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		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=25532</id>
		<title>DoDonPachi SaiDaiOuJou</title>
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		<updated>2023-11-19T03:42:13Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hitbox */ Clarified ref at request of Sairyou&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|officialsite = [https://www.cave.co.jp/gameonline/saidaioujou/ cave.co.jp]&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|director = Tsuneki Ikeda&amp;lt;br&amp;gt;Hiroyuki Kimura&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&amp;lt;br&amp;gt;Takashi Ichimura&amp;lt;br&amp;gt;Koizumi Daisuke&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[Akai Katana]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sdoj hitbox diagram typeB.png|thumb]]&lt;br /&gt;
The ship's hitbox is 6x6 with Shot or Laser ship types, and 4x4 with Expert type.&lt;br /&gt;
When moving horizontally, it shrinks to 4x4 with Shot or Laser types, and 2x2 with Expert type;&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=51239 Originally documented by -S.L- on the Shmups forum]&amp;lt;/ref&amp;gt; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20220512145457/https://twitter.com/SrhuDSTG/status/1524764912475852802 Diagram by Sairyou on Twitter, May 12th 2022 based on information from shmups forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:right;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History, Version Differences sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=21612</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=21612"/>
		<updated>2023-03-29T19:13:03Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|director = Tsuneki Ikeda&amp;lt;br&amp;gt;Hiroyuki Kimura&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&amp;lt;br&amp;gt;Takashi Ichimura&amp;lt;br&amp;gt;Koizumi Daisuke&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[Akai Katana]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=51239 Originally documented by -S.L- on the Shmups forum]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History, Version Differences sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=21611</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=21611"/>
		<updated>2023-03-29T19:12:17Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|director = Tsuneki Ikeda&amp;lt;br&amp;gt;Hiroyuki Kimura&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&amp;lt;br&amp;gt;Takashi Ichimura&amp;lt;br&amp;gt;Koizumi Daisuke&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[Akai Katana]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=51239 Originally documented by -S.L- on the Shmups forum], useful diagrams made by [https://web.archive.org/web/20220512145457/https://twitter.com/SrhuDSTG/status/1524764912475852802 Sairyou on Twitter, May 12th 2022]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History, Version Differences sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17963</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17963"/>
		<updated>2022-11-08T02:46:43Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stages */ Change &amp;quot;Unchanged&amp;quot; to &amp;quot;Carried Over&amp;quot; to disambiguate meaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
=== Bugs and Glitches ===&lt;br /&gt;
* A strange visual glitch occasionally occurs with the score digits, causing one of the digits to show up as a symbol instead of a number (such as '&amp;gt;' instead of a number). This glitch has a high chance of occuring in stage 2-2, and with the bees in stage 2-4. &amp;lt;br&amp;gt;Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score.&amp;lt;br&amp;gt;This glitch does not seem to have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17962</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17962"/>
		<updated>2022-11-08T02:18:44Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stages */ Added table showing loop resource differences between WL and BL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Unchanged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Unchanged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Unchanged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Unchanged&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Unchanged&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
=== Bugs and Glitches ===&lt;br /&gt;
* A strange visual glitch occasionally occurs with the score digits, causing one of the digits to show up as a symbol instead of a number (such as '&amp;gt;' instead of a number). This glitch has a high chance of occuring in stage 2-2, and with the bees in stage 2-4. &amp;lt;br&amp;gt;Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score.&amp;lt;br&amp;gt;This glitch does not seem to have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17960</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=17960"/>
		<updated>2022-11-07T20:46:21Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stages */ Added White Label Loop info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources are carried over equally. &lt;br /&gt;
&lt;br /&gt;
White Label changes player resources as follows upon entering the loop:&lt;br /&gt;
&lt;br /&gt;
* Bomb stock and capacity are reset to defaults for the chosen ship type (EG: finishing loop 1 with 0 bombs and 2 capacity as an Expert ship will reset to 1 bomb and 1 capacity when starting the loop)&lt;br /&gt;
* Hyper charge is reset to zero&lt;br /&gt;
* Any Hypers stocked are preserved (but due to a glitch they will not work properly in the loop until a new Hyper is earned and collected)&lt;br /&gt;
* Life stock is set to zero; the player must no-miss or no-bomb each stage in the loop to earn back stocks (one additional life is granted for each stage that is no-miss/no-bombed)&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
=== Bugs and Glitches ===&lt;br /&gt;
* A strange visual glitch occasionally occurs with the score digits, causing one of the digits to show up as a symbol instead of a number (such as '&amp;gt;' instead of a number). This glitch has a high chance of occuring in stage 2-2, and with the bees in stage 2-4. &amp;lt;br&amp;gt;Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score.&amp;lt;br&amp;gt;This glitch does not seem to have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17256</id>
		<title>DoDonPachi SaiDaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17256"/>
		<updated>2022-10-22T05:40:20Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* B-Expert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sdoj-thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Original ==&lt;br /&gt;
&lt;br /&gt;
=== Type-A ===&lt;br /&gt;
&lt;br /&gt;
==== A-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 1,042,657,585,543&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/EmQ5EocAw6Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 106,714,854,853&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ZkgacKgtNxY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 家ゲー番長IEG&lt;br /&gt;
| 28,451,754,676&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/2Z551yinw6U Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clover TAC&lt;br /&gt;
| 24,306,575,854&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/5oPLlOFANtk Youtube]&lt;br /&gt;
| Live Demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 22,243,720,178&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/29av1PrUX_k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pantsu&lt;br /&gt;
| 16,385,651,829&lt;br /&gt;
| Arcade&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/watch?v=JMkK1_f1Ub4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 14,982,601,974&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/301IkOWbb2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| tomzacz&lt;br /&gt;
| 11,417,161,004&lt;br /&gt;
| Arcade (MAME emulator)&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/tX8rrH92F9Q Youtube]&lt;br /&gt;
| 38% CPU 50% Blitter Delay&lt;br /&gt;
|-&lt;br /&gt;
| leo&lt;br /&gt;
| 10,780,172,673&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h52uIgcUzqc Youtube]&lt;br /&gt;
|survival route with audio commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,992,186,655&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Hgzy-xExxbA Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 3,967,784,803&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/UF_oS62Xb9A Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 3,714,962,784&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/LV7MoJ_mlAs Youtube]&lt;br /&gt;
| Autobomb off&lt;br /&gt;
|-&lt;br /&gt;
| Trizeal&lt;br /&gt;
| 3,288,227,251&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TniJFjTMPyQ Youtube]&lt;br /&gt;
| 1-Sissy, No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 32,838,696,215&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qZ0C-XX0fcQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KGM&lt;br /&gt;
| 31,278,882,034&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/_ZDQxTam_Ps Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| はんぺん&lt;br /&gt;
| 29,197,099,105&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/n1VyaEr3aCY?t=11849 Youtube]&lt;br /&gt;
| starts 3:17:29&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,363,559,967&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ttSorHq4flY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 5,100,253,895,431&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Mt_QEVjNDOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEK&lt;br /&gt;
| 5,094,497,505,836&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dUpY81coH3Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IFC-SRH&lt;br /&gt;
| 15,885,394,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/pV912CZlO8g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 14,659,999,971&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/st9SKYH-uqw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
&lt;br /&gt;
==== B-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MucchaHANPEN&lt;br /&gt;
| 20,989,148,332&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VB1Y45-rteY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 16,384,784,115&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/fHLK1-b1Nak Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 13,661,134,496&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/etpVBZ19eCM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,585,976,104&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KPrDiLlglwY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| HKR&lt;br /&gt;
