Archive for the DoDon Pachi Category
It’s NYE and…
Posted in Blog, Books, DoDon Pachi, Games, Personal on January 1, 2026 by slatemanAnd I’m 75% through a chapter in a book I’m writing. This chapter? DoDonPachi: Dai-Ou-Jou. One of the greatest games ever made.
\m/ So excited.
DoDonPuchi Zero Is Preserved!!!
Posted in Blog, DoDon Pachi, Games on November 10, 2025 by slateman
Dedication and perseverance have led us to this fortuitous moment: DoDonPuchi Zero is playable for everyone after having been locked to archaic Japanese mobile phones for two full decades! This is simply incredible news to those of us who follow these things, but for many who’d never even heard of this, understand this is a landmark moment. Wherever you’re coming from, I’d like to share the history of the game, the platform and what’s so special about this ‘tiny’ entry into the DonPachi franchise.
The mobile market in the West in 2003 was understandably limited, however, in Japan, things were bustling. Publishers innumerable were developing and porting existing IPs to the mobile realm in the form of a diverse and curious rainbow of titles. From a preservation vantage point, this is one of the most-prolific yet least-documented era in gaming. Capcom, for instance, issued no fewer than a dozen mobile-only games using their existing IPs: Rockman, Street Fighter, Vampire/Darkstalkers as puzzle titles, card games, rhythm experiments and much more with virtually none of these available in any form in 2025. I digress; let’s step back and look at how things all began and how shmups fit into the whole story.
History of Cave’s Mobile Titles
Starting in 1999, the Japanese company NTT DoCoMo began offering a service called i-mode which allowed mobile phones to go online. This primitive service offered web access and e-mail, initially in monochrome environments, before developers began to expand into the gaming realm.
On the 17th of September, 2002, CAVE launched their own storefront titled The シューティング ゲーセン横 (The Shooting Game Center Yokocho) for i-mode compatible phones. The site had four sections: Arcade Game Information, Classic Games, Variety Games and Score Trial. Classic titles were 1990s-era CAVE and Psikyo games like Strikers 1945 and Gunbird. Variety Games housed the pinball spin-offs ESP Pinball and DonPin (another game we know only from screenshots), some puzzle and strategy games, and today’s topic: DoDonPuchi Zero.
The service cost ¥300 a month (about $2 USD today) to access. For this fee, you’d receive six credits. Classic games cost three points and Variety two, but if you deleted it from your phone, you’d receive one credit back. Participating in the Score Attack cost one credit itself.
By the following year, the company had published several mobile renditions of their popular titles, including ports of Dangun Feveron, DoDonPuchi (not Zero), ESP Ra.De and Ketsui. All in all, CAVE published about two dozen games on the services, sometimes in split form, due to storage and bandwidth restrictions. DoDonPuchi Zero, by contrast, was an original game developed exclusively for the 504i series of phones and is the subject of today’s deep dive.
Game Center Yokocho shut down in 2014 and after that point, the only way to play these games was by finding a phone with the title still installed. Due to preservation efforts by RockmanCosmo and the excellent Keitai World Launcher, we’ve seen scores of otherwise-inaccesible titles made available in recent years. I wrote about the astonishing preservation of DoDonPachi: Dai-Ou-Jou Reco.Ver a few weeks ago, and we now can play yet-another long-lost entry: DoDonPuchi Zero with special thanks to Cuebus for dumping this (and for not getting one credit back by deleting the game!!!) In the process, he also preserved a trial version of DoDonPuchi proper; information about that rendition will be saved for its own entry. For now, let’s dive into exactly what DDPZ is, a sentence I’ve wished to utter since learning of this game in the early ‘00s.
ドドンプチ零 / DoDonPuchi Zero
One of CAVE’s earliest entries into their service was DoDonPuchi Zero, an original game “created by the arcade game staff,” Furukawa recalled in a 2020 interview with 4Gamer. He continued, “it established a mobile shooter engine, so in that sense it was a very valuable title.” Rather than just translating existing code, this was an important step for the company, who would issue renditions of Mushihimesama, Pink Sweets, ESP Galuda (both 1 and 2), Storm Of Progear and more in the coming years.
The Zero suffix was not uncommon for Japanese titles, but its full name was a fun take on the already jovial DoDonPachi. It’s long been established that the title DonPachi and DoDonPachi each contain a play on words: the first entry roughly means Bee Leader and the sequel Angry Bee Leader all while hearkening the onomatopoeic sound of gunfire. Here, Puchi translates to ‘petite’ or ‘mini’, making this an Angry Mini Bee – more or less. It’s playful and fitting.
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Audio & Music
Given the truly-limited storage size of games on this platform (DDPZ clocks in at a meager 31k), there are no sound effects. However, the legendary Manabu Namiki was hired to do the soundtrack, quite surprising, given his pedigree and the nature of this title. He recalled in a 2010 interview of STG Gameside #1 (with special thanks to Shmupilations for the translation.)
