Uploaded July 2022 | Updated September 2026, 3 weeks ago
Full run of Daisenpuu (大旋風), also known as Twin Hawk, the 7th arcade shmup developed by Toaplan.
Stage Listing:
00:00 - Intro / Start
04:56 - 1st Boss
09:28 - 2nd Boss
13:01 - 3rd Boss
19:36 - Final Boss
22:22 - Loop 2 Start
Daisenpu is perhaps Toaplan's most obscure game, and also one of the most generic that they've created. It's a fairly bare bones military themed vertical shooter with nothing but ground (and sea) based enemies. It's vaguely similar to Tiger-Heli in how the enemies behave with their fixed interval firing patterns and simply movement.
There are only 4 levels (going by when the music changes) with no distinct level transition between one to the next kind of similar to what was done in Tatsujin. In the early levels you mainly face off against a endless supply of tanks and other desert based vehicles while the later stages add boats and massive ships to the mix.
The main gimmick, at least the feature that differentiates Daisenpu the most from other run of the mill shooters, is the ability to summon a squadron of planes to assist you using the "bomb" button. These planes will stick around and help you destroy things as long as they don't take damage. You can also forced them to dive bomb the enemy by hitting the bomb button again at a later time.
Finally, you also get a true bullet canceling, destructive bomb you can use if you quickly double tap the bomb button, and in this case the squadron won't show up at all. Describing all this in words makes it seem more complicated than it really is.
Dying once again brings you back to the previous checkpoint and while some areas require a certain level of memorization to recover, it is not very complicated, and your bombs and squadron help quite a bit in your quest to getting back to full power. The challenge level overall is very fair, perhaps harder than some of the earlier games like Hishouzame but not reaching the level of Tatsujin of KyuKyoKu Tiger.
And that's pretty much it for Daisenpu, it's a competent shooter but not a great one, however I do recommend giving it a try.
Full run of Daisenpuu (大旋風), also known as Twin Hawk, the 7th arcade shmup developed by Toaplan.
Stage Listing:
00:00 - Intro / Start
04:56 - 1st Boss
09:28 - 2nd Boss
13:01 - 3rd Boss
19:36 - Final Boss
22:22 - Loop 2 Start
Daisenpu is perhaps Toaplan's most obscure game, and also one of the most generic that they've created. It's a fairly bare bones military themed vertical shooter with nothing but ground (and sea) based enemies. It's vaguely similar to Tiger-Heli in how the enemies behave with their fixed interval firing patterns and simply movement.
There are only 4 levels (going by when the music changes) with no distinct level transition between one to the next kind of similar to what was done in Tatsujin. In the early levels you mainly face off against a endless supply of tanks and other desert based vehicles while the later stages add boats and massive ships to the mix.
The main gimmick, at least the feature that differentiates Daisenpu the most from other run of the mill shooters, is the ability to summon a squadron of planes to assist you using the "bomb" button. These planes will stick around and help you destroy things as long as they don't take damage. You can also forced them to dive bomb the enemy by hitting the bomb button again at a later time.
Finally, you also get a true bullet canceling, destructive bomb you can use if you quickly double tap the bomb button, and in this case the squadron won't show up at all. Describing all this in words makes it seem more complicated than it really is.
Dying once again brings you back to the previous checkpoint and while some areas require a certain level of memorization to recover, it is not very complicated, and your bombs and squadron help quite a bit in your quest to getting back to full power. The challenge level overall is very fair, perhaps harder than some of the earlier games like Hishouzame but not reaching the level of Tatsujin of KyuKyoKu Tiger.
And that's pretty much it for Daisenpu, it's a competent shooter but not a great one, however I do recommend giving it a try.