| 1,215,118,922,044&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VqZRi7vM6zY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 19,387,098,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qv8E4phZb3g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 5,902,001,276&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZfRhdaC4Stk Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,800,972,210,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OFvKs_DVlgA YouTube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,687,371,350,222&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.twitch.tv/videos/1563653188 Twitch]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,339,587,847,282&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dEo3haktua8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,445,157,727,255&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/WcgtfZZP59g Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,409,265,010,087&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/98WlmRZzz0A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 3,597,924,497,545&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/22dXyhJMQ2c Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 2,761,663,164,835&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Afwt15oLw-Q Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| PR.&lt;br /&gt;
| 2,005,769,447,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/M61l7jEZ_VE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KKR&lt;br /&gt;
| 25,384,972,818&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/y4t5L7225Wo Youtube]&lt;br /&gt;
| live demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 15,292,111,351&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dqhoJMKO3y4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
&lt;br /&gt;
==== C-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 1,408,642,209,473&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm32341239 Nico]&lt;br /&gt;
| Stage 5 only&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 31,025,806,610&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/XBIrlGNLkwI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 11,343,652,680&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h8wT_bFdzpY Youtube]&lt;br /&gt;
|survival route with commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 7,058,707,893&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=IIbbhvGc2EY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 1,159,935,139,780&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/iPRq1vbSPOM Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 20,119,904,267&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/UXTI_jz2rVo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 4,353,453,421&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/JRJSr9Nu1x4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,175,235,064&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=V1ti6LUWaX0 Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 4,702,156,592,905&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm28888306 Nico 1] [http://www.nicovideo.jp/watch/sm28888410 2] [http://www.nicovideo.jp/watch/sm28888438 3]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 1,887,209,959,796&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Rp2Pgi-AVsU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ユウちゃま&lt;br /&gt;
| 24,084,859,038&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/XHVUB49sKlA Youtube]&lt;br /&gt;
| No Miss Hibachi&lt;br /&gt;
|-&lt;br /&gt;
| Bananamatic&lt;br /&gt;
| 13,583,292,497&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/bAGiaECNMVc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
'''Note:''' Type-D is only available on the Xbox 360 port (after unlocking it in the Shop) and on exA Label's ''Original Mode''; it is not available in the original arcade release of ''DoDonPachi SaiDaiOuJou''. It is balanced differently between these two ports. The Xbox 360 version of the Type-D ship is widely considered to be overpowered in Arcade mode, as it is significantly stronger than the other ships in most respects. Type-D in exA Label's ''Original Mode'' has been rebalanced and is less overpowered compared to other ships. For this reason, Type-D scores are not directly comparable between the two versions.''&lt;br /&gt;
&lt;br /&gt;
==== D-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,398,206,955&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=44Zvbh0kSCM Youtube]&lt;br /&gt;
| No TLB, Autobomb ON, Streamed from Birdland Arcade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== TAS Replays ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| lionmanggg&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| TAS (most likely abuse of pause buffering)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exa Label ==&lt;br /&gt;
In ''exA Label'' mode, the choice of &amp;quot;Dress&amp;quot; (Shot, Laser, or Expert) is purely cosmetic and does not influence the game difficulty in any way. Therefore, it is omitted from the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 863,905,577,939&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/_kpn0y9-urA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 707,942,258,568&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/pXm9NunZz5Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Taro Shooting&lt;br /&gt;
| 526,093,995,323&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/TRLZjphI4GM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,059,097,870,645&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/B8RFawcwpHk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,026,808,643,199&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/nnX6UDUT7jk?t=5139 Youtube]&lt;br /&gt;
| starts 1:25:39&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,001,348,489,699&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/nIxBJsa2T7Y Youtube]&lt;br /&gt;
| includes text commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 840,388,410,900&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ScpC-VHLSIY?t=13426 Youtube]&lt;br /&gt;
| starts 3:43:46&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 805,719,528,820&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/vnCCq0_XU3U?t=7913 Youtube]&lt;br /&gt;
| starts 2:11:53&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 613,742,583,783&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/0UHf74yGiYE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 16,896,295,933&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| B-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/calm_inQS48 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KAZ&lt;br /&gt;
| 11,946,802,993&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/o4uXw662lTc Youtube]&lt;br /&gt;
| includes text commentary &amp;amp; game guide (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 173,392,149,930&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qepZduXrhx8 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 151,450,277,640&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/RrTf3UKGg4s Youtube]&lt;br /&gt;
| No TLB, Special Demonstration #5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Novice ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SharedJarl 3040&lt;br /&gt;
| 38,135,205,250&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| C-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/cADeWUbApS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JaneJena&lt;br /&gt;
| 4,755,259,487&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| B-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/tcOK9u45S_0 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X360 Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sigRSW&lt;br /&gt;
| 57,814,965,488&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BXidemG5gsg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 35,329,316,481&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Shot&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BVmykyhyiv8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 22,081,653,264&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/e04c6WfQkQA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17255</id>
		<title>DoDonPachi SaiDaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17255"/>
		<updated>2022-10-22T05:36:17Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* B-Expert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sdoj-thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Original ==&lt;br /&gt;
&lt;br /&gt;
=== Type-A ===&lt;br /&gt;
&lt;br /&gt;
==== A-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 1,042,657,585,543&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/EmQ5EocAw6Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 106,714,854,853&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ZkgacKgtNxY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 家ゲー番長IEG&lt;br /&gt;
| 28,451,754,676&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/2Z551yinw6U Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clover TAC&lt;br /&gt;
| 24,306,575,854&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/5oPLlOFANtk Youtube]&lt;br /&gt;
| Live Demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 22,243,720,178&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/29av1PrUX_k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pantsu&lt;br /&gt;
| 16,385,651,829&lt;br /&gt;
| Arcade&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/watch?v=JMkK1_f1Ub4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 14,982,601,974&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/301IkOWbb2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| tomzacz&lt;br /&gt;
| 11,417,161,004&lt;br /&gt;
| Arcade (MAME emulator)&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/tX8rrH92F9Q Youtube]&lt;br /&gt;
| 38% CPU 50% Blitter Delay&lt;br /&gt;
|-&lt;br /&gt;
| leo&lt;br /&gt;
| 10,780,172,673&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h52uIgcUzqc Youtube]&lt;br /&gt;
|survival route with audio commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,992,186,655&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Hgzy-xExxbA Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 3,967,784,803&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/UF_oS62Xb9A Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 3,714,962,784&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/LV7MoJ_mlAs Youtube]&lt;br /&gt;
| Autobomb off&lt;br /&gt;
|-&lt;br /&gt;
| Trizeal&lt;br /&gt;
| 3,288,227,251&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TniJFjTMPyQ Youtube]&lt;br /&gt;
| 1-Sissy, No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 32,838,696,215&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qZ0C-XX0fcQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KGM&lt;br /&gt;
| 31,278,882,034&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/_ZDQxTam_Ps Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| はんぺん&lt;br /&gt;
| 29,197,099,105&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/n1VyaEr3aCY?t=11849 Youtube]&lt;br /&gt;
| starts 3:17:29&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,363,559,967&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ttSorHq4flY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 5,100,253,895,431&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Mt_QEVjNDOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEK&lt;br /&gt;
| 5,094,497,505,836&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dUpY81coH3Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IFC-SRH&lt;br /&gt;
