Donpachi Review

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JoshF
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Donpachi Review

Post by JoshF »

This was originally written for my site, which is a general Sega gaming site. Since it's not written from an "insiders" perspective I wasn't sure whether or not I should post this in the reviews section. Also I don't like assigning numerical scores so that might also be a problem. Either way, I'd appreciate some feedback. :D
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T I T L E : Donpachi
D E V E L O P E R : Cave
R E L E A S E D : 04.26.96

"Donpachi", in case you're wondering, is a Japanese pun. Literally, it means "leader bee," but it's also an onomatopoeia used to represent the sound of firing guns. Why is this such an appropriate title? Well besides the whole bee motif Donpachi is also characterized by the number of bullets and their properties. With this game Cave arguably defined a subgenre of shooters called danmaku (a.k.a bullet hell, and manic or maniac shmups.) It's usually either credited to this or Batsugun, and not surprisingly Cave is lead by ex-members of the Batsugun design team.

So what seperates danmaku like Donpachi from your typical Raiden-style shooter? There generally aren't different types of weapon powerups (i.e. side shot, back shot, homing, etc..) Instead, there are multiple ships each pre-equipped with their own unique weapons. And besides being more numerous, the bullets also move in more complex maze-like patterns and are relatively slower. In order to deal with the increased presence of the bullets smaller "hitboxes" are implemented. Prior to these types of games, if a pixel from a bullet overlapped a pixel from your ship, it would result in a hit. In games like Donpachi, only a small portion in the center of the ship is actually vulnerable to enemy fire.

There are three aircrafts to choose from, each suited for distinct styles of play; a red ship that shoots straight forward and maneuvers quickly, a green helicopter that can change the direction of its attack and has average speed, and a blue ship with a three-way shot and relatively slow speed. In addition to the individual rapid-fire attacks, each ship has a laser weapon that shoots in a continuous stream. It's more powerful than the normal shot, but it'll slow the ship down slightly while firing it. Both weapons can be powered up using "P" icons found after destroying certain enemy ships. There are also two types of bombs at your disposal. Using a bomb during rapid shot will trigger a screen-filling explosion that eliminates all enemy bullets and smaller enemy ships. Using it while firing the laser causes a massive beam that deals out huge damage to larger ships and bosses. You'll start each level with three bombs, but more can be collected by finding "B" icons throughout the game.

Another unique aspect of Donpachi's gameplay is the scoring system. It uses a combo meter comparable to most fighting games (that is, if you hit enemies within a certain period of uninterruption, the hits will chain together.) It's a decidedly simple mechanic, but it allows for a suprising amount of depth. For instance beginners can try and destroy enemies haphazardly or as soon as they appear, and their score will reflect this style of play. Anyone wanting to achieve a decent score however needs to take a more thoughtful approach, such as positioning your ship and/or intentionally leaving enemies on the screen to set up a larger chain. Besides chaining, points can also be collected in the form of hidden star and bee icons. Bee icons are also crucial in getting a high score, as they increase exponentially in value ranging from 100 to 1,000,000 depending on whether you miss any of them.

There are only five levels in the game, but like any good Cave shooter, there is a second loop featuring more difficult enemies and even more bullets. It provides a tremendous challenge and should keep even the most seasoned shmup veterans on their toes. Not to mention you can only see the real last boss and ending in the second loop, both of which need to be seen to be believed (the ending has what must be the weirdest easter egg in a shmup outside of the Parodius series.)

There are a couple of flaws with the Saturn port, just how many relies on how you choose to play. In the default YOKO (TV is stood on base) mode, Donpachi looks pretty horrendous due to issues with the scaling. There are a wide variety of screen options available, but they either look warped or only show a small portion of the screen that makes playing the game in a capable manner near impossible. In TATE (TV is stood on left side) things look much better. Depending on how you configure the screen in this mode scaling will be perfect or near perfect. As far as slowdown and load times are concerned, there's nothing too bad. Slowdown only occurs during boss explosions (non-gameplay) and loading between levels is relatively short. On the plus side, they'll give you some time to catch your breath after a hectic battle.

Donpachi is a hardcore gamer's dream. It's definately one of the classics of danmaku, and the shmup genre itself. The level of innovation alone makes it worthy of purchase. Speaking of which, it's also one of the more moderately priced shooters available for the Saturn. So if you're looking for a challenge (and why wouldn't you be?) and a new addiction, Donpachi is a must-have.

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If you can't tell the jerky framerate in SSF makes taking good screenshots a bitch. Also, I was the one who put the "leader bee" comment on Wikipedia so no I'm not stealing.
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Post by CMoon »

Hmmm, I seem to recall the saturn port having non-stop slowdown in level 3; not just during bosses.
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Post by RotateMe »

Very good review IMO. I like how you tell bits of danmaku history at the beginning. You should talk a bit more about gaming experience though.
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Post by MTH »

The manual of Dodonpachi actually says a "donpachi" is a working bee abiding only the orders by the "don" (leader). Don't know if it had the same meaning in the first game, as they aren't related by story.
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Post by JoshF »

Hmm...now I wonder. Is "donpachi" referring to the final boss or your ship? Didn't the ending say something about an organization using your fleet as an experiment?

Thanks for the advice RotateMe, I'll try to sound less like a robot next time. :wink: Trust me it used to be worse.
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Post by MTH »

In Dodonpachi, it refers to the player. The story is that there was a war set up just to train and select the best fighters there are. Those who survived were called the Donpachi. I don't know if this "war" refers to the first game, I read they're not related by story.
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Post by BulletMagnet »

There have been a couple of reviews posted here recently, which is good, though I can't help but wonder why they're not ending up in the Reviews section. ;)
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Post by JoshF »

I wasn't sure if it was acceptable or not? If it is a mod can feel free to move it there. :D
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Some ?s about the DDP and DDP-DOJ storylines...