![Super Cobra (Arcade) 1-ALL Clear [2-10] 83,450 Pts
Full Run through Super Cobra (スーパーコブラ), the sequel to Scramble by Konami.
Stage Listing:
00:00 - Stage 1
01:12 - Stage 2
02:05 - Stage 3
02:55 - Stage 4
03:44 - Stage 5
05:04 - Stage 6
06:10 - Stage 7
06:48 - Stage 8
07:39 - Stage 9
08:01 - Stage 10
08:42 - Stage 11 (Base)
09:07 - Ending and Loop 2
Super Cobra is the successor to Scramble and retains the same style of gameplay as before, except the difficulty is massively increased and you now fly a helicopter instead of a space ship. Konami isnt playing nice this time, as Super Cobra is much, much harder than Scramble.
There are way more hazards and enemies this time around and also twice as many stages as scramble. You must contend with the usual rockets firing from the ground but also gun turrets, falling stalactites, fireballs, and even UFOs that fire at you!
On top of all that you must navigate your helicopter through some pretty tight areas, which is much harder than it looks due to the massive hitbox of your ship. As a result, cheap, possibly even unavoidable deaths lurk around every corner if you get bad RNG on certain spots (the cave area in particular).
Despite my best efforts I was unable to clear the second loop although in this run I came kind of close dropping my final life in stage 2-10. Super Cobra (Arcade) 1-ALL Clear [2-10] 83,450 Pts](https://i.ytimg.com/vi/ajF0Citli8c/mqdefault.jpg)

![Fire Shark (US Version) - 2 Loops Clear [2-ALL to 3-9] 10,015,640 Pts
2 Loops clear of the US version of the arcade Fire Shark, played on the Switch port. Apparently there are 2 versions of Fire Shark, version A (World Version) and version B (US Version) This run is the harder Version B/US version.
Stage listing:
00:00 - Stage 1
04:00 - Stage 2
07:45 - Stage 3
11:34 - Stage 4
15:18 - Stage 5
19:01 - Stage 6
22:46 - Stage 7
26:30 - Stage 8
30:27 - Stage 9
34:01 - Stage 10
36:30 - Final Boss
38:02 - Loop 2 Start
1:15:26 - Loop 3 Start
Basically the same game as Same! Same! Same! 2 player version except quite a bit harder. I limped my way to 10 million just barely. Recovery in this version is very hard actually, since their doesnt seem to be any rank reduction on death. Fire Shark (US Version) - 2 Loops Clear [2-ALL to 3-9] 10,015,640 Pts](https://i.ytimg.com/vi/ccxVEKqGCp0/mqdefault.jpg)

![Hellfire (Arcade) - Full Run 1-ALL Clear [2-3] 1,205,950 Pts
Full run of Hellfire (ヘルファイヤ), the 6th arcade shmup developed by Toaplan.
Stage Listing:
00:00 - Intro / Stage 1
05:27 - Stage 2
10:58 - Stage 3
16:14 - Stage 4
21:22 - Stage 5
28:18 - Stage 6
32:50 - Final Boss + Ending
33:20 - Loop 2-1
40:02 - 2-2
45:07 - 2-3
Hellfire is the first attempt by Toaplan to create a horizontal shmup, and in this case they have created a methodical, strategic shooter perhaps in the vein of R-Type. Its somewhat of a departure from the previous games like KyuKyoKu Tiger and Tatsujin, which had much more frantic and fast paced gameplay.
Here you are given a ship that can fire in different directions based on which weapon you have selected, of which there are 4 that you can cycle through: Forward firing, backwards firing, top and bottom firing, and finally a 4 way diagonal shot. Each of these weapons are useful and most of the game revolves around deciphering which weapon you need to use for a given situation. Each weapon can be upgraded multiple times until you have a massive laser at your disposal.
Like previous Toaplan titles, when you die you are sent back to a checkpoint, and while all of them are recoverable, some are very difficult to pull off because you lose all of your powerups. There are no bombs and the only other items besides the weapon powerups are speed ups and point bonuses.
Personally I find Hellfire to be one of the lesser Toaplan titles, as the gameplay is just a bit too slow paced for my tastes. Its especially apparent when you are forced to scroll through several sections of the game where absolutely nothing happens. Also some of the stage designs/themes just seem completely out of place, such as the Egyptian level.
It should be noted that there are actually 2 versions of this game, the 1 Player version (the original version and the one Im playing) and the 2 Player version which allows for simultaneous play. The 2 player version removes the checkpoints and also lowers the on screen shot count similarly to what was done in KyuKyoKu tiger, so you have less firepower. I find the 2 Player versions to be much harder (and also worse) as result, and I would not recommend it at all, as it further exacerbates a lot of the games issues.
Overall Hellfire is still decent, it just doesnt quite live up to the high Toaplan standard that weve grown accustomed to with the previous games. Hellfire (Arcade) - Full Run 1-ALL Clear [2-3] 1,205,950 Pts](https://i.ytimg.com/vi/coUc6uvhhzI/mqdefault.jpg)