| 15,885,394,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/pV912CZlO8g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 14,659,999,971&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/st9SKYH-uqw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
&lt;br /&gt;
==== B-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MucchaHANPEN&lt;br /&gt;
| 20,989,148,332&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VB1Y45-rteY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 16,384,784,115&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/fHLK1-b1Nak Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 13,661,134,496&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/etpVBZ19eCM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,585,976,104&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KPrDiLlglwY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| HKR&lt;br /&gt;
| 1,215,118,922,044&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VqZRi7vM6zY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 19,387,098,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qv8E4phZb3g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 5,902,001,276&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZfRhdaC4Stk Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,800,972,210,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OFvKs_DVlgA YouTube]&lt;br /&gt;
| Current WR&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,687,371,350,222&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.twitch.tv/videos/1563653188 Twitch]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,339,587,847,282&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dEo3haktua8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,445,157,727,255&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/WcgtfZZP59g Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,409,265,010,087&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/98WlmRZzz0A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 3,597,924,497,545&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/22dXyhJMQ2c Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 2,761,663,164,835&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Afwt15oLw-Q Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| PR.&lt;br /&gt;
| 2,005,769,447,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/M61l7jEZ_VE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KKR&lt;br /&gt;
| 25,384,972,818&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/y4t5L7225Wo Youtube]&lt;br /&gt;
| live demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 15,292,111,351&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dqhoJMKO3y4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
&lt;br /&gt;
==== C-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 1,408,642,209,473&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm32341239 Nico]&lt;br /&gt;
| Stage 5 only&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 31,025,806,610&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/XBIrlGNLkwI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 11,343,652,680&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h8wT_bFdzpY Youtube]&lt;br /&gt;
|survival route with commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 7,058,707,893&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=IIbbhvGc2EY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 1,159,935,139,780&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/iPRq1vbSPOM Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 20,119,904,267&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/UXTI_jz2rVo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 4,353,453,421&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/JRJSr9Nu1x4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,175,235,064&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=V1ti6LUWaX0 Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 4,702,156,592,905&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm28888306 Nico 1] [http://www.nicovideo.jp/watch/sm28888410 2] [http://www.nicovideo.jp/watch/sm28888438 3]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 1,887,209,959,796&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Rp2Pgi-AVsU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ユウちゃま&lt;br /&gt;
| 24,084,859,038&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/XHVUB49sKlA Youtube]&lt;br /&gt;
| No Miss Hibachi&lt;br /&gt;
|-&lt;br /&gt;
| Bananamatic&lt;br /&gt;
| 13,583,292,497&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/bAGiaECNMVc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
'''Note:''' Type-D is only available on the Xbox 360 port (after unlocking it in the Shop) and on exA Label's ''Original Mode''; it is not available in the original arcade release of ''DoDonPachi SaiDaiOuJou''. It is balanced differently between these two ports. The Xbox 360 version of the Type-D ship is widely considered to be overpowered in Arcade mode, as it is significantly stronger than the other ships in most respects. Type-D in exA Label's ''Original Mode'' has been rebalanced and is less overpowered compared to other ships. For this reason, Type-D scores are not directly comparable between the two versions.''&lt;br /&gt;
&lt;br /&gt;
==== D-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,398,206,955&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=44Zvbh0kSCM Youtube]&lt;br /&gt;
| No TLB, Autobomb ON, Streamed from Birdland Arcade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== TAS Replays ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| lionmanggg&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| TAS (most likely abuse of pause buffering)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exa Label ==&lt;br /&gt;
In ''exA Label'' mode, the choice of &amp;quot;Dress&amp;quot; (Shot, Laser, or Expert) is purely cosmetic and does not influence the game difficulty in any way. Therefore, it is omitted from the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 863,905,577,939&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/_kpn0y9-urA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 707,942,258,568&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/pXm9NunZz5Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Taro Shooting&lt;br /&gt;
| 526,093,995,323&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/TRLZjphI4GM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,059,097,870,645&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/B8RFawcwpHk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,026,808,643,199&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/nnX6UDUT7jk?t=5139 Youtube]&lt;br /&gt;
| starts 1:25:39&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,001,348,489,699&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/nIxBJsa2T7Y Youtube]&lt;br /&gt;
| includes text commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 840,388,410,900&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ScpC-VHLSIY?t=13426 Youtube]&lt;br /&gt;
| starts 3:43:46&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 805,719,528,820&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/vnCCq0_XU3U?t=7913 Youtube]&lt;br /&gt;
| starts 2:11:53&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 613,742,583,783&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/0UHf74yGiYE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 16,896,295,933&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| B-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/calm_inQS48 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KAZ&lt;br /&gt;
| 11,946,802,993&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/o4uXw662lTc Youtube]&lt;br /&gt;
| includes text commentary &amp;amp; game guide (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 173,392,149,930&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qepZduXrhx8 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 151,450,277,640&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/RrTf3UKGg4s Youtube]&lt;br /&gt;
| No TLB, Special Demonstration #5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Novice ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SharedJarl 3040&lt;br /&gt;
| 38,135,205,250&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| C-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/cADeWUbApS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JaneJena&lt;br /&gt;
| 4,755,259,487&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| B-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/tcOK9u45S_0 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X360 Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sigRSW&lt;br /&gt;
| 57,814,965,488&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BXidemG5gsg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 35,329,316,481&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Shot&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BVmykyhyiv8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 22,081,653,264&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/e04c6WfQkQA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17254</id>
		<title>DoDonPachi SaiDaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=17254"/>
		<updated>2022-10-22T05:35:45Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* B-Expert */ Added Kayar 5.80T WR run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sdoj-thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Original ==&lt;br /&gt;
&lt;br /&gt;
=== Type-A ===&lt;br /&gt;
&lt;br /&gt;
==== A-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 1,042,657,585,543&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/EmQ5EocAw6Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TSK&lt;br /&gt;
| 106,714,854,853&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ZkgacKgtNxY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 家ゲー番長IEG&lt;br /&gt;
| 28,451,754,676&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/2Z551yinw6U Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clover TAC&lt;br /&gt;
| 24,306,575,854&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/5oPLlOFANtk Youtube]&lt;br /&gt;
| Live Demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 22,243,720,178&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/29av1PrUX_k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pantsu&lt;br /&gt;
| 16,385,651,829&lt;br /&gt;
| Arcade&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/watch?v=JMkK1_f1Ub4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 14,982,601,974&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/301IkOWbb2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| tomzacz&lt;br /&gt;
| 11,417,161,004&lt;br /&gt;
| Arcade (MAME emulator)&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/tX8rrH92F9Q Youtube]&lt;br /&gt;
| 38% CPU 50% Blitter Delay&lt;br /&gt;
|-&lt;br /&gt;
| leo&lt;br /&gt;
| 10,780,172,673&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h52uIgcUzqc Youtube]&lt;br /&gt;
|survival route with audio commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,992,186,655&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Hgzy-xExxbA Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 3,967,784,803&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/UF_oS62Xb9A Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 3,714,962,784&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/LV7MoJ_mlAs Youtube]&lt;br /&gt;
