Showing posts with label copyright infringement. Show all posts
Showing posts with label copyright infringement. Show all posts

10/09/2018

BLACK TOUCH 96 (ARCADE)

Today I’ll be looking at a title that combines two of my favourite things: side-scrolling beat-em-ups and weirdo videogames that make me go “hmm” a lot while I’m playing them. Prepare yourself for a riotous rampage of wonky controls and outstandingly ugly characters with DGRM’s not-quite-finished arcade brawler Black Touch 96!


I assume it’s called Black Touch 96 because it was released in 1996 and it leaves you feeling kinda grubby after you’ve played it. Whatever the reasons for its name, here it is, with a big logo that obscures the game’s characters and a credit that lets us know this game was made in Korea. I’ve already said it’s a beat-em-up, so I’m sure you’ve already guessed that the plot involves our heroes setting out to rescue a kidnapped woman by cracking more skulls than an international headbutting tournament.


A bored-looking fifties greaser with upsettingly bendy arms abducts a young woman. The woman is so startled her eyes expand to “anime character accidentally sits on lit firework” levels, but of course the new eye mass has to come from somewhere so her hand shrinks in response. It’s just simple physics, people.


Our hero receives what is presumably a ransom note, although his facial expression is eerily similar to my facial expression whenever I have to do some maths, so maybe he’s actually reading about linear algebra or something. He does look like the type who would struggle with any concepts more complicated than cutting the sleeves off t-shirts, and speaking of his clothes please note that in this intro he’s wearing a black top and jeans.
So, batter everyone in sight and rescue the abductee. I’m sure I can manage that. Let’s get to it.


I knew I was onto a winner when Black Touch 96’s first enemy was a man-baby with dungarees and a bulbous head trying to clobber me with a wrench. On the other hand, I will have to look at the main character for the entire game and that’s going to be difficult if he insists on wearing a bright orange shirt with cyan trousers and suspenders, as though his girlfriend was kidnapped when he was halfway through getting dressed for his first day at clown school.
At first glance, the combat system is slightly more advanced than I thought it’d be, because you’ve got two attack buttons: one to punch and one to kick, plus a jump button. The punches allow you to hit enemies and keep them close by for (in theory) combo attacks, while the kick is a single hit that knocks enemies down and helps give you a bit of breathing space. You can also press jump and kick for the usual spinning attack that costs you some health to activate.


A couple of screens in, and more enemies have joined the fray, including husky chaps with viking helmets who ride around on skateboards. Here’s a hint, chaps; if your clothing is tight enough to show your bellybutton, maybe go up a couple of sizes. There’s also a racing driver hanging around at the back, plus a jumping woman trying to give our hero a high-heel lobotomy. Good luck hitting any grey matter with a weapon that small, ma’am.
But wait, I recognise that lady’s jumping kick: it’s exactly the same pose as Poison and Roxy’s jumping kicks in Final Fight.


The main character is also a trace job of Guy from Final Fight. Or maybe he is Guy, they both seem to have a fondness for unnecessarily orange outfits. By this point I’m completely unsurprised by a Korean videogame ripping off assets from other games – I just wished they’d managed to copy Final Fight’s gameplay, too.


Yes, it doesn’t take long for the flaws in Black Touch 96’s core gameplay to become painfully apparent. Take jumping, for example. It doesn’t work properly. You can jump straight upwards easily enough by pressing the button, but jumping forwards? Forget it. I know it is possible to jump forwards because I managed to do it once or twice, but the game is extremely reluctant to allow forward jumping no matter what positions you wrangle the joystick into, and a beat-em-up where you can’t readily launch yourself forwards with a jumping kick has let itself - and the genre as a whole - down badly.


Then there are your “combo” attacks, such as they are. Most beat-em-ups have you chaining a string of attacks together by hitting the attack button repeatedly, but in Black Touch 96 if you keep hitting punch you do the same punch over and over again… except sometimes you’ll perform a big axe kick as well. Perhaps unsurprisingly, I never figured out how to get this special attack to come out consistently. I’ve got the vague impression it’s something to do with holding the stick towards the enemy you’re hitting, but there’s definitely more to it than that. Using the kick button also occasionally produces a dashing attack, and I couldn’t figure that one out either. This leaves BT96 in the very frustrating position of clearly containing a variety of different attacks that could help keep the gameplay fresh and flowing, but there’s no way to use any of them when you want to. It’s the videogame equivalent of driving past a party you weren’t invited to before going home and trying to convince yourself you didn’t want to go to the stupid party anyway by eating five bags of Haribo.


