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#doki doki panic
anidasayongjung · 1 year
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My girls
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comfortfoodcontent · 2 months
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Super Mario Bros 2 aka Yume Kōjō Doki Doki Panic come together in this crossover art for a telephone card
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secretgamergirl · 3 months
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Consider cloning one of these games...
So the other day someone was showing me the trailer to some neat new indie game they were getting into, and my immediate thought was "that does look pretty nice but FOR THE LOVE OF EVERYTHING! INDIE DEVS, PLAY A SECOND GAME ALREADY!"
Presumably you've already guessed this, but it was a nice little handcrafted thing that was very plainly inspired primarily by Super Metroid. Even had those bubble-looking platforms. I'd say what it was specifically, but I already forgot the name, because, you know, I've kinda seen a few games do this before.
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It's not like Super Metroid isn't one of my favorite games of all time, obviously. I'm one of the shockingly few people who played it when it was new and totally fell in love then. And it's also not like there aren't several games made in its image that I also love. It's just that there's way too damn many of them out there for anyone to play, and while I'd never be one to tell someone not to make the thing they want to make due to market saturation or whatever, I kinda feel like we're doing a huge disservice to our collective creativity and appreciation of classic games to all be so hyper-focused on putting our own spins on this one particular game, especially when it kinda knocked things out of the park back when this wasn't a genre it was just this one super cool game with, among other things, a compelling structure to it.
Like, I do love that Super Metroid became A game that's served as a focal point for indie devs to try and recreate. Back when it was first released it actually sold kinda terribly by Nintendo's standards, and didn't really have anything else out there trying to iterate on the concept until we eventually got the Castlevania series going that route, and Cave Story. But at this point, yeah, Super Metroid has been all canonized and studied to death and if you're the sort of person who cares about this sort of thing in the slightest you know all about how it ticks and the appeal and what other ways the basic premise can be pulled in. So it's well past time for people to take another game that's super great and fairly unique and use that as a jumping off point to make some new things. So I'm just going to ramble here a little about some real gems that nobody's ever really gotten around to trying to replicate.
Punch-Out!!
I want to say we're all familiar with Punch-Out!! but... are we? It's a famously difficult game, so odds are good you've seen speedruns or other challenge runs, but you really have to play it for yourself to see what's so interesting about it. A big part of the initial appeal of course was having these really expressive screen-filling characters, which isn't something we're lacking now. It's also real twitchy, basically unplayable towards the end if you're dealing with any sort of input lag at all, which isn't super unique these days, but structurally, the way it's coded, there's all this weird artificial drama to it.
Like, on the surface, it's a pretty straightforward thing. Enemies have tells for their attacks, you dodge those, you hit them in the resulting openings. But there's also the round based structure, knock-downs, and one-off gimmick mechanics in the mix. Officially, we're playing by the rules of boxing where the outcome of a match is decided by either knocking someone down and them not getting back up, knocking them down three times in a round, or running out of time and having to go to some judge's decision. But that's not REALLY how it works.
There's no random chance of someone going down and staying down. You've got HP meters, you take one down, your opponent falls over, waits until late in the count and gets up, forcing you to drain that HP down three times before the round ends, and if yours bottoms out, you get to mash buttons to stand up and have your other two chances. But then there's times you CAN take someone down, not only keeping them down for a KO win, but even getting there without your opponent bottoming out on HP first. The most famous example, I believe of both of these, being Bald Bull's charge. The big dramatic make or break where he just keeps using this special move which isn't terribly hard to dodge, but deadly if it connects, and dodging doesn't really help as he won't stop until the round ends, and then might spend the whole second round doing nothing but. You need to take that risk, and get that frame perfect stomach strike just before he connects to dramatically KO him and snatch victory from the jaws of defeat... or you can do this:
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I was actually looking for an example of the all or nothing strike when I found this. If you don't face the charge in round 1, he gets into it sooner in round 2 to force the matter, but if you're still not confident enough to go for it there, turns out you can just drop him early into round 3 and have him stay down... and the only real consistent rule any of this follows is drama. Heck looking at the opening screen here, this person knows tricks for getting a KO on at least the first 10 opponents. Most of them I've always just taken the TKOs on myself. Point is though, the mechanics really run on drama. AI scripts change up if you move onto new rounds. Knock-downs turn into knock outs if and only if it fits a certain narrative. This sort of thing is super fascinating to me. Makes me want to look through the game's code line by line. And the only thing I can think of in any other game that even comes close is, of all things, the Ace Attorney series, with those scenery chewing meltdowns, and scattered scenes that "break the rules" with instant failure penalties or no-win situations where you're then suddenly saved by a friendly NPC's dramatic appearance.
