it's impossible to dodge, but the idea of dying accidentally here was frightening.
I also mistakenly forgot to go and hit the boss with my Aura.
【破片地帯】
[Debris Zone]
■頑張って繋げたことあるけど150HITくらいで11万点ちょっとにしかならないので無理しない
- I was doing my best to chain things, but I failed to reach the 110.000 point 150HIT chain by just a little.
【蜂】
[Hachi]
■シリーズ最弱、何しに出てきたの感が半端ない。ボムったけど(2回も)。
第1形態第3攻撃の蜂×3は1体1万点なので、第1形態を回してここで稼ぐことも可能。
■蜂で一番好きなのは大往生の緋蜂さんかな…
あの要らんことベラベラ喋らずに開幕から全力で殺しに来る姿は濡れます(・w・)
- Weakest of the series, the feeling that emerged of what to do wasn't half-hearted. Just Bomb (two times even).
The bees during the third attack of the first form are worth 10.000 poins each, it's also possible to earn more point as it is chaining from the first form.
- My favourite Hachi is probably DaiOuJou's Hibachi...
[something about how that Hibachi makes him feel I guess]
■それでは今回はこのへんで!
CAVEさんがまたアーケードで弾幕シューティングを作れる日が来ることを祈りつつ…
- Enough for now!
Meanwhile, I'll be praying for the day CAVE-san decides to make another Arcade danmaku shooter...
■来年は20周年ということで、レイストームあたりをやりたいなと思ってます。
それまでに陰蜂さん倒せたらいいんですけどね(*´∀`) 無理かなあれは・・・
ベヨネッタ2のタイムアタックやりかけもあったりですが、色々やります!
- Next year will be the 20th anniversary of RayStorm so I think I might want to do that next. Until then beating Inbachi reaaaly would be cool... probably unreasonable though...
I'd also like to do Bayonetta 2 Time Attack, so many things to do!
それではまた次回!お会いしましょう!!(´・ω・`)ノ
Well then, until next time, see ya!! (´・ω・`)ノ
fromちばれ
I skipped the intro where it talks about how this year is DonPachi's 20th anniversary (cheers!) and other random things.
Well, that's my take on it more or less... can't really give any guarantee any of it is correct though.
Re: Donpachi counterstop (Youtube video)
I think what he is saying is that the suicide bullets get affected by where the "lever is put" while they are being spawned. So in effect, if you kill a bunch of enemies while doing a sweep to the left the bullets will get some bias towards the left. They clearly don't keep following the player, but I think what he is saying might be the case.endoKarb wrote:I'd like to say but the time lagged suicide bullets in Donpachi are really scary because they look your position ahead and keep following you.
*[best guess... don't know what he is saying. Anyone can tell me what "レバー入れ" means? I'm lost]*
Re: Donpachi counterstop (Youtube video)
Thanks for the translation!
Re: Donpachi counterstop (Youtube video)
Rest in peace,donpachi
You weren't that great.
You weren't that great.
Re: Donpachi counterstop (Youtube video)
Nice first post, bro.
Re: Donpachi counterstop (Youtube video)
Totally amazing. Some of those chains were completely unbelieveable. I was literally stunned watching it.
Re: Donpachi counterstop (Youtube video)
Yeah I agree with that comment.zlk wrote:Thanks for the translation!

Re: Donpachi counterstop (Youtube video)
Can anyone fluent in Japanese explain what is said in this video:
http://www.ustream.tv/recorded/60189469 ... urce=embed
Apparently the donpachi counterstop is discussed during the show.
http://www.ustream.tv/recorded/60189469 ... urce=embed
Apparently the donpachi counterstop is discussed during the show.
Re: Donpachi counterstop (Youtube video)
They start talking about Donpachi at 2:38:45. They seem to discuss FCM-お師匠 Type B score at length, but I don't hear any mention of the Type A counterstop.
I understand only partially what is being said, so it'd be interesting to hear the opinion of someone more fluent.
I understand only partially what is being said, so it'd be interesting to hear the opinion of someone more fluent.
Re: Donpachi counterstop (Youtube video)
Damn what an incredible run.
I find Donpachi to be an interesting game because it doesn't really feel like any of the other games in the Dodonpachi series, possibly because it's 'less' of a bullet hell. You've also gotta love that English dub voiceover.
I find Donpachi to be an interesting game because it doesn't really feel like any of the other games in the Dodonpachi series, possibly because it's 'less' of a bullet hell. You've also gotta love that English dub voiceover.
Re: Donpachi counterstop (Youtube video)
In chibare site (at the end of the page) there is a long discussion (46 comments) about this video. Some jap players accuse Chibare that the video is fake", other speak about mame replay is not acceptable, other don't believe etc.
In a comment Chibare confirm his identity: him is BGR-44!
Mmmmm.
In a comment Chibare confirm his identity: him is BGR-44!
Mmmmm.

Re: Donpachi counterstop (Youtube video)
Ehhh it does seems fishy, that's for sure. We might never know the truth.
Still an amazing video, especially for anyone interested in playing Donpachi.
Still an amazing video, especially for anyone interested in playing Donpachi.
Re: Donpachi counterstop (Youtube video)
In any case, whether it's legit or not, the route does look humanly doable (albeit very difficult), and it shows that a counterstop is possible even with imperfect play. I'd like to see other people try to pull off the route, maybe even western players (you only need to copy the route for the first loop and you'll already have the western record =P).