DoDonPachi DaiOuJou

From Shmups Wiki -- The Digital Library of Shooting Games
Revision as of 04:54, 10 April 2024 by ADR (talk | contribs) (→‎Element Dolls)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
WL Logo.png
DoDonPachi DaiOuJou
WL Title.png

Title Screen

Developer: CAVE
Music: Manabu Namiki
Shohei Satoh
Program: Tsuneki Ikeda
Takashi Ichimura
Art: Shohei Satoh
Hiroyuki Tanaka
Designer: Akira Wakabayashi
Kengo Arai
Hiroyuki Tanaka
Release date: Arcade
White Label: April 5, 2002
Black Label: October 7, 2002
Tamashii: April 20, 2010
PS2: April 10, 2003
Xbox 360: February 9th, 2009
Nintendo Switch: December 7, 2023
PS4: December 7, 2023
Previous game: Progear no Arashi
Next game: Ketsui: Kizuna Jigoku Tachi

DoDonPachi DaiOuJou (JP: 怒首領蜂大往生, abbreviated: DOJ, iOS/Android: DoDonPachi Blissful Death) is the fourth entry in the 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.

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 "DOJ WL" for White Label and "DOJ BL" for Black Label.

White Label was ported to the PlayStation 2 in 2003 by Arika, while Black Label wouldn't see a home release until 2008 with DoDonPachi DaiOuJou Black Label Extra which included both versions. In December 2023, DoDonPachi DaiOuJou Rinne Tensei was released for PlayStation 4 and Nintendo Switch by M2.

For replay videos, visit the Video Index.

Gameplay Overview

DoDonPachi DaiOuJou is a 3 buttons game with 5 stages and 2 playable ships. By meeting specific requirements the player can access a hidden second loop.


  • A button (Press): Fires the player's Shot.
  • A button (Hold): Fires the player's Laser.
  • B button (Press): Activates a hyper or bomb. Bomb functionality will be different depending on whether or not the player was using Laser:
    • B button (Press): Activates a Spread Bomb.
    • A button (Hold) + B button (Press): Activates a Laser Bomb.
  • C button (Press/Hold): Autofire for the player's Shot. Due to the C button firing bullets for as long as it's held, lightly tapping it fires smaller bursts than the ones from a single tap of the A button, which can be helpful for chaining.

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.


  • TYPE-A: High speed, fires front concentration shots
  • TYPE-B: Low speed, fires wide front area shots

Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.

Element Dolls

The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. In DaiOuJou, however, they also determine how many bombs the player can carry. A doll is chosen after a fighter type is selected.

DOJ shotia portrait.png
  • Enhances shot power.
  • Starting bomb capacity is 3, max is 6.
DOJ leinyan portrait.png
  • Enhances laser power.
  • Starting bomb capacity is 2, max is 4.
DOJ exy portrait.png
  • Enhances shot and laser power.
  • Starting bomb capacity is 1, max is 2.

When the player loses a life, their 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.


Item Description
DOJ powerup.png
Power up
Increases the player's shot and laser power.
DOJ bomb.png
Adds a bomb.
DOJ small star.png
Small star
Grants 500 points.
DOJ large star.png
Large star
Found in stage 1-4 and 2-4 upon destroying the railguns while they are firing.
Grants 5,000 points.
DOJ ground star.png
Ground star
Grants 500 points.
DDP large star.png
Large ground star
Found in stage 1-2 and 2-2, grants 10,000 pts.
DDP bee.png
Increases in value the more they are collected, multiplied by the current HIT count.
DOJ hyper.png
Adds a hyper.
DOJ max power.png
Max Power
Grants max power, only appears after the player loses their last life.
DOJ 1UP.png
A hidden extend that can be obtained under specific conditions.


Bombs clear the screen of bullets and provide full invincibility for their entire duration. The player starts with a set bomb capacity which increases after losing a life up to a certain point. The only exception to this rule (besides reaching the max capacity) is if the player loses a life while in hyper mode.

Bombs are always dropped by bomb carriers. Once a bomb item appears it will move around the screen for a while following a predictable rectangular movement before leaving.