Interviewer:
What shooting game music you’ve composed has given you a lot of troubles, or is otherwise very memorable for you?Namiki:
The work I did for the mobile phone app DoDonPuchi Zero gave me a lot of problems. The available memory was tiny, and there wasn’t enough space for the BGM data, so there was no way to get it to fit except for removing notes from the songs. Even though I had to shave off so many notes from the pieces, the songs still needed to be enjoyable to listen to, and with all the fine tuning I had to do on these songs it was like some incredibly complex puzzle. Those days remind me of how much I hated the way musical data was done on mobile devices. (laughs)
Each stage’s theme song is a bit over a minute long and with the levels themselves lasting about two, the loop is enjoyable and not too repetitive. Though Namiki was understandably frustrated with the constraints and results, the songs are actually quite catchy, despite not drawing from the original DDP’s tunes at all. Boss music is shared and there is a pair of other tracks: the intro/ship select music and the usual end-of-level quick recap as well. See the Links Section below for a download of the full OST.
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The Game Itself
The fact that DDP Zero was an original game makes this a unique entry amongst the standard fare of ported titles. While this diminutive version was scaled down considerably, so much of the base game was carried over here. The core gameplay was the same: Three ships, laser or shot choices. Bombs came in the same two flavors. A warning sign flashes before each boss and afterwards, your star count is tallied, distributing a bonus for a No Miss.
For a stripped-down mobile title from 2003, DDPZ was a surprisingly-good game! There are three difficulty levels and you could change your ship speed in the options menu. There was an online leaderboard as you could upload scores, but while this is all impressive, do not forget that this was a mobile-phone game. On the numberpad, you moved with the number keys, 0 would change from laser to shot and # would unleash bombs. It’s actually more playable today with proper controller configurations (much like the G-Mode ports).
Each of the three ships does feel unique and represents the pedigree of the series well. Two stages are available and you can begin on stage 2 when starting. Entering level 1, it’s astonishing just how well the game actually runs. It’s smooth and features a fair amount of bullets, particulary for the 240×240 screen. The added difficulties present even-more firepower to dodge and the game scrolled fluidly, even with all these on-screen projectiles.
Both stages have a mid-boss with a life bar and you could destroy the arms of the second-stage boss, revealing a more-difficult bullet pattern. Even the chaining system arrives intact, carrying over the GP meter in the upper-left-hand corner and the usual dance of popcorn enemies, lasering tougher foes, revealing bees via said laser and harsh scoring punishments for bombing.
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Final Thoughts
DoDonPuchi Zero is, by all accounts, a mere novelty when compared to even console affairs of the time. However, it is a fun and competent representation of the best shooting series ever produced.
A trio of CAVE’s mobile DX games were ported to the Switch and Steam by G-Mode with great results and it would be phenomenal to see others get the same treatment. It seems unlikely, but this preservation effort should be applauded and I sincerely hope the momentum continues as there are so many unique and quirky entries into our favorite franchises that many of us have never played. I hope these chronicles covering such niche titles are worthwhile to some. Thanks for reading!
Useful Links
- Keitai Archive (Emulator link)
- Superb Shooting (JPN: Full list of Yokocho games & info)
- Keitai Wiki (Entry for Game Center Yokocho)
- YouTube: Type-A Hard 1CC (From STG-SLK)
- Soundtrack Rip (FLAC & 320kbps MP3 – 29Mb ZIP)
- BeeStorm (My DoDonPachi site)
DoDonPachi: DaiOuJou DX Reco.Ver
Posted in Best / Worst, Blog, DoDon Pachi, Games on September 24, 2025 by slateman
There is an awful lot to discuss about this exceedingly-rare mobile-only game. This modified version of DoDonPachi: DaiOuJou DX was released in 2007 and essentially forgotten by most until this autumn. While mobile versions were common in that era, we never had any specific information about DOJ DX. All of that changed when G-Mode ported the game to Steam in 2021, and later to the Nintendo Switch.
The game itself is a surprisingly-good translation that retains almost every part of the core DOJ experience: hidden bees, a full chaining system and well-animated bosses. Unsurprisingly, the game’s audio is the weakest part of the package, well, alongside original phone controls. On modern systems, the latter is a clear improvement, but audio is 2007-era music and effects.
All of this is standard, but even more obscure was G-Mode’s other release, a caravan-style alternative titled 弾幕検定死験-大往生編-. There’s very little information in English about this, so let’s break it all down. That name translates to Danmaku Kentei Shiken – DaiOuJou-Hen. Danmaku is the blanket term for the genre Bullet Hell. Now, the next two words are the same, in some ways. Kentei is a proficiency ‘test’ or ‘examination’. Shiken appears to be a play on words: both as a test itself but also containing the word ‘shi’, which means ‘death’. The Hen suffix just means ‘edition’, more or less. So, while translations exist out there, none of them really gave me any comprehension of what it precisely was. A bullet-hell test version of DOJ. It sounds much better in its native Japanese.