| Autobomb off&lt;br /&gt;
|-&lt;br /&gt;
| Trizeal&lt;br /&gt;
| 3,288,227,251&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TniJFjTMPyQ Youtube]&lt;br /&gt;
| 1-Sissy, No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 32,838,696,215&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qZ0C-XX0fcQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KGM&lt;br /&gt;
| 31,278,882,034&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/_ZDQxTam_Ps Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| はんぺん&lt;br /&gt;
| 29,197,099,105&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/n1VyaEr3aCY?t=11849 Youtube]&lt;br /&gt;
| starts 3:17:29&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,363,559,967&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ttSorHq4flY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== A-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 5,100,253,895,431&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Mt_QEVjNDOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEK&lt;br /&gt;
| 5,094,497,505,836&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dUpY81coH3Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IFC-SRH&lt;br /&gt;
| 15,885,394,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/pV912CZlO8g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 14,659,999,971&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/st9SKYH-uqw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
&lt;br /&gt;
==== B-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MucchaHANPEN&lt;br /&gt;
| 20,989,148,332&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VB1Y45-rteY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 16,384,784,115&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/fHLK1-b1Nak Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 13,661,134,496&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/etpVBZ19eCM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,585,976,104&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KPrDiLlglwY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| HKR&lt;br /&gt;
| 1,215,118,922,044&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VqZRi7vM6zY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 19,387,098,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qv8E4phZb3g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 5,902,001,276&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZfRhdaC4Stk Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== B-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,800,972,210,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OFvKs_DVlgA YouTube]&lt;br /&gt;
| Hibachi ALL&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,687,371,350,222&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.twitch.tv/videos/1563653188 Twitch]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 5,339,587,847,282&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dEo3haktua8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,445,157,727,255&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/WcgtfZZP59g Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,409,265,010,087&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/98WlmRZzz0A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 3,597,924,497,545&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/22dXyhJMQ2c Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 2,761,663,164,835&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Afwt15oLw-Q Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| PR.&lt;br /&gt;
| 2,005,769,447,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/M61l7jEZ_VE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KKR&lt;br /&gt;
| 25,384,972,818&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/y4t5L7225Wo Youtube]&lt;br /&gt;
| live demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 15,292,111,351&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dqhoJMKO3y4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
&lt;br /&gt;
==== C-Shot ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 1,408,642,209,473&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm32341239 Nico]&lt;br /&gt;
| Stage 5 only&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 31,025,806,610&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/XBIrlGNLkwI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 11,343,652,680&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/h8wT_bFdzpY Youtube]&lt;br /&gt;
|survival route with commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 7,058,707,893&lt;br /&gt;
| Xbox 360 (Xenia emulator)&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=IIbbhvGc2EY Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 1,159,935,139,780&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/iPRq1vbSPOM Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| mainasu mm&lt;br /&gt;
| 20,119,904,267&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/UXTI_jz2rVo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 4,353,453,421&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/JRJSr9Nu1x4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,175,235,064&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=V1ti6LUWaX0 Youtube]&lt;br /&gt;
| No TLB, Autobomb OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== C-Expert ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 4,702,156,592,905&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm28888306 Nico 1] [http://www.nicovideo.jp/watch/sm28888410 2] [http://www.nicovideo.jp/watch/sm28888438 3]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 1,887,209,959,796&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Rp2Pgi-AVsU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ユウちゃま&lt;br /&gt;
| 24,084,859,038&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/XHVUB49sKlA Youtube]&lt;br /&gt;
| No Miss Hibachi&lt;br /&gt;
|-&lt;br /&gt;
| Bananamatic&lt;br /&gt;
| 13,583,292,497&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/bAGiaECNMVc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
'''Note:''' Type-D is only available on the Xbox 360 port (after unlocking it in the Shop) and on exA Label's ''Original Mode''; it is not available in the original arcade release of ''DoDonPachi SaiDaiOuJou''. It is balanced differently between these two ports. The Xbox 360 version of the Type-D ship is widely considered to be overpowered in Arcade mode, as it is significantly stronger than the other ships in most respects. Type-D in exA Label's ''Original Mode'' has been rebalanced and is less overpowered compared to other ships. For this reason, Type-D scores are not directly comparable between the two versions.''&lt;br /&gt;
&lt;br /&gt;
==== D-Laser ====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 4,398,206,955&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.youtube.com/watch?v=44Zvbh0kSCM Youtube]&lt;br /&gt;
| No TLB, Autobomb ON, Streamed from Birdland Arcade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== TAS Replays ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| lionmanggg&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| TAS (most likely abuse of pause buffering)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exa Label ==&lt;br /&gt;
In ''exA Label'' mode, the choice of &amp;quot;Dress&amp;quot; (Shot, Laser, or Expert) is purely cosmetic and does not influence the game difficulty in any way. Therefore, it is omitted from the tables below.&lt;br /&gt;
&lt;br /&gt;
=== Type-B ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 863,905,577,939&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/_kpn0y9-urA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 707,942,258,568&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/pXm9NunZz5Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-C ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Taro Shooting&lt;br /&gt;
| 526,093,995,323&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/TRLZjphI4GM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-D ===&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,059,097,870,645&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/B8RFawcwpHk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,026,808,643,199&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi&lt;br /&gt;
| [https://youtu.be/nnX6UDUT7jk?t=5139 Youtube]&lt;br /&gt;
| starts 1:25:39&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 1,001,348,489,699&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/nIxBJsa2T7Y Youtube]&lt;br /&gt;
| includes text commentary (Japanese)&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 840,388,410,900&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/ScpC-VHLSIY?t=13426 Youtube]&lt;br /&gt;
| starts 3:43:46&lt;br /&gt;
|-&lt;br /&gt;
| MOZ&lt;br /&gt;
| 805,719,528,820&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/vnCCq0_XU3U?t=7913 Youtube]&lt;br /&gt;
| starts 2:11:53&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 613,742,583,783&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/0UHf74yGiYE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 16,896,295,933&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| B-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/calm_inQS48 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| KAZ&lt;br /&gt;
| 11,946,802,993&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/o4uXw662lTc Youtube]&lt;br /&gt;
| includes text commentary &amp;amp; game guide (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 173,392,149,930&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qepZduXrhx8 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 151,450,277,640&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/RrTf3UKGg4s Youtube]&lt;br /&gt;
| No TLB, Special Demonstration #5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Novice ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SharedJarl 3040&lt;br /&gt;
| 38,135,205,250&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| C-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/cADeWUbApS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JaneJena&lt;br /&gt;
| 4,755,259,487&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| B-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/tcOK9u45S_0 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X360 Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sigRSW&lt;br /&gt;
| 57,814,965,488&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BXidemG5gsg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 35,329,316,481&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Shot&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BVmykyhyiv8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| pt24tsk STG&lt;br /&gt;
| 22,081,653,264&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/e04c6WfQkQA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16219</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16219"/>
