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DoDonPachi Resurrection Review

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For whatever reason, the West gave up on the scrolling shooter genre back in the 90s.  Sure, games came and went after the 32-bit generation, but for the most part series that had existed for decades like GradiusDarius, and even R-Type ceased development.  In Japan, however, the shooter – sometimes called shoot-em-up or the divisive shorthand of shmup – has evolved along with new franchises and coveted developers.  Otaku, weeaboo (foreigners obsessed with Japanese culture), and shoot-em-up fans like myself remain aware and hungry for the new and challenging titles that come from the East.  Of those modern franchises, there are few developers more notable than Cave and there are few franchises more recognizable than DoDonPachi.  The name is a pun on both the literal meaning, angry leader bee, and the fact that “don” is onomatopoeia with bullet fire in Japanese.  The story is somewhat irrelevant at this point, mostly because we never saw a release of any of the DoDonPachi series outside of limited release in arcades, but suffice to say it revolves around fighting various human fighters under the control of a large bee set on world domination.  The “don” is fitting as well because your ship will be putting out literally hundreds of bullets every second and a sea of bright pink and blue bullet-fire will be coming back at you in retort.  This sub-genre is known as danmaku (“bullet hell”), which is a fitting name given the minute-by-minute gameplay.  Why does any of this matter?  Because we’re finally getting a Western release of DoDonPachi DaiFakkatsu (aka Resurrection) on Steam that is part of an impressive resurgence of the genre for this region.  DoDonPachi Resurrection is gorgeous, brutal, and feature packed to the point that both the veteran shooter fan and newcomers can find plenty to do and enjoy every potentially frustrating second.

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Written by Fred Rojas

October 13, 2016 at 11:00 am

DoDonPachi Resurrection Quick Look

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DoDonPachi Resurrection will premiere on Steam October 14, a title previously exclusive to Japan.  Here Fred takes a look at the initial stages and describes basic gameplay.  This footage was captured at 4K/UHD resolution (3840×2160) and then downsampled to 1080p.

This quick look was originally posted on The B-Team Podcast (www.thebteampodcast.com) and have partial co-ownership with this site.  This is re-posted with permission.

Written by Fred Rojas

October 6, 2016 at 3:00 pm

Podcast: What the Shmup

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One of the oldest and most popular genres in gaming is the “shoot-em-up” or “shmup” for short.  Whether you’re a space ship, a young girl, or even a winged pod the basic goal is to navigate the screen, rack up points, and don’t die.  Fred and Jam dive into the origins of the shmup, the sub-genres that exist, and some of their personal favorites.


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Review: Espgaluda (PS2)

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espgaludaConsole: Playstation 2 (Japan Only)
Released: 2004
Developer: Cave (original arcade design, port by Arika)
Publisher: Arika (PS2 version only)
Difficulty: Moderate
Price: $60-$100 (used, unknown new)
Digital Release? No

Aside from its Japan only status and the incredibly difficult pronunciation, Espgaluda (pronounced “esu-pu-galuda” in English) has so much going for it. A second generation shmup from Cave, the development studio responsible for DoDonPachi, this is when the studio began to think outside the box and expand its audience to the masses. This game is made easier than most titles in its genre with the slowing of bullets and shields to assist the player in getting familiar with the danmaku (bullet hell) genre. Wrap it all together and it truly is a shame this title has never made its way stateside because it’s much more approachable than the titles we have received.

The roots of Espgaluda stem from the arcade (and Japan) only title ESP Ra.De. (pronounced “esu-pu-rye-do”) about a group of young girls with super human powers. It all takes place in the not-too-distant future (2018) on a remote island called Tokyo-2 off the shores of an overpopulated Japan. It appears the Japanese police force is hunting down these “ESPers” that are capable of psychic powers and the story takes place over a 24-hour period of time for three escaping females. None of this matters all that much since the game was only in Japanese (not localized on the MAME versions I’ve found), but the game is notable for several reasons. For starters the fact that you control a flying girl instead of a ship or vehicle will be the first thing you notice, and given the 1998 release of the title it’s quite possibly the first time this type of character is used in a shmup. Each girl has a barrier power, which allows them to temporarily absorb the power of the bullets coming at them and then release that energy back at their opponents. Aside from that the game is relatively a standard vertical shmup with plenty of explosions, bullets to dodge, and massive boss battles.

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Written by Fred Rojas

March 8, 2013 at 11:00 am

Top 5 Shmups Worth Importing

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Ah March, shmuppreciation is back and in full effect on Gaming History 101.  If this is your first time hearing the phrase, shmuppreciation is for the love of the shoot-em-up genre (shmup for short) and is celebrated all March on the site.  If you missed Shmuppreciation 2012 I highly recommend you check it out as we provided more than 30 articles dedicated to introducing you to genre specifics and the myriad of popular series in the most triumphant genre of all time.