This rendition of the game was a boss-only gauntlet, pitting you against DOJ’s iconic bosses over and over with increasing difficulty. It’s quite repetitive and shallow, but let’s not forget it was a mobile game from nearly two decades ago. The game’s interest lies in the bullet patterns progressively increasing in difficulty and you can start at later levels on future runs.
OK, language and history aside, what exactly is the story behind DoDonPachi: DaiOuJou DX Reco.Ver?
This high-score variant of DOJ DX was curiously issued for one day only, back on the 30th of December, 2007. Why it was so limited is unknown, but it only features minor changes from the base game. In September of 2025, Yuuku! managed to preserve this 18-year-old mobile game and make it available for the world to enjoy via Keitai World Launcher. Considering fewer and fewer devices exist out there in the wild with this software installed, this preservation is even more remarkable.
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The title itself is a double set of double entendres. While DoDonPachi’s name alone is a fun play on words, the Reco.ver suffix honors Cave’s other flagship shmup of the era: Mushihimesama. Its heroine, Reco (which I’ve always preferred to spell with a K), is the protagonist of this rendition of DOJ. The title’s full name, DoDonPachi: DaiOuJou Reco.ver pays homage to who is probably Cave’s most-identifiable character. Reco appears here with both her shot and laser and with her M, W and S modes representing green, red and blue. Each has the same laser, but the shots differ, and the latter of the two the only ones that can reveal bees, in laser form only.
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The alterations found in this alternate take on DOJ are all relatively minor. The obvious difference is that Reco replaces DDP’s ships, using her sprites from Mushihimesama DX. There are several other visual changes: lives now are represented by Kiniro’s curled horn instead of ships and the GP meter is gone, moving the hyper meter upwards. Bombs have the explosions from Reco’s main game and both they and hypers have a great aquamarine hue. Level-ending screens now feature the long-haired heroine and her voice appears when appropriate, but the sound is otherwise untouched. In terms of gameplay, while the stages remain identical, combos, and thus scoring, differ greatly. The combo counter adds up much faster and is far-more forgiving. Failing to maintain the invisible GP meter results in a dwindling hit combo (à la Daifukkatsu) and dying just reduces your combo by about a third. Even after bombing, your combos continue, something the base DOJ DX allowed, unlike its arcade original. And while there was a level select in DX, one isn’t present here as this was a high-score competition.
In the end, though this alternate-reality DOJ DX may just be a ship-replacement substitute, and truly a mere novelty, its preservation is simply a miracle. It’s worth noting that Keitai World Launcher also has dumps of Guwange DX, three Mushihimesama games: the original under its own DX moniker, Futari and Gaiden, as well as demo renditions of ESP Galuda II and, curiously, the original DoDonPachi – though this last one isn’t DoDonPuchi Zero and is way better than it has any right to be. The fact that this exists at all inspires optimism about preservation and it simplifies and incentivizes others to dump titles locked to this archaic hardware. Personally, I’d love to see some of Capcom’s efforts, as a number of unique games were made in the early ’00s and effectively lost to the sands of time. Though DoDonPachi: DaiOuJou Reco.Ver is a curious bookmark in Cave’s catalogue of games, the ability to play it in 2025 is nothing short of remarkable.
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2023: A Year In Games
Posted in Best / Worst, Blog, DoDon Pachi, Games, Lists, Personal, Resident Evil, Street Fighter, Ys on December 27, 2023 by slateman2023 is wrapping up with many critics claiming it resides shoulder-to-shoulder with some of the best years in gaming history. My experience isn’t quite so stellar, but
Let’s go through some lists starting with titles that were released before 2023, all while realizing that the true best game I played this past year was Bloodborne!
Older Games Played:
- Dark Souls III
- A Plague Tale: Innocence
- SteamWorld Dig
- SteamWorld Dig 2
- Rogue Legacy 2
- Neon White
- Lunistice
Of those titles, I completed the 2D ones only. While I had played Rogue Legacy 2 on Steam the prior year, it was only when I got it for free on PS+, and could play from my couch, that I beat it. Admittedly, I lowered the difficulty to blaze through chunks that I had beaten before. In some ways this game is perfect: allowing for those changes to difficulty, a fantastic gameplay loop and incredibly-tight and responsive controls. Several of the theme songs stuck in my head for quite some time and it was a fun experience. However, my Old Game Of The Year, if that were a category, would go to SteamWorld Dig 2. It’s so funny, I got a trophy in the first game way back in 2013 and I remember playing it and abandoning it. No clue what drove me to return, but once I started, I was hooked. After blazing through the first title, I anxiously awaited a sale price for the second, eventually pulling the trigger without one, that’s how much I liked it. And the sequel did not disappoint, living up to and exceeding my praise of the first. I simply loved that game and, much like the emptiness felt after completing Elden Ring, I continually yearn for a similar experience, with no satisfaction. In fact, if I were ranking the best games of the year regardless of their release date, SteamWorld Dig 2 would be in contention.
The other titles all had qualities of their own, but not enough to keep me returning to them.
