Video Game / Magical Doropie

http://static.tvtropes.org/pmwiki/pub/images/magical_doropie_image.jpg
A standard Mega Man clone, released by Vic Tokai in 1990.

...Okay, there's a little more than that: basically, it's 1999 and the Earth is being invaded by aliens, the Akudama Empire. Earth's weapons have no chance against its army of robots, so a mercenary, Kagemaru, is sent to get a staff, and summons the witch, Doropie, to save the world!

The American version was called The Krion Conquest, perhaps to give the game a less girly title (it had been advertised as Francesca's Wand); it also removed most of the story, which was restored in a Fan Translation.


Tropes:

  • 20 Minutes into the Future: The game was released in 1990, the intro establishes the game takes place in the year 1999.
  • Achilles' Heel: The Akudama Empire are totally immune to all common Earth-based weaponry, but are vulnerable to magical powers. Empress Elysia realized this, and had all of the Witches sealed away to prevent them from rising up to stop her again. All but one, apparently.
  • Alternate Company Equivalent: Famously to Capcom's Mega Man.
  • Badass Adorable: Doropie herself. Witches hat, midriff, and long boots, and also has many deadly magical spells at her disposal.
  • Boss Subtitles: "ALERT!! Big Enemy!! ... Message for you from your friends"
  • Boss Room: Note the conspicuous "A" symbol.
  • Boss Warning Siren: Boss Only Levels are herald with a screen saying "ALERT!!" in big letters on a black screen flashing red. The player then appears in the level while the boss makes its entrance. When the boss's entrance is finished, a "Data File" on the boss appears, listing its name, health, strength, speed, damage and special ability. However, in the final stage, none of the final three bosses have any alert screens or data profiles, although the siren is still heard while the final boss is materializing.
  • Cast from Hit Points: The Phoenix Spell nukes everything on the screen and is extremely powerful, but saps Doropie's Health whenever she uses it.
  • Charged Attack: Doropie can produce a charged burst of energy. Notably, Doropie had this feature before Mega Man did.
  • Checkpoint Starvation: There are no checkpoints in the levels themselves. Clearing a stage will drop you at the start, but die three times and it's back to the beginning of the round... In the Japanese version. In the American Version, you might as well forget about continuing period.
  • Classic Cheat Code: Though originally thought to be dummied out characters, Kagemaru and the unnamed character (who is believed to just be Doropie in an alternate outfit) are playable via button-pressing codes, though the game's cutscenes still show regular Doropie. Similar codes exist for invulnerability and stage select. However, these codes, like many other things, were removed from the English version.
  • Continuing Is Painful: In the American version, losing all of your lives kicks you all the way back to the beginning of the entire game. The Japanese version gives you continues.
  • Covers Always Lie: Look at the American version's cover...
  • Crosshair Aware: The Final Boss has a weakpoint that changes places occasionally. A crosshair points out where her weakpoint currently is.
  • Cute Witch: Doropie (Francesca in the American version).
  • Denial of Diagonal Attack: Played with. While Doropie can't shoot diagonally by herself, she gets some consolation; she can shoot upwards, and the Ball Weapon fires diagonally.
  • Difficulty by Region: The American version is rendered much more unfair than the original, due to the fact that the Continue feature was taken out.
  • Drill Tank: The Mini-Boss at the end of Round 2-2 is one of these.
  • Dub Name Change: From Doropie to Francesca. Also the Akidama Empire was changed to the Krion Empire.
  • Epileptic Flashing Lights: The text that flashes during the Boss Warning Siren flickers incredibly fast, to the degree that its only visible for a third of a second.
  • Evil Laugh: Empress Elsyia does this frequently in her cutscenes.
  • Excuse Plot: To an extent. The plot's very simple, but for an NES game there's a fair amount of text in cutscenes- but only if you're playing the Japanese version. All the English version gives is the opening cutscene.
  • Flying Broomstick: Functions as a moving platform, like Mega Man's Rush Jet.
  • Luckily, My Shield Will Protect Me: The Shield Power creates a brief barrier in front of Doropie that blocks all shots and makes enemies move the other way.
  • The Magic Goes Away: Doropie seems to be the last witch around, or at least the last that could be summoned to help fend off the invaders.
  • Nintendo Hard: Hard as balls largely because of the level layouts, lack of checkpoints, and enemy placement. The American version is even harder because you can't continue from your dying spot.
  • Oxygen Meter: Particularly in Round 3, an underwater base. Doropie can't stay underwater for very long, so she has to Corridor Cubbyhole Run her way through to get to air pockets. If she runs of air, she doesn't die, but her life starts draining rapidly.
  • The Phoenix: Doropie can transform into a Firebird.
  • Red Alert: The game introduces Boss Battles with a red flashing screen saying "ALERT!!"
  • Science Destroys Magic: The very mechanical Empress Elysia previously sealed away all of the witches, or so she thought. Kagemaru happens to find one of the few magical wands left, where he summons Doropie to stop her.
  • Sealed Good in a Can: Doropie is summoned from a wand when Kagemaru uses it. Once again free, Doropie takes it upon herself to save the world once again.
  • A Winner Is You: The American version reduced the ending to "You win!! Congratulations!"


Alternative Title(s): The Krion Conquest

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MagicalDoropie?from=Main.MagicalDoropie