![]() This enemy appears four times in stage 6, and thus the glitch can technically be done four times per loop, but as there's a very strict setup required for each instance of the enemy, doing that while also keeping your full chain is probably only possible in a tool-assisted superplay. Rather than add a measly 10 points to this value, as the enemy would when destroyed normally, triggering the glitch will instead double said value, which will at the point it can be done be significantly higher if you have chained the stage as you would on a score run, thus adding a lot of additional points to your score. In short, and somewhat simplified to not get too into DDP scoring mechanics, a certain enemy in stage 6 does not work properly with regards to a chain-related point value, if you gain a laser hit from the enemy on the same frame you destroy it. The aforementioned Blackisto dug into it hard, examining every detail, every bit of information that was known, and finally pieced it all together, finally making the DoDonPachi score glitch public knowledge.Īn article by Plasmo, detailing the entire thing, can be read here. Some players triggered it accidentally over the years, with the only evidence being ending up with points they had no explanation for how they might have gotten, but these instances didn't lead to any further findings.īut in February of 2020, DoDonPachi history was made. So for years, western players had no idea how to come close to these scores. Only a handful of Japanese players knew of the glitch, and they were not interested in sharing it outside a small "inner circle". So no different categories can be made for glitched/non-glitched scores. Here is an article detailing the Japanese scorekeeping and how it relates to the DDP scoring glitch (and some more information about what was known at the time), but to summarize, Japanese high scores have to be set in an arcade, confirmed by the arcade operator, and JHA requires no video proof (and it's not always allowed to shoot video in an arcade). Japan doesn't do things like western players are used to, with posting replays, sharing strategies, and all that. So - that should mean it was out in the open now, right? It was clear something was amiss here, and it was clear these records had been attained using the elusive scoring glitch. C-L saw a slightly more questionable increase of 43 million points to 730,186,030.Īnd A-L increased by a whopping 108 million points, bringing the DoDonPachi world record up to an insane 862,976,450 points, well beyond the theoretical maximum posited by Blackisto. The new B-L world record was a fairly reasonable increase, getting another 25 million points to bring it up to 730,186,030. The Japanese scores are a different story entirely.Īlready in March 2016, three new world records were put up by JHA, a Japanese scorekeeping organization. Currently, the highest known western score recorded in the high score thread for the game on the forum is 638,295,200 by Jaimers, using type C-L, set in October of 2019. ![]() A player by the name of Blackisto has calculated the highest theoretical, sum-of-bests high score with all known strategies (without knowledge of the glitch) to be ~793 million points, using type A-L. "Regular" top high scores in DoDonPachi tend to be in the realm of 600-700 million points, depending on ship and shot type. This glitch allows you to get a much higher score than you could get without it. The first instance of it happening is believed to have been shortly after the game came out, but it was in 2015 that a Japanese player found how to use it on deliberately. For quite some time, it has been known that Cave's genre-defining DoDonPachi from 1997 contains a scoring glitch.
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