Moving along, now we look at titles released this year that I have yet to play in 2023:
- Alan Wake 2 (Some day I’ll try)
- Baldur’s Gate 3 (Trial was cool, dunno if it’s for me)
- Blasphemous 2 (Curious, not much more)
- Cocoon (Hmmm)
- Dead Space (Maybe an ‘on-sale’ game)
- Diablo 4 (Trial run, felt like D3, really)
- Hi-Fi Rush (Maybe when I get an Xbox!)
- Octopath Traveler 2 (Never played the first)
- Star Wars Jedi: Survivor (Lost interest in the first)
- The Talos Principle 2 (Never beat the first)
- Viewfinder (Demo was fun!)
There are a few games I’d like to try, but none here give me the burning desire to jump in. Games like Pikmin and Fire Emblem may be great, but do I care? Nothing above are a have to play game, despite how good BG3 appears to be.
Our final category is the games I have indeed played this year, and ranking them isn’t very easy.
2023 Games:
- Final Fantasy XVI
- The Legend Of Zelda: Tears Of The Kingdom
- Lies Of P
- Resident Evil 4
- Sea Of Stars
- Street Fighter 6
- Super Mario Bros. Wonder
- Xenotilt
As I work through Lies Of P and Sea Of Stars, I quite like the former due to its obvious inspirations and feel indifferent towards the latter. I beat neither Zelda, much as I didn’t its predecessor, nor FFXVI, losing interest after numerous hours.
Thus, we’ve whittled down the list to four games, all sequels. As much as I love Mario games – and I do like the franchise – nothing about Wonder stood out to me, despite what everyone else thinks.
And then there were three. Xenotilt probably improves on everything in Demon’s Tilt. As DT is in my top-20 ever, I struggle to wonder which should be on that list. In either event: it’s not 2023’s GOTY.
Capcom ends up holding the trophy, as the remaining games are both theirs. And this decision is a difficult one. By all accounts, Resident Evil 4 should do what no game has ever done: won the trophy as both an original release and a remake! But while it effectively replaces the original, I think I have to give it to Street Fighter 6. The gameplay is honed. The systems are polished. The game is just fun and it’s the best launch-SF game since SFII. I absolutely love this title and have no reservations awarding it GOTY, even if RE4 is as good as it is – DLC included!
So there it is: Game Of The Year 2023 is Street Fighter 6!
DoDonPachi: Dai-Ou-Jou Rinne Tensei: Perfection
Posted in Best / Worst, Blog, DoDon Pachi, Games on December 24, 2023 by slatemanDoDonPachi: Dai-Ou-Jou is the best shmup ever. I’ve thought this since I imported the PS2 game 20 years ago. And while there have certainly been great games since, to me, nothing has surpassed it. M2’s other ports have been spectacular, but though Ketsui and Garegga are phenomenal games, they just don’t draw me in like DOJ does. Now that I have reason to sink my teeth into one of their ports, I must say, this version is simply the best version of the best shmup ever. It’s just astonishing.
We all have our favorite games ever. But every so often when we return to them 5, 10, 20 years later, their luster has faded somewhat. It doesn’t look as good as it did, or there are certain frustrations that didn’t irk us in the past. With DOJ, none of this exists. 10 minutes into my first run, I was just smiling. This game remains the greatest and M2’s treatment only improves on it, giving us black label finally, giving us DDPIII, with wonderful casual modes, perfect gadgets and a sleek presentation.
I cannot speak highly enough about this translation and it’ll be the one I play for the next two decades.
DoDonPachi Unlimited: WAT?!?!
Posted in Best / Worst, Blog, DoDon Pachi, Games on January 16, 2017 by slateman
For a company that’s been dead since DoDonPachi: Saidaioujou in 2013, they sure seem rather prolific. With DoDonPachi: Maximum, DoDonPachi: Ichimen Banchou, Don Paccin, a Steam release of DoDonPachi: Daifukkatsu and several more Mushihimesama ports since the company’s “demise”, I shouldn’t be surprised by the arrival of DoDonPachi: Unlimited, yet here I am! The good news is that it’s coming soon, like, real soon (in three days). The bad news is that Ichimen Banchou will be pulled from the IOS store. I haven’t played it since losing my work iPad upon leaving the school district in June, but it’s always sad losing the option to play something. But enough of the somber tone, this is a new motherfucking DDP game damnit!!!
Not much else is known besides the return of Shuri, Hikari and Maria (and seemingly, Saya, as a “hidden” character.) It’s going to be released worldwide, so seemingly nothing can stop me from playing the latest entry into #5 favorite gaming series ever! Oh man, I’m so psyched.
The Best Moments In (My) Gaming History
Posted in Best / Worst, Blog, Castlevania, DoDon Pachi, Games, Lists, Resident Evil, Street Fighter, The Walking Dead, Ys on January 9, 2017 by slateman
Lists never get old, but old I am. And as I turn 41 in but a month, I’ve been playing videogames for about 35 years. Through that time, I’ve played the good, the bad, the incredible and the horrendous. I figured I’d catalog some of the best moments as seen through my eyes. This is by no means comprehensive. I’ve likely missed some and assuredly your list would differ from mine. For instance, everyone’s Game of 2016 seems to be Overwatch and I never even touched it. Oh well. So here we have a list of my favorite gaming moments ever, in no particular order. Oh…and obviously there might be spoilers. That happens when you recap decades of gaming. You’ve been warned. Let’s start!