I wouldn't suggest anyone literally try to make a Punch-Out!! clone. There's no real reason to stick to the boxing framework. I'd definitely advise against copying all the broad stereotypes. But there's a real unique soul to the drama-driven mechanics breaking stated rules I'd love to see people really digging into to gain a deep understanding of it and apply that to original games.
Yume Kojo: Doki Doki Panic
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I'm not just being pretentious and refusing to say Super Mario Bros. 2. When it was Mario-ized, there were two huge changes- A run button the original FDS game didn't have, and the fundamental structural change of just having you finish levels with whatever character you like (or use warp zones to skip them entirely). In the original game, in order to see the proper ending, you had to play each and every level with each and every character with no run button. And that's neat, actually.
See, just as an example, there's a bit of a skip early on in both versons of the game, where you can avoid taking a door through some whole area by just leaping across a big waterfall. In Super Mario Bros. 2 anyone can do this, just needing a running start, but in the original release, there are no running starts. Either you can jump that gap by way of good airtime, or you can't. Depends which character you play as. Everyone has different stats, so being forced through the same full set of levels, there's a few little things like this where you have to alter your strategy to reflect the character you're running with at the time. That's cool. The whole mechanic of lifting things and throwing them, or riding on enemies' heads, or stacking blocks to reach higher areas or block fireballs, this is also just cool (and another thing SMB2 tweaked actually, play both and see for yourself).
I have seen literally one indie game that riffed on this idea, Curse of the Crescent Isle.
Umihara Kawase
If you've played it, you know. If you haven't, please just watch this speedrun:
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Nothing has physics quite like this game. Nothing really has the same weird mildly distressing dream sort of tone to it either, or weird as hell branching level structure, or the weird system where the game has a time limit, but rather than giving a game over just makes it end after your current level. Other games have played with grappling hooks, but nothing I've ever seen has made me feel like this here is what they were going for.
Altered Beast
You know, I don't even particularly LIKE Altered Beast. I always thought it was a bit too short, a bit too simple, and still somehow it felt like you were just killing time until getting the power-ups that kinda make you invincible for the rest of the level.
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There's... something here though. Somewhere with these bodies getting so bulky and beefy with no change to their heads and the voice samples and the sense of spectacle to it all, and yeah the dramatic gameplay shifts with the power-ups. I don't quite know what the secret sauce is, but if you find it, bottle it up, and slather it over something less shallow, you might really have something there.
Ecco the Dolphin
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There is such a weird mix in the whole series of new age hippie save the whales vibes and genuinely disquieting horror just kinda seamlessly blended together. So much of it is the sound design, but the claustrophobia, the weird sense of speed, the constant pressure of drowning or suddenly being in the face of some huge nasty thing that'll basically one-shot you. The... unspoken but pronounced notion that this is set in a world where all of humanity died and are totally unremembered. There's a hell of a lot you could do with any of this, and the only game I can think of that comes close to hitting the same notes is Subnautica. Actually for that matter...
