Uploaded May 2024 | Updated September 2026, 3 weeks ago
At long last I final got the DoDonPachi DaiOuJou (怒首領蜂大往生) White Label 2-ALL clear using B-Leinyan. Played on the original PCB.
Stage Listing:
00:00 - Stage 1
02:58 - Stage 2
05:54 - Stage 3
09:49 - Stage 4
14:15 - Stage 5
20:01 - Intermission
20:14 - Loop 2-1
22:33 - 2-2
25:24 - 2-3
29:09 - 2-4
33:38 - 2-5
38:01 - Final Boss Kouryu
39:09 - True Last Boss Hibachi
40:55 - Ending & Credits
I've been playing DaiOuJou (DOJ) for over a year at this point and this game still feels like the hardest shmup I've ever played. It absolutely deserves and lives up to it's reputation as a brutal and ruthless game. I promised myself I would quit shmups if I couldn't clear it and in the process nearly broke my brain at many points.
The first loop is not too bad, probably similar in difficulty to Ketsui's first loop or EspRaDe. Everything changes when you reach the second loop. I can only imagine what they were thinking with this, it's beyond ridiculous. You basically have no room for error and 1 tiny mistake anywhere is a game over. It's shockingly clear to me why they nerfed the game so much for the Black Label release.
I have so, SO much more to say about this game I might end up doing a commentary and explaining things in more detail as it's pretty hard to really do it justice here. If there's any interest please let me know.
Also, I would like to apologize for the language at the end of the video. I thought about cutting this part out but decided to leave it in there because it was a genuine reaction. I honestly could not believe what just happened and was overwhelmed. The ending was absolutely insane.
At long last I final got the DoDonPachi DaiOuJou (怒首領蜂大往生) White Label 2-ALL clear using B-Leinyan. Played on the original PCB.
Stage Listing:
00:00 - Stage 1
02:58 - Stage 2
05:54 - Stage 3
09:49 - Stage 4
14:15 - Stage 5
20:01 - Intermission
20:14 - Loop 2-1
22:33 - 2-2
25:24 - 2-3
29:09 - 2-4
33:38 - 2-5
38:01 - Final Boss Kouryu
39:09 - True Last Boss Hibachi
40:55 - Ending & Credits
I've been playing DaiOuJou (DOJ) for over a year at this point and this game still feels like the hardest shmup I've ever played. It absolutely deserves and lives up to it's reputation as a brutal and ruthless game. I promised myself I would quit shmups if I couldn't clear it and in the process nearly broke my brain at many points.
The first loop is not too bad, probably similar in difficulty to Ketsui's first loop or EspRaDe. Everything changes when you reach the second loop. I can only imagine what they were thinking with this, it's beyond ridiculous. You basically have no room for error and 1 tiny mistake anywhere is a game over. It's shockingly clear to me why they nerfed the game so much for the Black Label release.
I have so, SO much more to say about this game I might end up doing a commentary and explaining things in more detail as it's pretty hard to really do it justice here. If there's any interest please let me know.
Also, I would like to apologize for the language at the end of the video. I thought about cutting this part out but decided to leave it in there because it was a genuine reaction. I honestly could not believe what just happened and was overwhelmed. The ending was absolutely insane.




![Twin Cobra (Arcade) - 1-ALL Clear [2-9] 3,703,660 Pts
Full run of the first loop (and most of the second) for Twin Cobra. This is the international version of Kyuukyoku Tiger, made by Toaplan.
Stage Listing:
00:00 - Intro / Stage 1
05:00 - Stage 2
09:15 - Stage 3
13:35 - Stage 4
17:45 - Stage 5
22:37 - Stage 6
26:51 - Stage 7
31:22 - Stage 8
35:41 - Stage 9
39:54 - Stage 10
43:08 - Final Boss / Fortress
44:13 - Loop 2
Twin Cobra is basically the easy version of KyuKyoKu Tiger, released for international audiences (outside of Japan that is). It shares all of the same levels of the Japanese version but alters several important characteristics of the gameplay.
I guess you could call this a balance revision for the most part although it does also allow 2 player simultaneous play which the previous version did not have. A lot of Toaplan games had revisions like this with several alterations to accommodate the 2nd player.
Anyway, the main changes basically boil down to:
1) Your ship is now red and you have a slightly faster ship speed!
2) Extends come at every 150K instead of every 200K!
3) Lower rank, enemy firing speed
4) NO CHECKPOINTS!!!
....
5) You have nerfed firepower :( Basically you can only have 3 shots on the screen at a time instead of 4. This does make quite a bit of difference and renders many quick kill strategies with the blue weapon useless now. So you will probably need to use the green weapon for some of the bosses now.
So you do get a whole lot of buffs, especially the removal of the checkpoints, which makes for a more approachable and accessible game. Twin Cobra (Arcade) - 1-ALL Clear [2-9] 3,703,660 Pts](https://i.ytimg.com/vi/J_xaYpa5xBA/mqdefault.jpg)

![Contra: Hard Corps (Genesis) - No Death Run [Alien Cell Ending]
Full no death run of Contra: Hard Corps (魂斗羅 ザ・ハードコア in Japan) by Konami for the Sega Genesis/Mega Drive! This run was done with the US version of the game, which has 1 hit deaths unlike the Japanese version. Im playing as Ray and go through the longest path of the game ending in the alien missile launch.
This was played on a JVC XEye with real cartridge, no emulation or cheats were used.
Stage Listing:
00:00 - Intro
00:30 - Stage 1 - City Battle
03:30 - Stage 2 - Air combat
06:43 - Stage 3 - Junkyard
10:20 - Stage 4 - Jungle
16:52 - Stage 5 - Trap
20:04 - Stage 6 - Sea Struggle
23:59 - Stage 7 - Missile
27:57 - Final Boss + Ending
Contra: Hard Corps is the follow up to Contra III, but unlike the previous game this one appears on the Sega Genesis/Mega Drive instead of the Super Nintendo. The plot centers around the Hard Corps soldiers trying to stop a lunatic from obtaining Alien cells from the previous war and using them to destroy the world. I do appreciate that there is a sense of continuity between this game and Contra III, as if youve seen my last video, that is one of my favorite games of all time.
This time around you get to pick from 4 different characters, all of which have different weapons and abilities. I picked the default character Ray, who basically has the same weapon load as was seen in Contra III.
On top of that, there are several different stages and endings you will encounter based on choices you pick throughout the game. In this video you will get to see the longest (and possibly hardest?) route through the game. In future videos I plan to tackle all of the different endings.
The controls are a bit different in this game than in Contra III as there are fewer buttons to work with. You have 5 different weapons (including the bomb) to cycle through instead of 2 but the advantage is all of your weapons are always available to use at any given time, assuming you dont die and lose it.
Contra: Hard Corps is one of the best games in the series and ranks right up there with Contra III. Id personally still rank III a bit higher but Hard Corp does offer much more variety and replay value. Contra: Hard Corps (Genesis) - No Death Run [Alien Cell Ending]](https://i.ytimg.com/vi/K7OVVu8VLm8/mqdefault.jpg)