Final Fantasy VII: Aerith (1997)
I am one of the thousands whose first entry into FF was VII. Purists hated us as we missed out on the classic lore of 1 or 2 (IV), etc. But as the seventh entry into the game arrived, it also ushered in a new era of gaming. The PS1 was really in its infancy; rendered videos coupling with voice acting showed gamers what the future could contain. (Granted, the TurboCD predated this by more than half a decade, but that’s a totally different story!) Those of us who grew up on Mario and Sonic were treated to a futuristic, mature and gritty game. Characters came to life as they had never fully done before. And Aerith/Aeris appeared, the pretty florist who joins AVALANCHE to counter the absolutely-and-completely-bad-ass Sephiroth. When Cloud arrives to find her at an altar and then OMFG Sephiroth impales her! What Just Happened?
Twenty years later, main characters are almost expected to die (thanks George R.R. Martin!) A story without a twist is boring. A tale wherein the protagonist is the antagonist or there are double and triple crossings are now standard fare. But in ’97 I knew of no game that dealt with such loss. And it’s a tale that, twenty years on, still affects me.
Tomb Raider: T Rex (1996)
Although Tomb Raider has received its fair share of glory, much of 3D gaming’s success and roots are attributed to Super Mario 64. And while that’s not unfair, the years have not treated Lara Croft’s first adventure well. TR didn’t age nearly as well as SM64, but a number of average-at-best sequels also diminished the series’ name.
However, back in 1996, this game was an amazing accomplishment. Nowadays, the barren landscapes would make the young cry in boredom, at the time, “less is more” truly was the mantra. Because when things did happen upon you, be them bears or wolves, it was a big deal. The game’s minimal soundtrack and the mythical world you scoured painted a wonderful picture of exploration and excitement. And then it arrived.
Running through the lush green of some cavern in I don’t recall where, I came upon a dinosaur. Now, I can’t recall if I saw the smaller ones first, but when the T. Rex appeared it was immediately categorized in the OMFG classification. I could only hear the Monty Python voices instructing me to, “Run Away, Run Away!”
Subsequent playthroughs were obviously less terrifying. But that moment was just so grand in a game of such minimalism. After some dismal entries into the series, the reboot landed itself at my favorite game of 2013. But the impact of that first game was every bit as important as the Italian plumber’s.
Resident Evil: Dogs (1996)
I’ve uttered OMFG more than once while recounting these moments. Shock. Pain. Fright. But let us face one fact: Resident Evil itself has two entries on this list.
We shall begin back in the mid-90s wherein so many of these moments reside. I missed out on playing RE upon release but did so about a year later. This was back when PS1 games were still being sold in longboxes. A friend, I can’t recall whom, lent me this disc. And anyone who has played RE knows *exactly* what I’m going to say.
Heading down that hallway with the black-and-white checkerboard floor, I was usually cautious. It was a must in that title. But when those dogs burst out the goddamn window, I nearly shat myself. It’s one of those moments in life that brings you right back to where you were. I can recall even where I was sitting. I remember it all. My heart raced and every time I went through the hallway again (including how they mixed it up in the RE-make) brought such anxiety.
Before we head to the next entry, I should share that Silent Hill had a similar effect, however slightly less potent. The creepy town streets, the static of the radio, it truly instilled terror into me. At the time I was living in an apartment, a former nurse’s station, which happened to have black-and-white tiled floors. After a session of SH I was to go to a friend’s and meet everybody when, as I walked towards the door leading outside, the awning creaked. I paused and then an enormous amount of snow fell from the awning. Scared the crap out of me. It was no more than a few feet before me. The empty halls and darkness looming made the fright all the more powerful.
Resident Evil 4: Chainsaw (2002)

Back to RE! The series was considered on the downward slope. Everyone loved the first two entries, but even I didn’t get around to 3 or Code Veronica. And then let’s remember that between RE2 in 1998 and RE4 seven years later, we were treated to three Gun Survivor titles, two Outbreak games, RE: Zero, the REmake and a GBC title. That is a lot and it watered down the Resident Evil name.
So when RE4 came out, as a GameCube exclusive, it was easy to have expectations low. The GC had mainly catered to a younger audience. What should we expect? Well, a buddy of mine and I booted the title up and walked through the intro (that I’ve played on the GC, PS2, Wii and PS3) expectations were shaken. And when you’re in that village and the chainsaw-wielding lunatic comes after you, that sense of dread returns. And when that guy literally chopped off Leon’s head, my mouth was agape. It was grotesque. It gave me the sense that anything could happen in this title. It returned RE to the high standard the first titles represented. And it shocked the hell out of me. Now, more than a decade later, the fourth game represents a change in gaming culture much like the first one did.