		<updated>2022-07-15T18:37:08Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Added additional staff to GameInfobox (there aren't defined roles for some things, so I did the best I could to fit the staff to the roles that are available in the infobox template)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|director = Tsuneki Ikeda&amp;lt;br&amp;gt;Hiroyuki Kimura&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&amp;lt;br&amp;gt;Takashi Ichimura&amp;lt;br&amp;gt;Koizumi Daisuke&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History, Version Differences sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16218</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16218"/>
		<updated>2022-07-15T18:25:08Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History, Version Differences sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16186</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=16186"/>
		<updated>2022-07-12T19:08:38Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* PCB Features */ Added test mode image now that I am finally able to upload images again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
[[File:SDOJTestMenuCompositePS.png|thumb|Composite image showing the various options and test features available in the test menu of ''DoDonPachi SaiDaiOuJou''.]]&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SDOJTestMenuCompositePS.png&amp;diff=16170</id>
		<title>File:SDOJTestMenuCompositePS.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SDOJTestMenuCompositePS.png&amp;diff=16170"/>
		<updated>2022-07-12T06:24:26Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
Composite image showing the options found in the Test Menu of ''DoDonPachi SaiDaiOuJou''.&lt;br /&gt;
&lt;br /&gt;
Images captured from MAME, composited and upscaled in Adobe Photoshop to 200% scale using Nearest Neighbor interpolation.&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SDOJTestMenuCompositePS.png&amp;diff=16169</id>
		<title>File:SDOJTestMenuCompositePS.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SDOJTestMenuCompositePS.png&amp;diff=16169"/>
		<updated>2022-07-12T06:16:47Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Testing 1 2 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Testing 1 2 3&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SDOJTestMenuComposite.png&amp;diff=16040</id>
		<title>File:SDOJTestMenuComposite.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SDOJTestMenuComposite.png&amp;diff=16040"/>
		<updated>2022-06-17T07:47:47Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Softdrink moved page File:SDOJTestMenuComposite.png to File:SDOJTestMenuComposite V2.png: Lmao wiki shenanigans testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:SDOJTestMenuComposite V2.png]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15933</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15933"/>
		<updated>2022-05-28T01:40:46Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */ Minor correction (versions -&amp;gt; ports) to disambiguate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different ports of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15929</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15929"/>
		<updated>2022-05-25T07:09:45Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different versions of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz 240p &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15928</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15928"/>
		<updated>2022-05-25T06:57:07Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */ Some minor adjustments; added screen orientation info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different versions of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Screen Orientation&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Original'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz &amp;quot;240p&amp;quot; &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Tate only&amp;lt;br&amp;gt;4:3 aspect ratio&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Slower''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;4:3 or 16:9 aspect ratio&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Faster''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| Rotation: 0, 90, 180, 270 degrees&amp;lt;br&amp;gt;Many supported aspect ratios&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;ref name=&amp;quot;EOJ&amp;quot;&amp;gt;[http://cave-stg.com/forum/index.php?PHPSESSID=5f5b8c2721bc49cf0aaae0e67fc6a418&amp;amp;topic=1767.0 Slowdown comparison and analysis of the port has been done informally by many players; one good writeup is this thread from EOJ]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions at low resolution, the Xbox 360 port still has approximately 4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;ref name-&amp;quot;PEK slowdown&amp;quot;&amp;gt;[https://twitter.com/peketti/status/1319808925655461890 Top player PEK] [https://twitter.com/peketti/status/1319809945684983808 has been involved with testing slowdown]; [http://cave-stg.com/forum/index.php?topic=1838.90 translations of his tweets and examples of feedback from other players can be found here]&amp;lt;/ref&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15927</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15927"/>
		<updated>2022-05-25T05:45:54Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different versions of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz &amp;quot;240p&amp;quot; &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Highest''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Lowest''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions, the Xbox 360 port still has approximately 3-4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.0 patch has adjusted slowdown based on player feedback.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; a recent patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.0 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15926</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15926"/>
		<updated>2022-05-25T05:42:18Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different versions of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz &amp;quot;240p&amp;quot; &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Highest''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Lowest''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions, the Xbox 360 port still has approximately 3-4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.1 patch has adjusted slowdown based on player feedback.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; a recent patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.1 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15925</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15925"/>
		<updated>2022-05-25T05:34:43Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Port Differences */ Created table comparing port versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
The following table summarizes the differences between the different versions of ''SaiDaiOuJou''. &lt;br /&gt;
&lt;br /&gt;
Note: a † symbol indicates that a quality may change based on user settings, while a ‡ indicates that a quality may change based on a patch or software update.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Slowdown Accuracy&lt;br /&gt;
! Input Lag&lt;br /&gt;
! Graphics&lt;br /&gt;
! Sound&lt;br /&gt;
! Price&lt;br /&gt;
! Features&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''CV1000 PCB'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate'''&amp;lt;br&amp;gt;Approx. 2F&lt;br /&gt;
| Low-res assets&amp;lt;br&amp;gt;15kHz &amp;quot;240p&amp;quot; &amp;lt;br&amp;gt;Analog RGB&lt;br /&gt;
| Heavily compressed&amp;lt;br&amp;gt;Insufficient sound effect layers¹&amp;lt;br&amp;gt;Mono&lt;br /&gt;
| $$$$$&lt;br /&gt;
| Original release of the game&amp;lt;br&amp;gt;Trial Version and &amp;quot;Free Mode&amp;quot;&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Xbox 360'''&amp;lt;br&amp;gt;Arcade HD Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Moderate''' †‡²&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Highest''' †‡³&amp;lt;br&amp;gt;Approx. 4F&lt;br /&gt;
| High-res assets &amp;lt;br&amp;gt;Output 480i to 720p (native) or 1080p (upscaled) &amp;lt;br&amp;gt;Analog (RGB, composite, or component)&amp;lt;br&amp;gt;Digital (HDMI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&amp;lt;br&amp;gt;Per-stage soundtrack selection&lt;br /&gt;
| $$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Online leaderboards&amp;lt;br&amp;gt;Training mode&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;Replays&amp;lt;br&amp;gt;&amp;quot;Custom mode&amp;quot; features&amp;lt;br&amp;gt;Wallpapers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''exA Arcadia'''&amp;lt;br&amp;gt;Original Mode&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''High''' ‡⁴&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Lowest''' ‡&amp;lt;br&amp;gt;JVS IO dependent⁵&amp;lt;br&amp;gt;Approx. 1-2F&lt;br /&gt;
| High-res assets⁶&amp;lt;br&amp;gt;Output 480p to 4K UHD&amp;lt;br&amp;gt;Digital (HDMI, DVI)&lt;br /&gt;
| High-quality&amp;lt;br&amp;gt;Stereo&amp;lt;br&amp;gt;Arranged soundtrack available&lt;br /&gt;
| $$$$&lt;br /&gt;
| Overflow fix options&amp;lt;br&amp;gt;Additional playable ship&amp;lt;br&amp;gt;Debug mode with training options&amp;lt;br&amp;gt;Multiple exclusive arrange modes&amp;lt;br&amp;gt;'Gadgets' to display real-time game information&amp;lt;br&amp;gt;Can be operated for-profit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Sound effect layers is here used to describe the number of sounds that can be played at once without interrupting each other. The PCB version notably suffers from sound effects interrupting or overriding each other.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
²&amp;lt;small&amp;gt;Slowdown on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) behaving more accurately when compared to the original PCB release.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=2wlUgY_dj0w Mark of The Electric Underground covered these resolution-dependent changes on an episode of his show.]&amp;lt;/ref&amp;gt; The downloadable patch for the game also reportedly tweaked slowdown behavior. In addition, slowdown on the Xbox 360 port is a combination of &amp;quot;simulated&amp;quot; software slowdown and actual slowdown of the Xbox 360 hardware. Because of the presence of hardware slowdown, different Xbox 360 models, or even different units of the same model, may experience slight variation in slowdown characteristics.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
³&amp;lt;small&amp;gt;Input lag on the Xbox 360 port has been demonstrated to vary depending on screen resolution, with lower resolutions (480i and 480p) having less input lag.&amp;lt;ref name=&amp;quot;Elec. Underground lag test&amp;quot;/&amp;gt; Additionally, the downloadable patch for the game reduced input lag. However, even under optimal conditions, the Xbox 360 port still has approximately 3-4 frames of lag.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁴&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; the 1.2.1 patch has adjusted slowdown based on player feedback.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁵&amp;lt;small&amp;gt;The exA-Arcadia release is being actively patched; a recent patch brings lag down to approximately one frame. Note that observed lag will depend on the JVS IO and other cabinet hardware, as some IO devices introduce additional latency.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