Post by PC Engine Fan X! »

What are the background stories of DDP-DOJ PCB for each character?

And does DDP-DOJ storyline tie in with the 2nd DDP PCB as well or is it considered a seperate storyline and fictional universe in to itself?

It's too bad that Cave didn't release it's Japanese Bios arcade PCB of DDP-DOJ as an International Bios version with all-English language text for the beginning and the ending character stories... ^_~

Yes, I do have both USA Bios version of Donpachi PCB & International Bios version of Dodonpachi PCB as well + both PSX shmup import titles as "backup" should they ever fail on me -- not that it could happen though & good arcade PCB storage methods are necessary since they are delicate electronics anyways...treat them as such.


--- Discharge of static electricity with expensive & irreplaceable arcade shmup PCBs = 100% useless PCB ---

The potential for subtle but very dangerous build-up of "static electricity discharge" can render a 100% working arcade PCB useless (unless one has access to an Eprom burner to restore the Eproms to their original state). I've had a perfectly 100% working Taito G-Net mobo go up in smoke because of subtle static electricity discharge...don't you make the same mistake and it's always a VERY good idea to wear such an "anti-static" wrist strap to avoid such incidents in the first place when handling with them..... ^_~

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Re: Donpachi Review

Post by benstylus »

JoshF wrote: Also I don't like assigning numerical scores
Wait are you becoming me now?
You're arguing for a universe with fewer waffles in it. I'm prepared to call that cowardice.
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Re: Some ?s about the DDP and DDP-DOJ storylines...

Post by EOJ »

PC Engine Fan X! wrote:--- Discharge of static electricity with expensive & irreplaceable arcade shmup PCBs = 100% useless PCB ---

The potential for subtle but very dangerous build-up of "static electricity discharge" can render a 100% working arcade PCB useless (unless one has access to an Eprom burner to restore the Eproms to their original state). I've had a perfectly 100% working Taito G-Net mobo go up in smoke because of subtle static electricity discharge...don't you make the same mistake and it's always a VERY good idea to wear such an "anti-static" wrist strap to avoid such incidents in the first place when handling with them..... ^_~

PC Engine Fan X! ^_~
Lol. Um, what does that have to do with this thread?
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Post by ave »

Nice review you wrote there.
I didn't read everything, but the most important parts I think :)

But my opinion about DonPachi is a little different. In my opinion, it is a fairly good shooter but one of the worst Cave-Shooters out there (in comparison with the others). I say that just because its the first one and in this case, the first prototype of a Cave-shmup was the worst (though I think its a good shooter, as I said...) of all. You could've mentioned that in your review but on the other hand, you shouldn't to do not destroy the impression of a reviewer who didn't play any sequels.

Well, I don't know if its clear what I mean, I just wanted to say that DonPachi is not good any MORE, but is a very good shmup for its time. ^_~

PS:
I'm also living in Hanover, about 8000 miles away in Germany ^^
http://www.hannover.de/

Has your hometown been founded by a german maybe? Most of the Hanover's in the US are named after german immigrants, just like Brunswick or Hamburgh.
Last edited by ave on Sun Dec 24, 2006 3:13 am, edited 1 time in total.
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Post by Arvandor »

What aventus means, is that while Donpachi by itself is a good shooter, it fails MISERABLY in comparison to Dodonpachi, Mushi, ESPGALUDA, DDP:DOJ, Ketsui, Ibara, and any of the other Cave titles not mentioned. Donpachi is definitely the worst Cave shooter I've played ^_^
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Post by JoshF »

I actually agree with that, but even so it's still superior to most non-Cave shmups, even today. If I ever get around to writing a review for DDP I will have to mention that it blows the original out of the water in every way possible. :D
Has your hometown been founded by a german maybe? Most of the Hanover's in the US are named after german immigrants, just like Brunswick or Hamburgh.
Most likely. I think a lot of the places around here have Germanic roots, like Gettysburg for example.
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Post by Arvandor »

*nod* I think that Donpachi actually gets underrated due to the superiority of its successor. On the gfaqs Saturn boards random rate this game vol X or whatever, Donpachi got around a 6.6 while Dodonpachi got an 8.6 I think?

I'd probably actually rate Dodonpachi a smidgeon higher than that... 8.9-9.2 range or so (I totally agree with the need to do away with the number rating system, though I won't get into details of why it sucks so hard), but 6.6 for Donpachi is a bit harsh IMHO, it's a very solid game, and better than a lot of the other highly regarded Saturn shooters, like Blast Wind, Soukyugurentai, and Shienryu to name a few.
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Re: Some ?s about the DDP and DDP-DOJ storylines...

Post by MTH »

PC Engine Fan X! wrote:What are the background stories of DDP-DOJ PCB for each character?
What do you mean? There's one background story for the whole game, and some background to the elemental dolls.

About the review, I think it's good because it doesn't compare it to the sequel. Doing that really doesn't do a game justice. I like Donpachi a lot even though being a huge DDP fan, the one thing that bothers me about the game is that the difficulty is totally broken - the first three stages are so dead easy you get through without dying on the first try, but then stage four is all but impossible. It's really frustrating dying just a few seconds into the stage, then having to do all the other stages all over again.
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Post by landshark »

I would like DP better if it had better music. Now I've only played it in MAME so I don't know if this applies to the real PCB or Saturn ports, but listening to the music in this game is like pouring molten lead in my ears - painful.

The game is so ... slow and boring until level 5 and the music just caps it off.
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Post by JoshF »

The music does have a muffled quality to it for some reason.
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