The Walking Dead (2012): That Ending…

The connection to the TV show and thus the graphic novels may be scant, but to me, the episodic first season of TWD was an enormous step in gaming and one whose ending resonates through me still.
Cutting to the chase here, the game was a solid portrayal of a post-zombie-apocalypse world. My character, Lee, was likeable yet real. His relationship with Clem was similar and at that time of my life (36, with four children), it was tangible and tactile. I was Lee and Lee was me. As absurd as it sounds, that sentiment is what every game developer wants his gamer to feel. Many games give you options to chat with characters and many times I skip out on several. Not here. I gobbled up every new chance to flesh out that relationship of the imperfect father figure and the lost young girl. When she was taken, a fire within me burned. “I will get her back,” as if I had any say in the game’s script. When Lee got bitten, I cut off that arm for the better good. And when we walked amidst the zombies and Clem got us into the storage shed (or whatever it was), my teeth clenched as I wished for a happy ending. And then…
Amidst all of these gaming memories, many truly are etched into my mind. I can go back and remember where I was, what the time of my life was, how that moment affected me. When the lights came on and I saw Lee, his eyes yellowed, my heart sank. “No. NO. NO! You can’t die on me! You can’t abandon Clem!” It was terrible. It was the absolute worst thing that could happen. And as the story continued on, Lee’s fate clearly determined, it was wrenching. And finally, as the tale ended, Lee (due to my choice) handcuffed to the heater (or whatever it was), I was crushed. The game ended, with hope for the future, but it didn’t matter. Lee was gone. I was done. Utterly crushed I was, so much so that as the credits rolled and my 6th platinum trophy popped, I didn’t even care. Tears streamed forth and I stared at the TV in absolute shock. No game had ever consumed me at such an emotional level. Sure, I’d played countless hours as Nathan Drake, Mario or Lara Croft. But nothing affected me as much as that relationship between Lee and Clem…and Lee and me.
Grand Theft Auto 3: Freedom (2001)
I have never beaten a GTA game. I tinkered with the first and the second (as well as one of the expansions) but we all know it wasn’t until GTA3 that the game truly came into its own. And I never beat it. Or VC, SA, 4, 5…nope. And that’s OK. Because in the autumn of 2001, I had just started Metal Gear Solid 2. It was slow and trodding. It required moments of sitting still. Hiding. Waiting. But at the same time, GTA3 had come out and it was all-around chaos. Why do missions? Just go around destroying everything in sight, beckoning police to the pandemonium and causing more chaos. Every time I would start a mission, I’d get side-tracked and mayhem would ensue. And while nowadays there are so many games that offer this experience, this, to me, was the first of its kind. Top-notch acting and a story that was an excellent production all equaled a groundbreaking and game-changing moment in history. I didn’t end up beating MGS2 until 5 years later and while that series is in my top-10 ever, GTA3 overshadowed what ended up being my least-favorite of the MGS games.
Symphony Of The Night: Inverted Castle (1997)
I played all three original NES Castlevania titles before taking a bit of a break. While I’d tinkered with the SNES and Genesis games, I still don’t think either truly lived up to the franchise’s name. Now, the big problem with Dracula X is that it never came to American shores. While SotN is a direct sequel, it means most of us didn’t play its utterly-excellent predecessor. I only bring this up because the arrival of SotN was, to me, the best Castlevania game in ages!
We begin with a good story, silky-smooth gameplay and let us not forget the music. Oh! that music! Alucard’s animations coupled with the gothic-inspired decor painted a wonderful picture of the time and setting Konami and Iga set out to create. It is yet another entry into the ‘I can remember when I was playing this game’ category. I recall my apartment, the time of year, even the music I was listening to during those weeks. (Conversely, when I listen to that music, I think of SotN!)
However nice that story is, it’s just a tale of a nice game! In the Internet’s pre-saturation phase, we didn’t have every secret accessible on our mobile devices (as they didn’t really exist). This game encouraged exploration and upon completing the game and searching for the elusive 100%, we were all greeted with an amazing discovery. Now, explore the entire castle…upside down!!! This was a simple solution to a simpler time when storage space was limited and system memory scant. Are you serious? Just play the entire castle inverted? YES! It was brilliant and exciting and riddled with secrets. Just how I love games to be! Coupling this revelation with a renaissance of the CV series, it’s understandable that the formula was recreated over no fewer than half a dozen times in the following decade. And understandably, I played each and every one of those as well! But none had the flair or excitement that SotN did.
Asteroids: Turning (1982-ish)
My introduction to gaming began at an early age and, like everyone else at the time, I owned an Atari 2600. With the caliber of games that appeared back in that era, I can truly appreciate games of today. (Yes, I owned E.T.) One title, Asteroids, wasn’t truly an amazing game. But one afternoon at a very young age, I started on what was my first experience with achievements. High scores were a big deal back then, but my goal for that afternoon was to turn the score. Rolling meant turning the score from 999,999 back to 0. At the time, that was the equivalent of a platinum trophy. It’s not sexy…but back then it was a huge deal.