A bomb will be different depending on whether the player was lasering when they used one. Bombs are functionally the same across both ships with only slight visual differences.

  • Spread Bomb: Activated when not using laser. This bomb is a sphere that turns all the bullets into small stars and deals low damage to everything on screen. Bullets won't appear until the bomb ends.
  • Laser Bomb: Activated when using laser. This bomb is a large laser in front of the ship dealing massive damage. Only bullets that get in the way of the laser will be cleared.



Here are the position and size of the hitbox depending of the ship

These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.

Type/Game Y+ Y- X+ X- Pixel size (X*Y)
Type A (WL) 0x100 0xC0 0xC0 0xC0 6x7
Type B (WL) 0xC0 0x100 0xC0 0xC0 6x7
Type A (BL) 0x80 0x100 0x80 0x80 4x6
Type B (BL) 0x100 0x80 0x80 0x80 4x6
Type A (DDP3) 0xC0 0x100 0xC0 0xC0 6x7
Type B (DDP3) 0x140 0x80 0xC0 0xC0 6x7

When moving to the side, the hitbox is slightly thinner.


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.



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. 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%. 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.

Bee items

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! The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain.

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.

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.

Hyper items

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.

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 (80 frames of invulnerability during stages, 120 frames during bosses), 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 "RANK" 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).

How to get hypers : 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 :

  • 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.
  • 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.

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.

Hyper item properties : 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. 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”.

How to fill the hyper gauge : 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. 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. Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label) The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)

Important note : When the hyper gauge is filled by collecting a bee or dying, there is no leftover. 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.

Star and Medal items

The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.

Picked up during stage gameplay small star = 500 pts small medal = 500 pts Big star = 10 000 pts Big medal = 10 000 pts

Stars attracted during hyper cancels are worth 500pts/star.

End-stage Bonus

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.

Nb of stars X 1000 pts

Nb of medals X 2000 pts


Stage 1 : 300 000 + 1500 x BOSS_HITS

Stage 2 : 400 000 + 2000 x BOSS_HITS

Stage 3 : 500 000 + 2500 x BOSS_HITS

Stage 4 : 600 000 + 3000 x BOSS_HITS

Stage 5 : 700 000 + 3500 x BOSS_HITS

Always true, no matter how many deaths during stage section or boss fight. 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, ...

Funny detail : The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.



There are 5 stages per loop.

The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:

  • Loses at most 2 lives
  • Uses at most 3 bombs
  • 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 "2x bee" in at least 3 stages).

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:

White Label Black Label
Life Stock Set to 01 Carried over
Bomb Stock Reset to default Carried over
Bomb Capacity Reset to default Carried over
Hyper Stock Carried over2 Carried over
Hyper Charge Set to 0 Any full charged bars are discarded, any partial charge is preserved

1 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.
2 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.

If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.


On default settings, the player starts with 2 extends. 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. 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. It is possible to get this hidden extend in both loops. The player can get more extends during the 2nd loop under some conditions :

  • 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.
  • 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.


The 7th score digit is displayed as a semicolon[1]

White Label

  • If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.

White Label & Black Label

  • If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.
  • Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user Trap15 has posted a simulator on his Twitter.[2] This bug has then been analyzed from a scoring perspective by Rokukichi.[3]
  • Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '>', '=' or ';'. 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. This glitch does not have any adverse effect on gameplay other than an odd display.
  • Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).[4]
  • If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.[5]



Centuries have passed since the 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 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.

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. "Scarlet Bee"), 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.

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.


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:

  • 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.
  • Leinyan: Having finally destroyed the devilish war machine 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.
  • 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 Dai-Fukkatsu.

Version Differences

DoDonPachi III

An export/international version named DoDonPachi III, a precursor to Black Label[6], was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.

