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A hybrid RPG/board game for the PS2 and Wii, Dokapon Kingdom (and the DS sequel Dokapon Journey) cast you in the role of an adventurer in the titular kingdom. Your goal? To make yourself as disgustingly rich as possible. You do this not only by earning money through battling monsters and selling items, like you would in a normal RPG, but also by going around the world map and saving towns from monsters. Then, Monopoly-style, the towns make you their leader and add themselves to your worth. By rescuing towns (and later pumping them full of cash to make them worth more) and gathering treasures, your worth goes up.Rather than traveling in a standard fashion, the world map is a game board, and a spinner determines how far you'll travel. Naturally, players take turns spinning and moving. The spaces on the board each have different effects. Some are stores where you can buy items, or treasure chests where you can find goodies. Most of them are yellow squares, where you can either find events (ranging from the awesome, such as the town-worth-increasing Mitch, to the downright evil, such as Weber) or fight monsters.Battles are both turn-based and turn-based. (No, really, it makes sense.) During battle, one side is the attacker and one side is the defender, and which you are is determined by a card you draw at the beginning of battle. Attackers have specific abilities available to them, and defenders do as well. Attackers have a stardard attack (whose damage can be greatly decreased by a standard defend), a "Strike" attack that does high amounts of damage (but can be countered and turned against its user by the defender's "Counter" move), an offensive spell (whose damage can be decreased or turned by a defensive spell), and a special ability that can't be countered, but uses up a vital attack turn. Defensive fighters have a standard defend (decreases all damage, but especially that of a standard attack), a "Counter" move (only works on "Strike," but prevents all damage and turns it on the strike-r), a defensive spell (resists offensive spells), and the ability to run away. Each fighter gets the chance to be both an attacker and a defender in one "turn," and then it's on to the next player's turn. If the battle is ongoing, it'll pick up the next time it rolls around to that player's turn again. This is more or less necessary when fighting boss monsters.Is there a plot to the game, besides "get rich however possible?" Well, yeah, there's this whole thing about an ultimate evil attempting to take over the world and the Princess' hand being up for marriage and all that, but who cares about all that when one of the Standard Status Effects is "Shaved Head?"Unlike most RPGs, Dokapon Kingdom was designed to be played with multiple people, and very competitively. Though it can be difficult to amass a group of people together long enough to play a 40+ game, if you can pull it off, it's definitely fun. Dokapon is a unique hybrid experience, and, with the right kind of friends, it's a blast. Oh, and—play with your friends. Definitely. That computer? A cheating bastard. And even on Easy, where it doesn't cheat - they're overly predictable in battle.The game was developed and released by Sting Entertainment.This game contains examples of:
Alien Abduction: One of several random events involves a UFO transporting a player aboard, removing them from the board until their next turn. When returned, all of the player's stats will permanently be either increased or decreased slightly.
Artificial Brilliance: The AI (on any difficulty, see below) not only know how and when to use their field magic, they also know that just because you're a Darkling, doesn't mean it's not a bad idea to pick a fight with the guy with three Deathblocks, and Soul Fire active with >500 attack.
Awesome but Impractical: Strike. Using it successfully causes lots of damage, but the relevant counter, Counter, not only causes them to totally avoid the attack, but hit you for massive damage at the same time. Comparatively, Attack does less damage, but the relevant counter, defend, only reduces the damage, and they don't get to strike back at you. High level monsters like to Counter a lot, so Strike is difficult to use on them.
However, early game a "Strike or Die" strategy can be very useful in quickly obtaining towns/levels/etc. And against players the psychological aspect of it usually breaks those high defense stalemates.
Bare-Fisted Monk: Mostly subverted. It's possible for a player with the Monk class (or any other) to fight without weapons, but they tend to get the greatest bonuses from fist weapons.