And then Donkey Kong took me out from off-screen.
At least the enemies are a fun bunch, from the wrench mutants to the ladies that attack by taking their hair off and whacking you with it and the belly-bouncing viking skateboarders. It’s a good job these enemies are interesting, because, erm, they’re about all you’re going to be seeing during the course of the game, with very few new enemy types being added as the game goes on.


There are bosses, of course. Guarding the first stage is this massive boxer. He shouldn’t be too difficult to beat – he’s wearing a vest and a headguard so he’s clearly an amateur boxer and my ninja techniques should be more than up to the task. I say “my” ninja techniques, I mean Guy from Final Fight’s ninja techniques. The boss attacks with the giant punches you’d expect and a rather more surprising jumping kick, but I was right, he wasn’t difficult to beat. You see, your character’s basic punch is far faster than any of the boss’ attacks, so once you’ve landed a punch you can just keep tapping the button to stunlock the boss without every actually knocking him down, giving him no chance to retaliate. Make sure you remember this strategy, because it works on every boss in the game. Yes, really.


Your “reward” for clearing each stage is a cheesecakey picture of an anime girl. Fine if you like that sort of thing, but this picture’s sexiness is rather undermined by the ladies looking like they’ve had hot tar dripped into their eyes.


Onward to stage two, which apart from taking place in some sort of temple is very similar to the first stage, complete with recoloured versions of all the bad guys we’ve already maimed. Also more barrels. The barrels have a nice little animation where wine sloshes out of the bung hole as they roll past. Why yes, I did just want to use the phrase “bung hole” in its proper context, thanks for reading.


I also discovered another special attack during this stage, in the form of a single-use “bomb” power that’s activated by pressing punch and kick together. A screen-clearing bomb attack sounds very useful and indeed it is, although I must admit I was expecting something like the police back-up from Streets of Rage, or an explosion at the very least. What actually happens when you activate the bomb is that the enemies turn around and walk off the screen as though their mums had just called them in for dinner. Absolutely fantastic.


I wonder who this mobster-type person whose portrait hangs in the background of this stage is? The head of the criminal kidnapping enterprise responsible for the plot of this game? Perhaps, although it could equally be just some bloke who bought a hat that’s too small for his head. He looks familiar, though. I’m not sure if that’s because I’ve seen him in another game or if the knowledge that BT96 has “recycled” other games’ assets is causing me to make connections that aren’t really there. Not that I had much time to stop and ponder it, what with the barrage of flaming tyres. Do the tyres count as a new enemy type? I’m feeling generous, so I’ll accept it.


I think the second boss is trying to exploit my generosity by getting me to describe him as a ninja. I’m not sure I’ll willing to go that far. There are ninja-like aspects to his design, granted, and he’s following the ninja tradition of stabbing people, but he’s a ninja in the same way that the ninjas in Godfrey Ho ninja films are ninjas, i.e. not at all. He’s wearing chrome chest armour for a start, which “real” ninjas won’t wear because it’s difficult to sneak up on someone when you’re clattering around like a colander in a washing machine. Plus he can be beaten by standing next to him and tapping punch for a minute or so and he won’t even try to teleport away or throw a smoke bomb. Pathetic.


Back on the streets for stage three, where very little has changed. The enemies are slightly different colours now, and the previous two bosses have reappeared as regular enemies, albeit with graciously reduced health bars. So on you go, taking out the enemy hordes a group at a time and it’s so close to being a decent game that it’s really starting to grate. Having the two different attack buttons works out really well, using the kick button to knock enemies down and keep them busy as you try to avoid getting surrounded is a solid base to build from… but that’s where the good stuff ends. Fighting the same few enemies over and over is already pretty dull and I’ve only cleared the first two stages, and your character’s awkward, slow and often flat-out broken movements coat the game in an extra greasy layer of unpleasantness.


The streets eventually give way to caves, which is where you meet this stage’s boss. It’s Edi E. from Final Fight! Except he’s wearing a brown uniform with no hat, so maybe it’s Edi E.’s brother who became a corrupt park ranger rather than a corrupt cop. He’s got a gun but he’s very reluctant to use it, rely instead on his truncheon. You know what’s faster than a truncheon swing? That’s right, about five-hundred of the main character’s punches.