Contra: UUDDLRLR (1988)
My youth, in some ways, was defined by the interactions with my friends and my best friend Dan in particular. We became friends in the 6th grade, just as Contra was released in the USA on the NES. It was at a time before digital distribution and videogame cartridges were expensive. Therefore most games were to be played in a sitting and then played again the next day, as you couldn’t just download a new game or demo. We would play this game repeatedly. “Bored? Play Contra!” And what better way to play than with the 30-lives Konami code? Everybody knows this code and it became synonymous with gaming and cheats in general. Nowadays, with trophies and achievements, cheats are not nearly as prevalent as they were back then. But back then, push power, up, up, down, down, left, right, left, right, b, a, select, start and go! (We used the select button for the 2-player code) If it didn’t work? Press reset and do it again! The game and the code are legendary for me. A funny side-note, rumor always had it that the code wasn’t meant to be left in Gradius (where it initially appeared), but the designer forgot to remove it before shipping. Funny how things work…
Ys: Books I & II: (1990)
We all know the extent of the failure of NEC’s TurboGrafx-16 in the west. It eventually battled the SNES and Sega Genesis and lost on most commercial accounts. However, the CD-ROM add-on, while released too late to save the system, was an incredible step forward in games. From redbook audio to complete FMV scenes, it heralded a new era that truly wouldn’t be adopted for another half-decade (with the arrival of the PS1 and Saturn). The small library wouldn’t really impress but one title in particular stood above and beyond its counterparts. Falcom’s Ys compiled the first two games into one and changed how games could be represented. Book I is a short adventure, but Book II is a wonderfully-crafted tale. Full animations of Adol and the group were brighter and coupled with crystal-clear dialogues. Don’t know if anyone else can remember when they started putting voices onto cartridge games in the early ’90s. This put them to shame. Of course, it’s too bad the system was a failure.
But beyond visuals and voice acting, the music was impeccable. There was simply no other system at the time capable of outputting such high-quality audio. I still can hum the tunes of certain areas. IMO, despite its failure, NEC was way ahead of its time when it issued the TurboCD.
Street Fighter II: Animations (1992)
I’ll never forget this. After having played the original SF in arcades and then Fighting Street on the TG-16, seeing SFII is etched in my memory. It was almost 25 years ago that I walked into the arcade at the mall in Massapequa. A horde of people surrounded a cabinet and a pair of televisions were hung above for the crowd to see. Round 1 began and I stood, mouth agape, as Ryu bounced, prepared for the bout.

The title proved to be one of the most remarkable successes in videogames. Its depth and replayability are heralded as true provenance of competitive gaming. And the title’s history in the 25 years since is colorful and full. However, one of the most impressive moments for me was just seeing those animations and colorful, vibrant backgrounds popping to life. We also cannot forget the music, whose hummable themes can still be conjured up at a whim. And for anyone who lived through it, the magic of what came in the following years is also as memorable as the rest.
Advent of Achievements/Trophies (2005)
It’s so bad that now I don’t really want to play old games. I play games that I don’t necessarily want to just to obtain trophies.
That goes against everything gaming represents! But every so often I’ll get a Vita title or something and play while the kids are watching movies…all to grab a handful of trophies that truly have no significance in the world.
When the Xbox360 shipped and featured achievements, it was a cool concept. Sony, realizing they were behind, started a long string of catch-up games on the PS3, eventually patching in so many missing features. Trophies, for me, are superior to Microsoft’s achievement points. A quick look at a gamer’s stats show a number. Achievement points or Trophies, it’s all the same. I could get 5,000 bronze trophies or amass 10,000 Achievement points. However, Sony’s breakdown shows that I currently have 19 platinum trophies and I can list them all off one-by-one. In retrospect, the jump from PS2/Xbox to PS3/Xbox360 was a major step in connectivity and console ability. And there’s simply no looking back.
And looking back, I’ve played games for more than 30 years. While achievements and trophies didn’t entirely change gaming, in many ways they changed how I play them. 100%ing a game was a badge of honor, but only to show a friend who was physically present. Now you have tangible proof. Developers make trophies to lead you down certain paths, perhaps ones you’d miss otherwise. It changed how I approach games and the longevity of some titles. I cannot go back and find it sad that Nintendo franchises (other than Mario) don’t call me to complete them like Sony’s or Microsoft’s do.
Red Dead Redemption: Mexico (2010)
So much has been said about RDR and this transitional section of the title. However, like many other people, I wasn’t fully sold on the game when it came out in 2010. Grand Theft Auto in the west? As written above, I’d never beaten a GTA game and I am not particularly fond of westerns, be it the time period or the movies about it. But then you cross the threshold to Mexico and the voice of José González appears. That acoustic guitar, that empty feeling of enormity ahead. It was a spectacular moment in gaming and opened the world to be so much more than what I thought. The game continued its excellence in its writing, gameplay and the ending was phenomenal. It was beautiful and remains in many people’s memories as a high note of a game that I never knew I wanted.