⁶&amp;lt;small&amp;gt;Versions prior to the 1.2.1 patch feature a small visual bug on the Stage 4 boss entrance animation. This bug does not affect gameplay.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15924</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15924"/>
		<updated>2022-05-24T22:28:09Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Debug PCB */ Fix grammar and minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-S.L-'s PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15922</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15922"/>
		<updated>2022-05-24T22:20:54Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Debug PCB */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent a board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.L's PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15921</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15921"/>
		<updated>2022-05-24T21:38:00Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Version Differences */ Added PCB revisions and PCB features; added short description of -S.L-'s weird debug PCB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== PCB Revisions ===&lt;br /&gt;
&lt;br /&gt;
Currently known PCB revisions:&lt;br /&gt;
* &amp;lt;code&amp;gt;2012.4.20&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== PCB Features ====&lt;br /&gt;
&lt;br /&gt;
The ''SaiDaiOuJou'' PCB supports the following features and test modes, configurable in the Test menu:&lt;br /&gt;
&lt;br /&gt;
* '''Input Test''' - Tests Lever and Button inputs&lt;br /&gt;
* '''Output Test''' - Tests coin counter signals&lt;br /&gt;
* '''Sound Test''' - Tests sound, including both music and sound effects&lt;br /&gt;
* '''Color Test''' -  Displays Color bars for CRT monitor calibration&lt;br /&gt;
* '''Dot Cross Hatch''' - Displays a grid for CRT monitor calibration&lt;br /&gt;
* '''System Configuration''' - Various options to configure system settings:&lt;br /&gt;
** '''Trial Version''' - See [[#Trial_Version|Trial Version]] below&lt;br /&gt;
** '''Coin Mode''' - Configure how many coins per credit&lt;br /&gt;
** '''Continue''' - Enable or disable&lt;br /&gt;
** '''Demo Sound''' - Enable or disable&lt;br /&gt;
** '''Rank Display''' - Enable or disable&lt;br /&gt;
** '''Chute Type''' - Configure how many coin chutes are on the machine&lt;br /&gt;
* '''Game Configuration''' - Various options to configure game settings:&lt;br /&gt;
** '''Difficulty''' - A scale of 1 to 4, where 1 is easiest and 4 is hardest. Default is &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Extend Setting''' - Choose between several options for score extends. Default is &amp;lt;code&amp;gt;1st 800,000,000pts, 2nd 1,800,000,000pts&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Autobomb Default''' - If enabled, Autobomb will be selected by default at the Ship Select screen. Default is &amp;lt;code&amp;gt;OFF&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Memory Check''' - Test the ROM regions to validate game data&lt;br /&gt;
* '''Back Up Data''' - Allows for an operator to review or reset the leaderboard data&lt;br /&gt;
* '''Default''' - Restores all settings to factory defaults&lt;br /&gt;
&lt;br /&gt;
===== Trial Version =====&lt;br /&gt;
&lt;br /&gt;
A unique Trial Version feature was included in ''SaiDaiOuJou'''s PCB release. In the PCB test menu, operators could enable a &amp;quot;Free Mode&amp;quot;, which would allow players 60 seconds of gameplay for free. Free Mode only allows the Player to select Shot type (Laser and Expert are not available), but they are given unlimited lives for the duration of the trial. At the end of the 60-second period, the Player is brought to a screen where they must insert credit to continue to play, after which the game will function as if it were a normal credit. The 60-second timer begins once the Player gains control of the ship at the start of Stage 1; the Ship Select and intro 'cutscene' do not count as used time. 60 seconds of in-game time is approximately enough time to reach the Stage 1 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Debug PCB ====&lt;br /&gt;
&lt;br /&gt;
A user known as -S.L- on the Shmups Forum purchased a copy of SDOJ directly from CAVE, and appears to have accidentally been sent an extremely unique board with multiple developer features unlocked. It isn't currently known whether these features are unique to this board, or available on other boards as well with the use of some kind of unlock code or other special configuration.&amp;lt;ref name=&amp;quot;Debug PCB&amp;quot;&amp;gt;[https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=51239&amp;amp;sid=ad6ea87ee8dab05dc2fa31a692fb4571 -S.L-'s thread on the Shmups Forum showcasing the PCB and various special features.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.L's PCB has demonstrated at least the following features:&lt;br /&gt;
* Invincibility&lt;br /&gt;
* &amp;quot;No bullets mode&amp;quot;&lt;br /&gt;
* Various collision features, including hitbox display&lt;br /&gt;
* Stage select&lt;br /&gt;
* RAM, task, sound, and other system diagnostic tools and debuggers&lt;br /&gt;
* Forcing Hibachi or Inbachi fights&lt;br /&gt;
* A &amp;quot;Hyper Button&amp;quot; (bound to JAMMA button 4, or &amp;quot;D&amp;quot;) that instantly gives the Player a stocked Hyper (or, if pressed in conjunction with Start, brings them to Lv. MAX)&lt;br /&gt;
&lt;br /&gt;
=== Port Differences ===&lt;br /&gt;
&lt;br /&gt;
=== Version 1.5 ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15915</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15915"/>
		<updated>2022-05-24T02:26:51Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Weapons */ Expanded Hyper System explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;(ED: Add images)&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden_Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden_Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like its predecessors ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' and ''[[DoDonPachi_DaiOuJou#Hyper_item|DoDonPachi DaiOuJou]]'', ''DoDOnPachi SaiDaiOuJou'' features a Hyper system that increases the Player's firepower and expands on the chain combo system. ''SaiDaiOuJou'''s Hyper system is mechanically similar to that in ''DaiOuJou''; it does not allow Players to shoot down incoming bullets, and has multiple power levels, with increasing effects as the level increases. However, unlike in ''DaiOuJou'', Hypers in ''SaiDaiOuJou'' are not collectible items, and are instead instantly awarded to the Player when the Hyper Meter is filled. ''SaiDaiOuJou'' features up to 10 Hyper levels, denoted in game as &amp;quot;Lv. 1&amp;quot; to &amp;quot;Lv. MAX&amp;quot;. The current level of the Player's stored Hyper is indicated in the corner of the HUD, and also indicated with a number that trails behind the Player ship.&lt;br /&gt;
&lt;br /&gt;
The Player builds Hyper levels by filling a horizontal meter in the top corner of the HUD; each time the bar is filled completely, the available Hyper level is incremented by one. The following actions contribute to Hyper Meter buildup:&lt;br /&gt;
* Chaining&lt;br /&gt;
* Point-blanking enemies with Laser&lt;br /&gt;
* Maintaining Laser contact on large enemies, midbosses, and bosses&lt;br /&gt;
** Lasering during boss fights seems to build Hyper at a faster rate, though more research is necessary to confirm this behavior&lt;br /&gt;
* Collecting [[#Stars_(Score_Items)|Stars]] when not in an active Hyper&lt;br /&gt;
* Collecting [[#Hidden_Bees|Hidden Bees]] with a high HIT count&lt;br /&gt;
&lt;br /&gt;
Once the Player has at least one Hyper Level stored, the Hyper system can be [[#Control_Explanation|activated using the B button.]] When activated, the Hyper System has the following effects at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | '''Universal Effects'''&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Short invincibility period.&amp;lt;br&amp;gt;Additional HITs are generated during chains, especially [[#Laser_Hit_Calculation|from Laser contact.]]&amp;lt;br&amp;gt;[[#Get_Point_System|Chain timer]] is greatly extended, making chaining easier and enabling different chain routes.&amp;lt;br&amp;gt;Bullet cancels caused by destroyable objects (enemies or background elements) convert bullets into [[#Stars_(Score_Items)|Large Stars instead of Small Stars.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15883</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15883"/>
		<updated>2022-05-20T19:28:44Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons, Development History sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15882</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15882"/>
		<updated>2022-05-20T19:28:24Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Somehow a duplicate ''Development History'' header got inserted with empty content. Removed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15881</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15881"/>
		<updated>2022-05-20T19:26:13Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Development History */ Added development history writeup and sources. Might be worth expanding the X360 port subsection later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Version ===&lt;br /&gt;
&lt;br /&gt;
Multiple interviews have presented ''SaiDaiOuJou'''s development as one which encountered unexpected challenges. The arcade version of the game had a longer than usual development cycle at Cave, apparently in response to critical feedback about previous titles (''[[Akai_Katana |Akai Katana]]'' and ''[[Deathsmiles_II |Deathsmiles II]]'' in particular). It is clear that ''SaiDaiOuJou'' was viewed internally as very likely to be CAVE's last arcade release. The game was designed as &amp;quot;''DaiOuJou for 2012''&amp;quot;, returning to the more &amp;quot;pure&amp;quot; style of bullet-dodging gameplay when compared to the complexity of ''DaiFukkatsu''. &lt;br /&gt;
&lt;br /&gt;
Tsuneki Ikeda (IKD) is credited as the main game director, and is credited in many aspects of the project from planning to completion. Takashi Ichimura is credited with most of the bosses. Shinobu Yagawa is credited as working on game flow and data management, but there are persistent rumors that he also worked on bosses and other gameplay details. Hiroyuki Kimura is credited as a director and project manager, but also provided support in many other areas of development. He gives a strong impression of some of the challenges faced during the game's development:&lt;br /&gt;
&amp;lt;ref name=&amp;quot;shmuplations 1&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/saidaioujou/ Shmuplations] from 2012 about ''SaiDaiOuJou'''s development.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;&amp;gt;Translated interview hosted on [https://shmuplations.com/sdoj-book/ Shmuplations] from 2013 about the development of the 360 port of ''SaiDaiOuJou''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Difficulties? There’s too many to list…&lt;br /&gt;