Subnautica
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I don't want to get into what's so great about Subnautica here, because the most common sentiment I hear from people who have played it is they wish there was some way they could play Subnautica for the first time, again. Just... yeah. If you haven't already, play through it all completely blind, and if you can think of how to recapture all of that, do it, and put it in my hands without a word.
X-Com Apocalypse
So... X-Com is a truly amazing game that to this day feels like a unique enough beast it also wouldn't be bad to try and learn from, but there's actually a good number of attempts at clones already, none quite seem willing to get into the same levels of complexity, and there's the whole remade Firaxis series with a simpler take that a lot of games are using as a template. But Apocalypse? The original third game? That tried to do a lot of new and different stuff. I don't know how much of it didn't work vs. how much is secretly amazing if you internalize how it works vs. what's sort of half-baked per se, but there's some real ambition with mixing the original's tactical intricacies and destructible terrain and such (which somehow works even better with the realtime mode this one has), with this living breathing city. You aren't intercepting UFOs on a featureless world map. You've got a whole separate combat engine on a persistent map where stray shots can damage roads and cause long-term problems because the supplies you order get shipped via trucks that travel on those roads. Tons of factions you ideally want support from but can go attack and rob if they feel like lost causes. A tech tree with really dramatic progress and early discoveries that are either double-edges swords or genuinely just terrible things to try to use.
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And then the endgame is really neat because instead of just one big final mission, you flip the whole script, and suddenly you're invading an alien city, picking targets to wreak havoc on and ultimately destroy, one by one. Incidentally this also did headcrabs before Half-Life so... I feel like it should be better known just for historical context.
Shadow of the Colossus
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I know this is kind of a big technical ask, but why the hell were we not FLOODED with a whole generation of grandiose setpiece-y boss rush games after this first dropped? Perhaps more than anything else on here, someone really needs to get onto scratching this specific itch again, immediately.
I could totally keep going, but more importantly I'm sure you had some game that really left a mark on you that's been largely forgotten since, which I don't even know about, and you should really, if you're up to it, try and teach the world about it and how great it was by blending the old with something new of your own.
Just... draw from wider pools of inspiration, people.
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Super Mario-themed Character Designs
Names and Species (from top left going clockwise)
Cameron Cudgel - Sledge Bro
Blique Baroque - Brock
Hayste Z. - Sprixie
Cauterize Guy - Shy Guy
Point T. - Toad
B. Q. Sautz - Beanish
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kingdomeromega0816 · 11 days
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In my 7-Part Mario Fanfic, we have the Heroes of Sarasaland & Knuckles… whoops, I meant & Luigi.
These are the names of the characters, going from left to right, Papa, Lina, Luigi, Lillian, Daisy, Imajin & Mama. Every character mentioned except Luigi are the Heroes of Sarasaland. I have nothing personal against Luigi or anything, the reason Luigi is excluded is because he is already an official great hero of the Mushroom Kingdom. (Luigi is just there as a visitor to the Sarasaland Heroes, due to Luigi's boyfriend-girlfriend relations with Daisy. Luigi also has gotten along well with Doki Family too.)
In my fan-canon, Daisy as Princess of Sarasaland has her own team of heroes that she assigns to protect the 4 Original Kingdoms of Sarasaland (Birabuto, Muda, Easton & Chai), as well as the newer autonomous region called "Shytopia" that has ties with Sarasaland, which is ruled by General Guy (from Paper Mario 64) and the Shy Guys. The team being Doki Family, Imajin, Lina, Mama & Papa, the civilians of Sarasaland see the family of 4 as great heroes, (similar to how the civilians of the Mushroom Kingdom see Mario & Luigi).Daisy has an aide to accompany her from time to time named "Lillian" who is the small crazee dayzee creature in the middle of the picture.