DoDonPachi: Dai-Ou-Jou: Chaining Level 1 (2005)
After playing shoot-em-ups (shmups, known as shooters back then) throughout the ’80s and early ’90s, the genre died as arcades faded away and games became more elaborate. Cave continued the tradition by refining a sub-genre known as Danmaku (Bullet Hell). For those initiated, the change was profound as both depth and strategy evolved.
I was reintroduced to the genre with Cave’s DoDonPachi in the early ’00s. After following the developer for a few years, they ported the finest title in the history of shmups in 2003. I imported it day one and played the hell out of it. The game is incredibly difficult, both the gameplay and the scoring system. Its meticulousness requires such specific accuracy, many are turned off by the game. Only the best can beat it in one credit, chain entire stages and the lot. As I’ve never been very good at Street Fighter or shmups in general, I had no chance at greatness.
Until the autumn of 2005 when I dedicated myself to scoring and chaining. My scores and progress are surely mere novice material when compared to the pros of the genre. But on the 14th of September 2005, I managed to chain the entire first stage! This meant specific planning and coordinating lasers, shots and hyper usage to combo every enemy from the beginning to the end. I would later get a higher combo total before moving to Maine when my time to dedicate dwindled to nothing. However, the unbridled excitement from achieving a goal after putting in such effort…it makes this one of the most memorable moments in all my gaming history. And while many of these memories here are of the game itself, this is a personal achievement that may stand above so many others. Below a capture of my highest chain and here is my old progress log, now utterly defunct and outdated.
[jwplayer mediaid=”150″]
Well, there you have it. In finishing this up, I’ve already thought of a few more that I might need to add to part two. But since this list has been brewing for several months already, it’ll be a while until I have that prepared.
–Late Update–
I write this ages after posting this list, but I was compelled to include yet another Resident Evil moment to this list. 2017’s RE7 was an amazing success IMO and contained some sincerely-shocking moments. Rather than include them here, you can read more here. I genuinely feel this lives up to the entries on the list above.
Release List: 2016’s Final Quarter
Posted in Blog, Books, DoDon Pachi, Games, Music, Resident Evil, Tolkien on October 21, 2016 by slatemanI had this as part of my first post in Sweden, but it keeps growing and I thought a separate post would do. This is a quick list of what’s coming out throughout the remainder of 2016 (and a little beyond). What was initially a rather lackluster year has turned out to be quite exciting, for music at least. Insomnium and Alcest just released stellar records and some promising ones are on the horizon. Gaming, however, seems a bit stagnant. Anyways, here’s the list:
Oct 11 – Rise Of The Tomb Raider
Oct 13 – Rez Infinite
Oct 14 – DoDonPachi: Daifukkatsu
Oct 23 – The Walking Dead (Season 7)
Oct 28 – Testament: Brotherhood Of The Snake
Oct 31 – Council Estate Electronics: Arktika
Nov 03 – J.R.R. Tolkien: The Lay of Aotrou and Itroun
Nov 04 – Dark Tranquillity: Atoma
Nov 11 – In Flames: Battles
Nov 18 – Metallica: Hardwired…To Self-Destruct
Nov 18 – Lamb Of God: The Duke
Nov 23 – Alcest @ Pustervikbaren
Nov 25 – Einherjer: Dragons Of The North XX
Nov 25 – Witchery: In His Infernal Majesty’s Service
Nov 29 – Anne Rice: Prince Lestat & The Realms Of Atlantis
Nov 29 – Final Fantasy XV
Nov 30 – Vikings (Season 4 – pt 2)
Dec 16 – Amon Amarth @ Lisebergshallen
Jan 01 – Sherlock (Season 4)
Jan 15 – Homeland (Season 6)
Jan 24 – Resident Evil 7: Biohazard
Feb ?? – Overkill: The Grinding Wheel
Mar ?? – Nintendo Switch
May 04 – J.R.R. Tolkien: Beren and Lúthien
Autumn – Red Dead Redemption 2
DoDonPachi: Daifukkatsu Steam! All Modes!
Posted in Best / Worst, DoDon Pachi, Games on August 21, 2016 by slateman
So DDP:DFK is coming to Steam. OK, that’s kinda exiting. The real news is that the base game will feature all modes! Now, as a westerner, I was relegated to getting the European version of Resurrection. Sure, it was nice being localized and the bonus disc was cool, but with no access to Black Label, I missed out on a completely different DDP experience! And I missed out on Ketsuipachi which, for completion purposes alone, was a travesty!
Whenever Degica ends up releasing this, I’ll be sure to grab it. Don’t care that it’s considered to be one of the weaker DDP games nor that it’s 8 years old already. I’m psyched for this one! My new video card will be happy too! Can’t friggin’ wait!!! Oh, here is the full game-mode list!!!
- Normal 1.5
- Normal 1.51
- Novice 1.5
- Arrange A (Version L)
- Arrange B (Version B)
- Black Label
- Black Label Novice
- Black Label Arrange (Ketsuipachi!)




























