Few things in this world get my blood 
            pumping like a good shooter, and this, my friends, is a good shooter. 
            Perhaps not as good as it's Saturn and arcade counterparts (well, 
            ok, it isn't), it still holds it's head up high as one of the few 
            examples of how to program effective 2D on the PSX, a system that 
            we all know has a serious aversion to sprites. 
            
            Will wonders never cease?!??
            
            As a very intense experience, Dodonpachi loves to throw a universe 
            of shots your way, ohhh... every 2 seconds. And unlike the Takumi 
            shooters which provide you with a way of tossing it all back, Dodonpachi 
            just gives you a miniscule hit box (it must be the center pixel on 
            your ship) and leaves the rest to skill.
          
           But what good is all of this if the 
            host hardware can't handle the strain of all this spritage occurring 
            simultaneously?
            
            Well, let me tell you, the PSX pulls this off with flying colours. 
            Somehow SPS managed to get the PSX to handle everything, with only 
            a few brief hints of slowdown throughout (in fact, they were so cocky 
            with how well they had converted the game, that they actually included 
            a slowdown button!). Wave after wave of feeder fish assualt you with 
            frenzied patterns and the PSX just keeps on grinning, bosses appear 
            and toss the Milky Way at your fighter and the PSX just sits there 
            smiling (probably steaming too), even the between-stage loading sequences 
            last a mere 5 or 6 seconds... and this is all in VERTICAL MODE boys 
            and girls!
            
            That's right, SPS get another thumbs-up for managing to get the PSX 
            to perform in the full-screen vertical mode (Tate mode). And really, 
            the standard letterboxed horizontal mode is too small and squished 
            to play the game any other way.
            
            Ahhh, but there must be something wrong... something amiss. This is 
            the 2D ineptitude that is the PSX after all. We now come to a little 
            something I like to call "the flaw".
            
            All that glitters isn't gold.
            
            Alas, SPS did what they could at a price, in Tate mode you can only 
            choose one fighter, and one fighter only. You have to select the red 
            ship, the green helicopter, or the blue ship in the Options menu and 
            then enter the actual game. In 2 player mode, both players end up 
            being the same fighter (the only difference being that you can choose 
            the rapid fire or laser fire variations for each fighter), which takes 
            something away from the overall experience, unless both players happen 
            to prefer the same fighter. Obviously, this comes down to the limitations 
            of the host's miniscule on-board memory. But if you mainly only play 
            DDP on single player and with a single credit, this becomes a moot 
            point. 
          
           In the end, I come away impressed 
            with what SPS accomplished, considering the daunting task of porting 
            Cave's super-shooter to a system that isn't 2D-friendly. Although, 
            a bit limited, the game shines in single player as a fair facsimile 
            of the Saturn and arcade revs.
            
            Graphics: 75% 
            This game doesn't really use any 2D-tricks of any kind, heck, parralax 
            scrolling only makes a few brief appearances, but what is here reminds 
            me more of R-Type. Your craft and the enemies you face are brimming 
            with detail. This even becomes more apparent when you square off against 
            any of the games bosses, who love taking up at least half the screen. 
            Huge, multi-jointed (can you say "16-bit mainstay" boys and girls?) 
            affairs they be, who rain down pain and suffering in torrents designed 
            to wash away the nuisanse that is your puny craft. There's even beauty 
            in the bullet patterns themselves. Although, by far, the most jaw- 
            dropping (gotta love those gaming cliches) effect is your enormous 
            lasergasm strike. Simply hold down fire and then release a nuke to 
            unleash an enormous rippling beam of energy that has so much force 
            that it actually pushes your fighter backwards. And with that, we 
            dive into...
          
           Gameplay: 80% 
            Shoot, shoot, shoot... well, duh! DDP (for those who actually HAVEN'T 
            played this game in some form or another, shame on you!) offers you 
            3 individual craft each sporting a shooter essential (or is it stereotype?): 
            Red for rapid forward with a little bit of spread, Green for focussed 
            forward firepower and options that fire in the direction you bank 
            your fighter (read: right and left) and finally Blue for that weak, 
            wide spread. Each fighter has two variations: rapid fire and laser 
            fire. Rapid is what it sounds like while Laser is a concentrated beam 
            that slows you down but has massive strength. Since your fighter can 
            perform rapid and laser variations, you must choose which you plan 
            on focussing on. If you choose Rapid-Style as your focus, your ship 
            will fire more shots, but your laser beam will be slim. If you choose 
            Laser-Style, your shots will be fewer and far between, but your laser 
            beam will be wider than your ship. This adds a welcome wrinkle into 
            the otherwise straight-forwardness of the game. And of course, if 
            things get too hectic for you, you've always got a screen-clearing 
            nuke to fall back on. But even the nukes themselves can be altered 
            depending on which type of firepower you're using at the time. Nuking 
            while firing rapid results in a huge bomb, while muking while firing 
            laser results in a massive magnification to your beam. Again, a slight 
            but effective change of pace from the norm. Aside from that you have 
            your standard weapon power-ups, extra nukes, and the occasional 1UP 
            to extract from the enemies. Personally, I prefer simplicity in my 
            shooters when it comes to the weapons systems, and this game is simple 
            yet brutally efficient.
            
            Sound: 80% 
            Plenty of booming explosions over heavy 80's style guitar riffs. I 
            highly recomend it. In fact, the soundtrack is all red-book, so you 
            can simply pop the game into a CD player and listen. Other than that, 
            there's really nothing in the SFX department that you haven't heard 
            already. Are you complaining? I'm not.
            
            Overall: 85% 
            This game certainly has difficulty in spades, although, an experienced 
            pilot can pull off bullet-dodging spectacles that would put Gould 
            Goa Bowman to shame. Hard, but totally satisfying is how I would sum 
            up DDP. It's one of those shooters that you can play for minutes or 
            hours. In other words folks, this one is utterly replayable!
          
           
 
            Excellent review there Kiken! And so 
            HUGE too :D
            Alas, yes, PlayStation CAN handle good 2D games! Dodonpachi on the 
            PSX is actually very very close to the arcade version, more so than 
            the Saturn version. The graphics are astoundingly detailed and there's 
            none of the "explosion pixellation" present in the Saturn 
            version. Only problem I have with the game is the way you have to 
            select your ship from the Options menu if you're playing in full verical 
            mode, but thats a small price to pay for a great game overall. Now 
            why the heck Sony veto's it's US release is beyond me... - Felix 
            the Cat