I’ll give Black Touch 96 some credit – it does a good job of pushing a decent number of big sprites around at once. It can handle having five enemies on screen at once – which you can use to your advantage in some places by simply refusing to engage with the villains and walking to the right. Unlike most brawlers which won’t let you continue until you’ve defeated all on-screen foes, in BT96 that’s often not the case, and because the game won’t load more than five enemies you can walk past many potential encounters by having a villainous conga-line behind you.


In keeping with BT96’s habit of plundering Final Fight for inspiration, the stage four boss seems to be a female Rolento, although to be fair she’s not traced from a specific Rolento sprite that I’m aware of. It’s just that when I think of arcade brawler bosses who fight with a stick who else am I going to think of but Rolento? When I first saw her I wondered if she was also inspired by Capcom’s Cadillacs and Dinosaurs – there’s just something about her outfit that puts me in mind of that particular slugfest – and before anyone in the comments mentions it, I will get around to covering Cadillacs and Dinosaurs one day.
You can easily defeat this boss by using the same old strategy, although in this boss’ defence her combat abilities are hampered by having one leg that’s twice as thick as the other. That’s definitely going to have an effect on your balance.


Yet more Final Fight in stage five, with background elements taken from that game’s Bay Area stage – particularly the indecipherable “leaskey” graffiti on the benches. Hey, you might as well copy from the best.


Most of the stage takes place across a series of interconnected boats, and here you can see me putting the “walk away so fewer enemies spawn” tactic into use. This has had the unexpected side-effect of allowing that racing driver to walk across the surface of the sea, leaving us with only two explanations: either he’s having a Looney Tunes moment and he won’t fall into the water until he realises what’s happening a la Wile E. Coyote, or he’s Jesus. I’m going with Jesus. That’s why he’s wearing the crash helmet, it’s so we’re not blinded by the Lamb of God’s radiant presence. It makes sense to me, there have been several moments where this game has made me mutter “Jesus Christ” under my breath.


Another easily-defeated boss, this time a nonchalant chap carrying a baseball bat. The bat does a lot of damage if it hits you. But it won’t hit you. I’m running out of things to say about this game’s boss battles without resorting to making a GIF of myself shrugging.


Here’s the final stage, and I guess that racing driver wasn’t Jesus after all. He looks more like an Andorian from Star Trek, so I’m going to assume that it’s horror legend Jeffrey Combs playing the role of a hyper-violent racecar driver.


By this point, BT96 is starting to get fairly difficult. Taking on one enemy in this game is an absolute breeze and groups aren’t that much of a problem at first, not when you can easily knock them down with your kicks. However, by the final stage the game’s bosses are frequently appearing and they can do a lot of damage if they hit you – and you will get hit when you’re fighting five freaks at a time, especially when the game decides on a whim to activate one of your special attacks, throwing off your rhythm and depositing you in the middle of a group of bad guys.


The final boss is a middle-aged man in a tracksuit. He also has a gun. What is this, Grand Theft Auto IV? The boss’s gunshots will kill you dead, but I deftly avoided them by walking upwards slightly and then getting into the usual punching pattern. If any of the bosses in BT96 learned how to block I’d be in real trouble, but they didn’t and so I could batter this villain into a wet smear for the crime of wearing that tracksuit, ye gods. Oh, and the kidnapping. That too, but the green-and-brown tracksuit seemingly made from moss gathered at a muddy riverside is definitely the more grave offence.


The game ends with more anime art and some very difficult to read developer credits, which is pretty much exactly what I expected the ending to be. We must assume that the kidnapped girl was rescued – although the main character doesn’t look much like the chap from the intro so an equally valid interpretation is that all this fighting was completely unrelated to the kidnapping. BT96 is thus a game that keeps a sense of mystery and allows the player to come to their own conclusions. That’s good storytelling, that is.


Before I wrap up I should mention that this is a two-player game, and the second player gets to control this much cooler shadowy monk with metal claws. I can’t believe this game had a scene of a kidnapping but not one about how the mystery monk and the lumbering beefcake became friends. I’m imagining an extreme remake of The Odd Couple.


Obviously Black Touch 96 isn’t a good game. Hell, it’s a pretty bad game. It has inaccurate and frequently mystifying controls, there are glitches and exploits everywhere, there’s hardly any enemy variety, looking at the main character for too long can cause serious retinal damage. Oh, and all the copyright infringement. However, I still enjoyed playing it. As I’ve said, there the skeleton of a decent brawler in here somewhere, but the real draw is the weirdness of it all, from the wig-wielding women to the bomb power that makes the enemies scurry away and the random anime “babes.” I certainly won’t forget it in a hurry – no matter how much I might want to suppress the memory of the final boss’ tracksuit.