&lt;br /&gt;
But the hardest would definitely be the scheduling and release date. I joined the development in the latter half of the project, and at that time we were still trying find a way to recover from management’s order to halt development. Everyday we’d ask Ikeda and Saito what was up, and day after day they could only give non-committal answers. When finally it was announced we’d resume development, it turned out we didn’t have enough time, and the team members were put upon with ridiculously unreasonable requests…&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
We titled the game “Saidaioujou”, but the crown of Daioujou is a difficult one to live up to. It was hard to add new ideas while also retaining that Daioujou-ness... Under such conditions it’s difficult to make something high-quality. Honestly, I think it’s only because we’re blessed with such a talented team that it came out well.&lt;br /&gt;
&lt;br /&gt;
- Hiroyuki Kimura&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other accounts suggest Kimura was involved in even the earliest stages of the project:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
While Kimura is listed as the Support Director, he got the product off the ground before it was approved since Cave had already moved away from arcade development.&amp;lt;br&amp;gt;&lt;br /&gt;
He worked with Cave staff after their normal day tasks to create the arcade version.&amp;lt;br&amp;gt;&lt;br /&gt;
IKD had very little involvement with the overall development.&amp;lt;ref&amp;gt;Per an anonymous former Cave staffer&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
Despite prior announcements that ''[[Mushihimesama]] HD'' would be CAVE's final port to the Xbox 360, a port of ''SaiDaiOuJou'' was released in 2013, about 13 months after the release of the arcade version of the game. This port is commonly attributed to the good relationship at the time between CAVE and Microsoft; in particular, Makoto Asada was friends and drinking buddies with a representative from Microsoft.&amp;lt;ref name=&amp;quot;shmuplations 2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Xbox 360 release was a very high-effort production compared to many of CAVE's other ports, and included additional modes and content designed to broaden the appeal of the game outside of the core fanbase of STG fans (such as an anime intro, fully voiced story mode featuring famous Japanese VAs, and many training, adjustable difficulty, and challenge features intended to help players learn the game).&lt;br /&gt;
&lt;br /&gt;
The day after the Xbox 360 release, CAVE indicated they would be restructuring their development teams and shifting focus away from arcade development towards a more flexible structure. At the time it was not clear exactly what this meant, but in retrospect it seems this was a point where they pivoted towards mobile-focused development.&amp;lt;ref name=&amp;quot;cave restructure&amp;quot;&amp;gt;[https://www.4gamer.net/games/999/G999905/20130518005/ Original info from a 4Gamer analysis], [https://shmups.system11.org/viewtopic.php?f=1&amp;amp;t=46014&amp;amp;sid=7a3ac6cdca892a609579d9199b5f75e4 translation and summary on shmups forum] and [https://www.neogaf.com/threads/cave-restructured-no-more-dedicated-divisions-but-not-quite-dead-yet.572397/ NeoGAF]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15873</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15873"/>
		<updated>2022-05-18T06:42:46Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Laser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely (this technique is very similar to 'feathering' with rapid single taps of Shot to reduce damage, and is sometimes referred to by the same name).&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15872</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15872"/>
		<updated>2022-05-17T23:14:50Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Laser */ Added table explaining Laser HIT bonus over time and relationship with Hyper level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser prevents the [[#Get Point System|GP Meter]] from fully depleting,''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses. Unlike in previous ''DonPachi'' series games, the Laser can actually cause the GP Meter to rise slightly, instead of just preventing it from depleting. Because of this quirk, continuously starting and stopping the Laser (by tapping the A button just long enough for it to emerge and contact then enemy, then releasing the button) while at point-blank range over a large enemy can sustain the chain indefinitely - a technique sometimes called 'feathering' or 'tapping'.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
When using the Laser, all [[#Stars_(Score_Items)|Star Items]] will be &amp;quot;vacuumed&amp;quot; towards the Player and automatically collected.&lt;br /&gt;
&lt;br /&gt;
===== Laser Hit Calculation =====&lt;br /&gt;
&lt;br /&gt;
While held in contact with a target, the Laser will continuously add HITs to the current chain over time. This works on a periodic system; every few frames, a HIT bonus will be applied. The specific frequency and strength of these bonuses is dependent on the [[#Hyper|Hyper]] level, as shown in the table below:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Frames&lt;br /&gt;
! HIT Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | No Hyper&lt;br /&gt;
| 21&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 19&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| 18&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15871</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15871"/>
		<updated>2022-05-17T22:39:05Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */ Changed Hyper Recharge description from &amp;quot;mechanic&amp;quot; to &amp;quot;technique&amp;quot; to better indicate that it is an emergent strategy and not necessarily an explicitly intended game mechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] technique.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15870</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15870"/>
		<updated>2022-05-17T22:04:37Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hyper */ Added Damage Multiplier information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! Damage Multiplier¹&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| 2.0x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars.&amp;lt;br&amp;gt;Increased Laser and Shot width compared to a normal Hyper.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
| 2.1x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
| 2.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
| 2.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
| 2.5x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
¹&amp;lt;small&amp;gt;Damage multiplier numbers are best used as a general guideline. These numbers are only approximately valid for Laser damage; Shot is much more complicated to calculate, since it has per-character variation and behaves differently at different ranges.&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers listed are relative to non-Hyper damage. A Lv. 1 Hyper Laser hit will deal 1.1x as much damage as a non-Hyper Laser hit, where a Lv.6 Hyper Laser hit will deal 2x as much as a non-Hyper Laser hit, etc.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] mechanic.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15824</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15824"/>
		<updated>2022-05-13T21:51:30Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Add section headings for Strategy and some sub-headings for future topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode. This, coupled with the ability of Hypers to generate many Large Stars at once during a bullet cancel, is the key to the [[#Hyper Recharge| &amp;quot;Hyper Recharge&amp;quot;]] mechanic.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get Point System ====&lt;br /&gt;
&lt;br /&gt;
==== GP Overflow ====&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Hyper Recharge ===&lt;br /&gt;
&lt;br /&gt;
=== Overflow Strategy ===&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15823</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15823"/>
		<updated>2022-05-13T21:45:00Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */ Fixed star details to correct inaccurate info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). The Star will also provide a HIT bonus to the current Chain; if the Player is using a high-level Hyper, the HIT bonus is higher. '''If the Player is ''not'' in an active Hyper''', the Star will also provide a bonus to the Hyper Meter. Collecting many Stars at once can build Hyper levels extremely quickly if the Player is not currently in Hyper mode.&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 0-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15822</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15822"/>
		<updated>2022-05-13T19:30:22Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). Depending on whether or not the Player is in an active Hyper, additional effects will occur:&lt;br /&gt;
* '''If the Player is in an active Hyper''', the Star will provide a HIT bonus to the current Chain&lt;br /&gt;
* '''If the Player is ''not'' in an active Hyper''', the Star will provide a bonus to the Hyper Meter&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 1-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls, Score Items, Weapons sections. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15821</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15821"/>
		<updated>2022-05-13T19:29:53Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */ Added HIT contribution info to description of Stars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
When collected, Stars will always contribute a point bonus to the Player's score (and a corresponding contribution to the [[#Get Point System|Get Point]] value). Depending on whether or not the Player is in an active Hyper, additional effects will occur:&lt;br /&gt;
* '''If the Player is in an active Hyper''', the Star will provide a HIT bonus to the current Chain&lt;br /&gt;
* '''If the Player is ''not'' in an active Hyper''', the Star will provide a bonus to the Hyper Meter&lt;br /&gt;
&lt;br /&gt;
The table below explains the properties of Stars in more detail:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot; /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 1-5 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | HIT Bonus&amp;lt;br&amp;gt;Lv. 6-10 Hyper&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1 HIT'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''2 HITs'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5 HITs'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''10 HITs'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15820</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15820"/>
		<updated>2022-05-13T19:19:10Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hyper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref name=&amp;quot;xref sinmoon&amp;quot;&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15819</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15819"/>