The "press to stop the spinner" is fake, no matter when you hit it, it will land on a pre-determined number or item. The computer on Normal or Hard have an increased chance of landing on whatever number they want (i.e. the exact number of spaces it takes to reach the next town)
The computer (including NPC monsters) can also change what defense move they are using based on your offense move. Against higher level monsters or Hard opponents, they will always use defend or magic, but if you use Strike, they will use Counter.
In fact, the only difference between difficulties is actually "how much this AI player will cheat."
The only solace is that the computer don't collude against you, and will screw each other over just as much as they do you.
Continuing Is Painful: You lose a lot of money and items when you die. And if you want to come back faster, you've got to fork over even more cash.
This is half the reason you give up if you know you can't take another hit. the other half is because you can lose TOWNS if you are defeated by anyone, evenespecially another player.
Cool, but Inefficient: Super bounce, the Darkling defensive magic. It reflects back magic attacks for 4 times what it would deal to you. The problem is that your stats are so high with all the Darkling equipment that it'll usually reflect back nothing since you're either not going to get hurt anyway, or are going to be one-shotted regardless by a Crazy-Prepared rival. It can be practical if stolen by a normal player however, but why, when they can take the Overlord's Crown instead?
Deal with the Devil: Extradimensional troublemaking demon-thing Weber can give you a Contract that will warp you to a specific map space and transform you into the Darkling.
Difficult but Awesome: More like "luck/prediction based but awesome", but if you get into a fight that you know you are going to lose in one hit, and you can't just give up, the best thing to do is just hit counter and pray it works. If it does work then the enemy misses and you counterattack. If you don't have anything else to do then it may just save your life.
Dump Stat: The defense (DF) stat is pretty much outclassed by the HP stat in terms of increasing your effective health. While it may serve some use early on, you can alleviate a low DF value easily with a good shield.
Fiery Redhead: Kira is usually easygoing, but if you try to rob her she becomes extremely sassy in a hurry.
Fighter, Mage, Thief: The three base classes. The Warrior is the strongest physically and randomly gets strength boosts, the Magician is the strongest magically and can dualcast field magic, and the Thief is the fastest (dodge bonus) and steals an item every time he passes by an opposing player.
Gentleman Thief: Risque the Bandit fits this to a tee, though his self-professed status as "bandit extraordinaire" is called into question by his somewhat dubious success rate.
Heroic Comedic Sociopath: The default setting for all players; sure, you're trying to save the kingdom, but you are allowed, nay, encouraged, to: cheat your fellow adventurers, beat up your fellow adventurers, steal from your fellow adventurers, steal from the kingdom you're trying to save, and just generally be a heroic jerk as you get as much money as you can any way you can.
The computers taunts emphasize this as well. Count the number of times they say something not particularly nice at the beginning of their turn, and compare it to...well, everything else.
Hide Your Lesbians: If a female character wins, the King states that he can't publicly marry two women. He has a... creative solution to this. (He wants an heir)
Highly-Visible Ninja: The Ninja prestige class, whose color remains just as vibrant as any other class you'd choose and whose class specialty (using 2 items in a single turn) has nothing to do with stealth.
...well, unless you use a Vanish.
Infinity Minus One Shield: The Wabbit Shield. Only obtainable from Wabbits, which only show up during once-in-a-blue-moon outbreaks. It's just about the only shield item that doesn't boost Defense, but it offsets this by buffing every other stat ridiculously.
Infinity Plus One Gun: The No-Recoil Cannon, which is not only the best weapon stat-wise for the Robo Knight class but transforms them into a tripod-mounted cannon when used to attack.
Inventory Management Puzzle: The different classes have different inventory sizes for both their items ans spells, ranging from the maxed out at 12 to the pitifully tiny 4.
Item Caddy: The Magician (field magic) and the Prestige Class Ninja (regular items) are the jobs built around this, able to use two items in their select category per turn.
Kill Steal: Enemy trying to capture a town you've got your eye on liberating? Just swoop in and finish off the enemy yourself, and "thank" the other player for "softening them up for you"...by attacking them, too.