This year we’re going past introductions and into the intermediate world of shmups, which requires more skill, dedication, and money than the games covered last year.  While I would hardly call the games we will be covering obscure by any stretch, these titles are much less known outside of enthusiastic shmup fans.  To kick it off we’re featuring the top 5 games worth importing.  Shmups are of the most expensive games out there so you can expect a bit of sticker shock even with the games mentioned here.  Just keep in mind that you’re currently dropping $60 for day one releases and sometimes even more if you’re into that special edition stuff.  The titles in this list are unique because they have not seen a release, even digital, within the United States and thus require some sort of special circumstances to play today.  There’s a great list of import games that have released digitally on PSN, XBLA, and Wii Virtual Console as well so be sure to check out our article on those titles as well.  In order to play these games you have to either import them or get access to a digital service outside of your region.  The links in each title will take you to the games’ review or video on our site.

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Written by Fred Rojas

March 1, 2013 at 8:49 pm

Deathsmiles (Cave)

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Welcome to contemporary shmup week, where we discuss recent games that have graced modern consoles and can be found on store shelves even now.  Developer Cave, probably best known for vertical shmups including the DoDonPachi series, has only created a few horizontal shmups and Deathsmiles is the only one that saw a true retail release in the US.  Of course it didn’t sell very well, the collector’s edition that comes with a faceplate and soundtrack is still found for about $20 in many retailers, but is still significant as one of the few Japanese shmups to release in the US.  It’s also interesting because it integrates many themes we’ve seen before including the fact that it’s part of the sub-genres cute ’em ups, danmaku (bullet hell), and has color integration like many Treasure shmups.  If you’re into shmups in the least, the content-heavy title is worth picking up at full price, let alone the meager cost found nowadays – on a personal note, make sure you get the Collector’s Edition, it’s so worth it for a few more dollars.

Unlike many shmups, Deathsmiles features four (five in the Mega Black Label version, see below) young witches that you can control as they take on hordes of demonic forces.  Each of these girls are young, between the ages of 11 and 17, each with thier own version of magic (typically elemental) and familiar.  A girl’s familiar will follow them around, blocking bullets and firing counter bullets as well.  In the arcade version the familiar moves opposite the controls that the player uses for the girl (ie: if you move your girl to the right the familiar will move to the left around the girl).  This game has plenty of different modes, power-ups and strategies so definitely look them up online, but the most compelling aspect is that you basically have a 3-bar life counter that is persistent (status carries over level to level) and you get a game over when it runs out.  There are various ways to refill the counter in addition to knowing techniques that can prevent the loss of life (1/2 bar for collisions and full bar for getting hit by a bullet) including knowing the areas on your witch that are invulnerable and using a familiar as a shield.  After being defeated, an enemy releases items and “counter bullets” (yellow in color) that increase your score counter and in turn strengthen your shots and give you optional powers and attacks.  Once you’ve gotten used to the items (and started to memorize the levels) you can delve into the balance of saving and collecting these power-ups.

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Written by Fred Rojas

March 26, 2012 at 2:52 pm

DoDonPachi Series (Cave)

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Welcome to import week on Shmuppreciation and what better way to begin than with the quintessential Cave shooter that started it all: the DoDonPachi series.  Those that have been following our “shmup of the day” may have noticed that last week I regarded Raiden as being a primitive version of the “danmaku” (bullet hell) shmup, well the DoDonPachi series would mark the actual beginning of this genre.  You’ll notice with this game that big explosions, massive enemies and large pink bullets are just par for the course in this addicting and animated shmup.  While the story is not any more diverse than any series we’ve discussed, this was probably the first shmup where I followed each iteration’s story.  Although tough as nails, the DoDonPachi series (and pretty much all shmups by Cave) is just so fun and makes you feel so powerful at times that your drive overwhelms the difficulty curve.  You keep failing but you don’t seem to care.

Worldwide Arcade Distribution

DonPachi is the first game in the series, although all sequels carry the DoDonPachi name and thus is the true main title for the series.  It was developed by Cave, the first title since the separation of developer Toaplan (the only game I’ve played by them was the somewhat similar NES shmup Tiger Heli) closed down and spawned 4 smaller dev studios. DonPachi ran first generation proprietary hardware that appears to be specifically designed for dynamic vertical arcade games.  It released in 1995 to a crowded arcade space and thanks to Atlus (a known publisher for localizing and releasing Japanese games in America) even made it to the United States.

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Written by Fred Rojas

March 12, 2012 at 11:38 am

What is a Shmup?

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For some reason, this screen from R-Type is always what I think about when I hear the word “shmup”.

It’s leap day, a day that on most years doesn’t even exist, and had it not been for today it would officially be March.  For those of us in the retro gaming world, shooter fans or basically anyone who listens to Drunken Gamers Radio it also means Shmuppreciation month.  For 31 long days we show our appreciation for intergalactic starships, Moai heads, tiered power-ups, sexy young girls with large breasts that aren’t involved in a hentai game, dodging thousands of bullets and actually seeing a vertical raster effect in a high-definition game.  It is all for the love of the shoot ’em up, these days called “shmups” for short.  What’s distinct about the shmup is that aside from most other genres, it has been around as long as video games themselves – yes, the first video game was a shmup – and has remained relatively unchanged for more than 30 years.  As an avid fan with probably more than $1,000 in shmups alone among almost every system – did I mention the shmup has some of the most expensive games in existence? – I wanted to reflect on the history of the shmup.

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Written by Fred Rojas

February 29, 2012 at 1:30 pm