		<updated>2022-05-13T18:58:40Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Hyper */ Added table explaining Hyper behavior at different power levels. Will expand section with more info soon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Work in progress. More to come)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The table below explains the behavior of the Hyper System at different power levels:&amp;lt;ref&amp;gt;Adapted from [https://slateman.net/faqs/ddp-sdoj.txt Slateman's FAQ], [http://awowa.blogspot.com/2013/06/dodonpachi-saidaiuojou-impressions-of.html Tilting at Windmills by awo], and [http://sinmoon.blog.shinobi.jp/Date/20130607/1/ Sinmoon's blog]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hyper Level&lt;br /&gt;
! Rank Increase&lt;br /&gt;
! GP Bonus Multiplier&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Activation Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +1&lt;br /&gt;
| 1.1x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Small Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 2&lt;br /&gt;
| 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +2&lt;br /&gt;
| 1.3x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 4&lt;br /&gt;
| 1.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +3&lt;br /&gt;
| 1.5x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 6&lt;br /&gt;
| 2.2x&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | All bullets on screen will be canceled into Large Stars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +4&lt;br /&gt;
| 2.4x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 8&lt;br /&gt;
| 2.6x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. 9&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | +5&lt;br /&gt;
| 2.8x&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Lv. MAX&lt;br /&gt;
| 3.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15817</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15817"/>
		<updated>2022-05-13T02:47:59Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Aura */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15816</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15816"/>
		<updated>2022-05-13T02:47:47Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Trivia */ Added summary of invincibility/contact damage to Trivia, since it is interesting but not currently known to be useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The Player has a crystalline &amp;quot;shield&amp;quot; effect when they are invincible. Similar to other CAVE titles, this invincibility shield actually deals an extremely small amount of damage (or rather - all contact between the Player and an enemy will do damage to the enemy, but since it normally also results in the instant death of the Player, it isn't a viable source of damage unless the Player is invincible). The purpose of this damage field seems to be to destroy zako which try to ram into the Player when the Player dies or is respawning. Experimental testing has demonstrated that this &amp;quot;contact damage&amp;quot; does deal continuous damage to bosses, but is not capable of destroying them. At this time, there is no known practical application for it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15815</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15815"/>
		<updated>2022-05-13T02:31:30Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Shot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
Unlike the other ships, Type-A Shot or Expert variants do extremely good damage with the Shot, and in some specific situations (such as against midbosses or the Stage 3 boss) it seems to actually do ''more'' damage than the Laser - though more testing is required to validate this claim with certainty.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15814</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15814"/>
		<updated>2022-05-12T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15813</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15813"/>
		<updated>2022-05-12T20:49:52Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** Most Boss and Mid-Boss phases will cause a bullet cancel when destroyed&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
* Filling a Hyper meter while currently in an active Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15812</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15812"/>
		<updated>2022-05-12T20:09:39Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are three ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15811</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15811"/>
		<updated>2022-05-12T20:08:48Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Items */ Reformat headers to remove redundancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Stars (Score Items) ====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15810</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15810"/>
		<updated>2022-05-12T20:07:34Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars (Score Items) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15809</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15809"/>
		<updated>2022-05-12T20:04:09Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Stars */ Added note about official name being just &amp;quot;score item&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&lt;br /&gt;
&lt;br /&gt;
===== Stars (Score Items) =====&lt;br /&gt;
{{anchor|Stars}}&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items (officially just called &amp;quot;スコアアイテム&amp;quot; - lit. &amp;quot;score item&amp;quot; ) that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15808</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15808"/>
		<updated>2022-05-12T19:59:16Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Bonus Stars */ Added diagram explaining the bonus star mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
[[File:SDOJ_GPMeterBonus.jpg | frame | Official diagram showing the bonus stars based on GP Meter. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ From Cave's official site for ''SaiDaiOuJou''].]]&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). This means that players are rewarded for chaining routes which kill larger enemies after many small enemies (and thus, with a full GP Meter), instead of holding laser on large enemies (which will likely not fill the Meter). Large Stars contribute significantly more Hyper and point value than small stars, so this can be an important optimization.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SDOJ_GPMeterBonus.jpg&amp;diff=15807</id>
		<title>File:SDOJ GPMeterBonus.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SDOJ_GPMeterBonus.jpg&amp;diff=15807"/>
		<updated>2022-05-12T19:50:19Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: Diagram explaining the &amp;quot;bonus stars&amp;quot; that drop based on GP Meter in '' DoDonPachi SaiDaiOuJou''. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ Official image from the Cave Co. SDOJ System webpage.]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Diagram explaining the &amp;quot;bonus stars&amp;quot; that drop based on GP Meter in ''[[DoDonPachi_SaiDaiOuJou | DoDonPachi SaiDaiOuJou]]''. [https://www.cave.co.jp/gameonline/saidaioujou/system/gps/ Official image from the Cave Co. SDOJ System webpage.]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15806</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15806"/>
		<updated>2022-05-12T19:46:33Z</updated>

		<summary type="html">&lt;p&gt;Softdrink: /* Bonus Stars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&lt;br /&gt;
&lt;br /&gt;
===== Stars =====&lt;br /&gt;
&lt;br /&gt;
Similar to other games in the ''DoDonPachi'' series, ''SaiDaiOuJou'' features collectible star items that are generated from enemy kills and bullet cancels. All Stars on screen can be &amp;quot;vacuumed&amp;quot; and collected automatically by the Player when using the Laser; if you want to avoid collecting Stars automatically, you must use Shot.&lt;br /&gt;
&lt;br /&gt;
There are four ways to generate Stars:&lt;br /&gt;
* Destroying enemies or destructible scenery objects&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Destroying an object which causes a bullet cancel (such as the turret buildings in Stage 3)&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Player is in an active Hyper, and Small Stars if not&lt;br /&gt;
* Activating a Hyper, which cancels all bullets on screen and converts them into Stars&lt;br /&gt;
** In this case, canceled bullets are converted into Large Stars if the Hyper used is level 6 or higher, or Small Stars if not&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Point Value&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''1000 pts'''&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt;''Dropped by large airborne enemies, and some large ground enemies (such as the very large tanks in stage 1).''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 6 or higher Hyper, or by killing a canceling enemy while in an active Hyper, will be converted into Large Air Stars.''&amp;lt;br&amp;gt;''The number spawned can vary; see [[#Bonus Stars|Bonus Stars]] for more details.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''100 pts'''&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt;''Dropped by most other airborne enemies.''&amp;lt;br&amp;gt;''On-screen bullets canceled by a Level 5 or lower Hyper, or by killing a canceling enemy while not in an active Hyper, will be converted into Small Air Stars.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''5000 pts'''&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt;''Dropped by large ground enemies.''&amp;lt;br&amp;gt;Contribute significantly to the Hyper gauge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''500 pts'''&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt;''Dropped by most other ground enemies.''&amp;lt;br&amp;gt;Contribute a little bit to the Hyper gauge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt; Note that not all destructible elements that might be considered &amp;quot;enemies&amp;quot; will drop stars; for example, the small &amp;quot;drones&amp;quot; deployed by the Stage 4 Boss will not drop Stars when destroyed.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Bonus Stars =====&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Add image explaining the GP Meter &amp;quot;bonus region&amp;quot;)&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of Large Stars dropped by some larger enemies can vary depending on the current status of the GP Meter. At the very top of the GP Meter, there is a small horizontal bar; the bar will be lit gold when the Meter is filled all the way. While the golden bar is lit, enemies will drop additional Large Stars (or, in some cases, will drop only Large instead of Small stars). Since the GP Meter continuously drains over time, this means that players are rewarded for chaining routes which kill larger enemies with a full GP Meter. Large Stars contribute significantly more Hyper than small stars, so this can be an important optimization when considering Hyper generation.&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Softdrink</name></author>
		
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