04/01/2012

MAGICAL DOROPIE / THE KRION CONQUEST (NES)

VGJUNK is back for the New Year, and if 2012 really is the year that the Earth is to be destroyed in a fiery cataclysm then I can't think of a better way to ride it out than by playing obscure NES games. Well, I can think of better ways but none of them are mentionable on a website that is ostensibly safe for work.
Today's 8-bit adventure takes us through Vic Tokai's 1990 action-platformer Magical Doropie, released in the West as The Krion Conquest.

I'll mostly be playing the Japanese version, because the Western release suffered a pretty brutal hack job that I'll talk about later. For now, let's enter a magical world of witches, robots and large pits filled with spikes that are fatal when touched!

The girl in the red Hallowe'en costume is our heroine, Doropie the witch (or Francesca if you're playing the Western version). Have we met somewhere before, Doropie? You look sort of familiar...

It's something about those huge white eyes and that bow-legged stance...

I'm sure the fact that she looks like Mega Man is just a coincidence, and there's no way that Magical Doropie / The Krion Conquest could possibly turn out to be an utterly shameless rip-off of Capcom's beloved Mega Man series. You're playing as a witch, after all. It's not like you're going to be fighting hordes of hyper-advanced robots or anything.

Except that's exactly what's going on. The story begins in a typical enough manner - the Krion Empire has invaded Earth, quickly conquering the planet with their robot army. The Krion robots are so advanced that Earth technology is useless against them, but for some reason they're weak against magic. You can't really blame the Krion Empire for that oversight in the robot-building process, I suppose. "We've equipped each of our battle-mechs with two-foot-thick armour and enough laser weaponry to carve the very planet in twain. What do you mean, "what if they attack us with wizards?" Get out of my laboratory!"

Luckily for Earth, they've got one witch spare who is tasked (in grand videogame tradition) with destroying the entire enemy army all on her lonesome, because apparently there's some kind of rock-paper-scissors relationship between magic, robots and whatever the third element is. Science? Yeah, that sounds about right. Magic beats Robots, Science beats Magic and Robots beat Science because they're just science but harder.

Gameplay-wise, what we have here is a standard-issue NES action-platforming adventure. You must carefully manoeuvre Doropie through each stage, jumping over bottomless pits and deadly spikes, shooting robot enemies with pellets of magical energy and utilising your special weapons effectively until you reach the robot boss at the end of the stage.

It's just Mega Man! Almost no attempt has been made to disguise this fact! Slapping a pointy hat and one black pixel to denote cleavage onto the Blue Bomber is hardly what you'd call a complete overhaul. Magical Doropie is one of the most thorough gaming rip-offs I've seen since The Great Giana Sisters, and it's not just Doropie's design. An example: one of the first enemies you encounter in this game is a small, dome-shaped robot with big round eyes that cannot be harmed until you get close to it, at which point it opens up and fires at you.

But Doropie's a witch, right? So, she couldn't possibly steal the powers of her defeated robot enemies and use them herself, because she'd have to fuse them to her body in a grotesque melding of flesh and metal. Luckily, Vic Tokai had fully committed themselves to... recreating as many of Mega Man's gameplay features as possible and instead of getting equipped with arms torn from the robots you've destroyed, she has access to various magical spells.

Spells that change the colour of Doropie's sprite when you equip them, naturally. Here's where the developers made the single biggest mistake in Magical Doropie - they give you access to all the spells at the very start of the game. One of the most important factors in Mega Man's success (or in the appeal of videogames in general) is that new powers are a reward for doing well, a goal to strive for and a way of gradually introducing new mechanics into the gameplay. As much as people joke about videogames' cruel tendency to send underprepared weaklings to kill demonic overlords and take down intergalactic empires with nothing more than a wooden sword, imagine how boring Super Metroid would be if Samus started with all the equipment she has at the end of the game.

It doesn't help that Doropie's powers aren't particularly interesting or useful. "Normal" is the standard blaster, which you can charge up by holding the button - interestingly, this feature appears here before its inclusion in Mega Man 4. I'm not saying Capcom stole the idea from MD, but I don't think anyone would blame them if they had. I can't see Vic Tokai taking them to court over it, put it that way.
As for the non-standard attacks, "Fire" is a screen-clearing smartbomb that costs a third of your health bar to use, "Freeze" does exactly what you'd expect except you can't use the enemies as platforms, "Ball" fires rebounding projectiles at an upward angle, "Shield" creates a temporary barrier and "Broom" removes dust from a small patch of floor in front of you. Not really, it summons a flying broomstick that works much like the Rush Jet from that Capcom game series, oh, what's it called? You know the one I mean, right? Yeah, that one.

