is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system. Gameplay Scoring Ketsuis scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1. However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number