Kingmaker Scenario: If someone turns Darkling near the endgame, they probably had no chance to win anyway, but they're in a good position to bomb the people in the lead and decide the final winner.
Trying to level up? Even if the opponent is the same level (OR HIGHER) as you, they'll randomly give up, denying you of experience.
When an AI player does this to you, though, It's a good sign - You know that debt that Dr. Exiles forced on you? It's not your debt anymore. If you don't have a debt, slamming them with two random status ailments works just fine.
Trying to keep out of debt? The moment the game decides to screw you over, expect a visit from Dr. Exiles, who will take a random amount of money, possibly forcing you into debt. Good luck with that if you have the least experience.
Evasion is random. It's fairly common to see town monsters evade your normal attack and then kill you immediately afterwards. Not even the computers can avoid this.
Roche is a double-whammy. If you have debt, she'll actually take it off of you, provided she ever appears for you. If you don't, expect to lose big.
Money for Nothing: While the main goal of a game is to have the most money at the end, some games can get like this, where money accumulates really quick, really soon, to the point where you have enough to buy the most expensive spells and equipment several levels before you can reasonably traverse to their respective shops. Equipment not available in stores also tends to be far stronger while being easy to get. Even early on, the first big boss monsters will give more than enough gold to basically nullify the costs of the most frequent shops you'll visit. The only real money dumps that exist are castle investments (which act as a win condition in the form of end-game score that cannot be removed) and the Casino, which has a strong enough success rate that it'll just continue to multiply your money.
Multicolored Hair: The hairdresser in Dokapon castle has purple hair with a shock of bright yellow. Justified in that she's a hairdresser.
She can also give a female player character a similar haircut, instead colored their default color with a splash of electric blue.
National Stereotypes: The world map is a barely-modified map of Earth and the mayors of the towns in each continent match up roughly with stereotypes from their real-world counterparts.
Chance Boutique is a lusty, heavily-accented French stereotype.
Only in It for the Money: The players to some extent, but really the entire kingdom of Dokapon falls under this. The game states very plainly that the kingdom's inhabitants, from commoners up to the king himself, love money above all things.
Prestige Class: Eight of the eleven classes are, with requirements ranging anywhere from just mastering any one basic class, to mastering three other prestige classes and retrieving a MacGuffin from dungeon-within-a-dungeon that can only be entered by first getting an uncommon Random Drop from a none too easy enemy.
Rouge Angles of Satin: Subverted with the Wear Tigers. They appear to be feline therianthropes in full plate, but examination of the flavor text reveals that they are human warriors who wear the skins of tigers on their heads to intimidate enemies, turning this into a pun.
Standard Hero Reward: The king offers Princess Penny's hand in marriage, but only to the hero that brings him the most money at adventure's end. This kicks off a lot of heroic sociopathy.
Title Scream: By one of a few characters at the title screen. The king's is especially silly.
Tom the Dark Lord: The ultimate evil is named... "Rico." Make "Suave" jokes at your own expense.
And his son is "Rico Jr."
Universal Poison: The basic version does your level in damage each turn, and the Z Plague, transmitted by chimpies, does double that.
Useless Item: As far as anyone knows, the Squid Ring accessory doesn't do anything.
Vendor Trash: Every town has a unique item. Though some of them can be given to the King, most of them serve better as Vendor Trash. This is especially true of the gems the castles give out.
In actuality, the value of the gems increases with investments made to their respective castles, and when given to the King as gifts, adds a lot of money to your final score at the end of a game. Unlike towns, castles, and the money you carry around, money from gifted gems is virtually impossible to remove.
Verbal Tic: Krysta, the anthropomorphic cat wizard who runs the magic shop, speaks normally save for the occasional, unenthusiastic "meow" or cat pun.
Warp Whistle: The Town Warp and Store Warp, which aren't exactly predictable, and the Guided Warp, which lets you actually chose where you'll end up.