And these powers are, on the whole, bloody awful. The only ones you'll ever use are the standard blaster, the Ball and the Broom. You use the broom a lot actually, and it can get quite tedious having to access the menu to select it every time you need to cross a chasm. As for the other powers, the Fire attack has no practical use and the Shield is semi-useful against one boss, but the most baffling weapon is probably Freeze. There's one section in one stage where you can use it to temporarily put out some fire, but other than that it is so redundant that you almost feel sorry for it, like a blind child who gets a Viewmaster for Christmas. Sure, you can freeze enemies in place... but it doesn't kill them. You know, like my standard magic blasts do. You can't use the frozen enemies as platforms, and unless I'm missing something it has no other abilities. It's Justin Bieber if he somehow managed to join Led Zeppelin.

With deft use of the powers at your disposal - by which I mean the Broom - you'll eventually reach a robot who acts as the stage's master. Ahem. The first boss is Thunder Knight, and his appearance suggests that Dr. Wily landed a lucrative contract building robots for the Krion Empire. That logo in the centre of the room is a dead giveaway. Changing the letter from a W to an A is simply a sign that Wily has set up a subsidiary company, no doubt as some way of avoiding paying taxes.

Thunder Knight is the most interesting thing about the game so far. No-one appears to have informed him that robots are weak against magic, and he spends most of the fight transforming into a laser beam that moves around the room and crashes into you. Luckily we know his real weakness, and that's attacks that come from a diagonal angle. Just wait for him to transform back into a robot and shoot him with the Ball. He just sits here and takes it, his final moments a maelstrom of anguished bafflement about where all this pain is coming from if it isn't travelling perpendicular to the floor.

I like to look for the good in all the videogames I write about here at VGJUNK, and it's a rare occasion indeed when I can't think of anything positive to say. Fortunately, even such a bare-faced clone as Magical Doropie has at least one thing to recommend it, and in this case it's the between-stage cutscenes. Here the source of "inspiration" isn't so much Mega Man as Tecmo's Ninja Gaiden. While they might not be particularly original they are at least well drawn, with an effective use of limited colour palettes.

For me, they're probably the game's high point. Unless, or course, you're a poor Westerner and you're playing The Krion Conquest. Remember Magical Doropie's title screen? It's at the top of this article, the pink one with the big picture of Doropie? This is what The Krion Conquest had in its place.

Ouch. Not only that, but aside from a truncated intro all the cut-scenes were removed from the non-Japanese releases. I have no idea why, but apparently Vic Tokai though it'd be a good idea to remove Magical Doropie's one redeeming feature.
And then it gets even worse for poor little Billy playing The Krion Conquest in Americaland, because in a moment of cruelty so meaningless and brutal even Vlad the Impaler would say "steady on, guys!” they removed the continue option. You start with three lives, and if you use them all it's back to the start of the game for you, fucko; hope you didn't just bite your controller in half in a frustrated rage.

With the removal of the continue system, The Krion Conquest is rendered utterly fucking pointless. It is, I'll be honest, a fairly difficult game. About as difficult as, ooh, let's say Mega Man 3. Even Mega Man games give you a bloody password! Would that have been too much to ask? Between the removal of the pretty graphics and the missing continue option, you begin to wonder what ideas the Japanese developers of the time had about American NES players. They seemed to think that they were all emotionless, videogame-crushing machines, wholly unconcerned with fripperies like cutscenes or story, only interested in the cold-eyed pursuit of gaming strength through gaming pain. Continues are for pussies! With every Game Over, I become that much stronger! Yeah, I dunno. Suffice to say, the conversion from Magical Doropie to The Krion Conquest was poorly handled.
I suppose I should talk about the rest of the game, really. Stage two is an ice stage.

How shockingly original. Yes, you slip and slide on the icy platforms, although there appears to be a strange quirk in the programming: if you duck while you're sliding, Doropie immediately stops dead, only to continue sliding when you stand back up. I assume this wasn't intentional, but maybe having a highly frictive backside is a power all witches possess and just choose not to mention. It'd explain how they manage to stay on their brooms, at least.

The boss is a robot snowman with a stern countenance and, erm... that's about it, really. Look at the way Doropie is standing with her hands on her hips, you can tell she's not impressed either.