Differences include the following:

  • English language for menu's and endings.
  • A maximum of three extra lives can be carried over into the 2nd loop. You gain one life for each loop condition fulfilled, which are:
    • Loses at most 2 lives.
    • Uses at most 3 bombs.
    • Collects all 10 bees in at least 3 stages without dying.
  • Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.
  • Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).
  • Kouryuu's 2nd phase (Jetbachi) has their health increased from 143360 to 172032 (this is different from the BL value of 179200).
  • Hyper rank has a higher upper limit (goes past the maximum rank of 15 in WL).
  • Movement speed for Shotia's laser has been increased (same as in BL).
  • Continues can be used in the 2nd loop.
  • Score gain from the Maximum bonus lies between WL and BL.


  • You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).
  • Your bomb slot increases even if you die while in hyper (same fix as in BL).
  • The bug where your bomb button stops working if you die immediately after bombing and activating a hyper (same fix as in BL).

DoDonPachi Daioujou Black Label

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.

Differences include the following:

  • 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.
  • The player is no longer reduced to only one life when entering the 2nd loop.
  • 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.
  • The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.
  • The Hyper Meter fills faster than in the original.
  • 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.)
  • Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.
  • Hitboxes are greatly reduced.

DoDonPachi Daioujou Tamashii

In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.

Differences include the following:

  • Chinese language endings.
  • The "WARNING" animation is shortened.
  • Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.
  • The chain meter depletes entirely while using laser on the first midboss of stage 5.

Re:Incarnation / Rinne Tensei Arrange modes

2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jo Re:Incarnation/Rinne Tensei) adds three new Arrange Modes all of which have one loop only. This port does not include the Xbox 360's port X-mode (and Piper doll).

The arrange modes in the M2STG version (thanks to Jaimers):

Arrange S

  • Based on Super Easy mode patterns.
  • The player is always in Hyper.
  • Laser and bombs are disabled.
  • Shot is very strong but also very narrow.
  • Patterns get faster the more lives in stock (rank maxes out in stage 2 if no-miss).
  • The player earns lives from beating midbosses and bosses (19 lives max).
  • Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).
  • Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).
  • No chaining.
  • No powerup items and the player is always at full power.
  • Bullet cancels actually kinda matter a little bit in this mode.

Arrange L

  • Based on arcade loop 1 patterns and chaining system.
  • Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).
  • Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).
  • The number of cancelled bullets from Tensei gets added to the current chain.
  • Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).
  • No powerup items and the player is always at full power.
  • Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).
  • Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).
  • The player earns lives from beating bosses (9 lives max).
  • Fight loop 2 Kouryuu and Hibachi at the end.
  • The amount of Hits the player gets is highly dependent on rank (max rank giving way more).
  • Auto-Hyper and auto-bomb severely decrease rank.
  • After a hyper ends the player has 2 seconds of i-frames.
  • Getting hit during a hyper with no bombs in stock cancels the hyper and gives 2 seconds of i-frames (also lowers rank).

Arrange EX

Everything in Arrange L also applies to Arrange EX except for:

  • Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).
  • Hypers get collected automatically.
  • The player earns lives from beating midbosses and bosses.
  • Hyper i-frames aren't lost if the player hypers right after bombing (same fix as in BL).
  • Arrange EX does not have the free hit during hyper without bombs like Arrange L does.
  • No i-frames after a hyper ends either.
  • Due to maybe an oversight, the loop 2 lives system is still in place. Meaning that if the player no-misses or no-bombs a stage, they gain an additional life.
  • It's possible to get 24 lives total in this mode, but it's worth noting that the player can only hold 20 lives at a time.


  • Most sound effects in this game are re-used from DoDonPachi and EspRaDe.
  • The DON-8D Type-A ship appears as a playable cameo ship in DaiFukkatsu Arrange A Mode.
  • When emulating the game on GOTVG, there is an issue that causes the BGM to play too quickly, and some sound effects loop incorrectly.


  1. Occured during fufufu's demonstration at Stunfest 2018: YouTube
  2. Trap15's Twitter (November 6, 2022)
  3. Rokukichi's Blog (November 8, 2022)
  4. Shmups Forum: Differences between 1P and 2P player sides (various games); Additionally confirmed by Trap15
  5. Original research by trap15
  6. IKD in Black Label Interview