The third stage is Bubbleman's stage an underwater stage. Unlike Mega Man, Doropie has to breathe and so you must make your way between the air pockets scattered around the stage unless you want to see a cutesy cartoon witch drown to death. Of course, this is a right pain in the arse and when you combine that with your thoughts of how this stage was better when Mega Man 2 did it, you probably will want to see a cutesy cartoon witch drown to death.

The boss is a robot. Sort of looks like a beetle, I guess. Or he's wearing a hoodie. Look, I'm not a robotics expert, okay?

Stage four is a trip through the clouds, with lots of broom-riding sections, fluffy clouds and long drops into spike pits. One thing Magical Doropie has over Mega Man is that unlike an advanced fighting robot you feel a small girl really would die instantly if she plummeted into a spike-filled chasm.

I don't think even the developers knew what this boss was supposed to be. Giant robot kidney? Mechanical turd? His name is Sky Hawk, but he's clearly not a hawk. Like all the other bosses in the game, the key to defeating him to hit him in the head repeatedly with your Balls.

The fifth stage is a bit of a con, because while the manual promises a whole new level it's actually just a three-part boss battle. The final boss battle, to be precise! I have to give Vic Tokai some credit for not padding the game unnecessarily by, say, including a room full of teleporters that force you to re-fight all the bosses you already beat.
The first final boss is hot-pink cross between a Gundam and Shredder from Teenage Mutant Ninja Turtles. She must be the Krion Empire's most powerful robot, because only possessing the power to level entire cities will let you get away with a colour scheme like that. She teleports around the room, pausing to fire easily-dodged energy bolts at you, but once again magic proves its dominance over our robotic oppressors and the cyber-lady explodes.

The Krion decide to try to fight smart for the next part of the fight, pitching magic against magic with a clone of Doropie herself. This is a tactic you often see villains employing, but it rarely works out for them. I guess "Behold my secret weapon, which is exactly as powerful as you are!" is a plan that looks better on paper. Either way, I've been manipulating these arcane secrets for a lot longer and once again the real Doropie prevails.

The first two bosses were merely a warm-up for the Krion Empress-Bot, who is actually quite impressive. Less impressive when you remember the extremely similar Dragon boss from (you guessed it) Mega Man 2, but as giant robot tyrants go it's pretty cool-looking. I think she's impressed by Doropie's hard work, because she looks like she's about to start applauding you. She damn well should applaud me, too - I could have been getting the same experience through playing Mega Man 2, only with better graphics and music and level design and bosses that don't look like giant robot kidneys, but I stuck with Magical Doropie. I expect my medal is already in the post.
Anyway, considering the difficulty of the game as a whole, the final boss(es) is surprisingly easy and soon Doropie has destroyed the Ladybot-Space-Pope-Empress and saved the Earth. Hooray!

Normally, this is where I'd talk about the quality of the game, but in the case of Magical Doropie / The Krion Conquest, it doesn't matter. No matter how poor or how good the game is, all it will ever be is an inferior knockoff of Mega Man. As it turns out, it's not awful: the graphics are fairly good, the music is tolerable and the controls and Doropie's handling feel a little heavy but not game-breakingly cumbersome, but you can sometimes get a bootleg Louie Vuittarn handbag off the market that's close-ish to the quality of the real thing - but as close as it gets it's always a fake.

I don't hold it against Vic Tokai too much, though. While I was playing Magical Doropie, what struck me most was the feeling that this was a game that didn't quite make it, the sensation that it's less a full game and more an elaborate romhack. According to Wikipedia, the game started out as a Wizard of Oz game, but then licensing issues meant it had to have the Oz-ness hoovered out of it. This is why Doropie has a name that sounds like a resort on the Baltic Sea - it used to be "Dorothy". VC tried to retool the game, plumped for cloning Mega Man and, by the feel of the game, ran out of time, money or inclination during the process. More than anything it simply feels unfinished, what with the pointless weapons and the overall brevity of the game. Then it became The Krion Conquest and anything it might have had going for it was crushed. The conversion even removed the cheat codes, present in the Japanese version, that let you play in an alternate costume or as the male character that Doropie runs across throughout the story.

So, Magical Doropie is just another unfortunate casualty of the cruel world of videogames development, a victim of too little time and money, but as it was supposed to be a licensed Wizard of Oz tie-in I don’t think we're missing out on too much. Give it a go if you want to experience just how similar it is to Mega Man (here's a hint: very), but on the whole the NES has a whole host of much better platformers.

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