Even though Daisy may leave it up to the Doki family to save the day in her Kingdom, Daisy occasionally joins the Doki family on their adventures as their ally and friend whenever she does not have her monarch responsibilities. Daisy loves to travel and see her vast 4 Kingdoms and fight off threats and villains with the family. Whenever Luigi is around to visit Daisy, he may get pulled into the heroic adventures with Daisy and the Doki family, (Luigi is often reluctant to join due to how the adventures can sometimes become scary to him).
Lastly, Daisy and the Doki Family may be passionate to protect the 4 Original Kingdoms of Sarasaland (Birabuto, Muda, Easton & Chai), but they are less enthusiastic to protect the autonomous region of Shytopia. Daisy may allow Shytopia to be a part of Sarasaland for treaty and trade reasons, but she and General Guy do not see eye to eye. Daisy knows that General Guy and Shytopian authorities are allies with Bowser and the Koopa Kingdom and detests them for this. The Doki Famliy has had a negative history with shy guys and hold bitter feelings towards them. Despite this, the Doki Family including Daisy know that not all shy guys are evil or are in league with the Koopa Kingdom and thus do their duty to protect Shytopians as well.
Daisy, Luigi, Imajin, Lina, Mama & Papa are not my characters, (Lillian is partly an original character). Daisy & Luigi are the intellectual properties of Nintendo, Imajin, Lina, Mama & Papa are the intellectual properties of Fuji TV Network.
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worldpremieretoons · 25 days
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Guy who's Shy and he goin ¯\_('.')_/¯ while saying something you'll never be able to understand, 2020
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murdercide626 · 1 year
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I've been thinking about Link's Awakening lately, specifically about a particular cameo in the game.
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That would be Wart, known here by his original Japanese name "Mamu".
Since Mamu is a character who was already associated with dreams (or nightmares specifically) it got me thinking about the nature of his appearance in Link's Awakening.
Could Mamu be a foreign entity that invaded the Wind Fish's dream? Could he have some connection to the nightmare creatures infesting the island?
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He certainly doesn't seem malicious in Link's Awakening, seemingly being content to live out a singing career, unlike in his original appearance where his goal was to rule the dream world of Subcon with an army of monsters.
There are many other characters in Link's Awakening who are nods or references to other Nintendo franchises, but unlike the various expies, I believe this Mamu could actually be the original Mamu from Doki Doki Panic/Super Mario Bros. 2, and I'll give a couple reasons why I think this.
Firstly, as mentioned before, Mamu was already a character associated with dreams and nightmares. His name is even an anagram of "muma", the Japanese word for "nightmare". That said, it doesn't seem like a stretch that Mamu could find his way into the dreams of others. And the Wind Fish being a divine entity, apparently with knowledge of other worlds, that could explain Mamu making the leap from the Mario series to the Zelda series.
Secondly, after teaching Link the "Frog's Song of Soul", he disappears, nowhere to be found on the island, just a sign stating that he's gone "on tour". Since the island is nothing but the dream of the Wind Fish, and supposedly nobody can leave it, then what happened to him? Where could he have gone? Assuming Mamu was a foreign entity, could it be assumed he simply fled to another dreamscape?
Thirdly, the characters who teach Link the songs he uses all seem to have some special significance that sets them apart from the other npcs. There's Manbo, a fish who is the offspring of the "Sun Fish" (possible relation to the Wind Fish?), and Marin who is the most prominent and fleshed out character Link interacts with, and seemingly the only dream resident to cross over into the real world in some form at the end. So that just leaves Mamu. What could make him so special?
The way I see it, after Mamu's defeat in his original appearance, he turned over a new leaf and decided to start a musical career, touring through various dream worlds. And I think he may have some connection to the other nightmare creatures on Koholint Island, though rather than fight Link to keep the island, he had the common sense to just leave when things started going south. lol
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pokerninja2 · 7 months
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The Snifits have gotten an upgrade, turning their measly peashooters into full-on sniper rifles! Their combination of range and power is unparalleled, and they're able to pick off opponents from all the way across the map! If you can close in the gap though, they can't do much.
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video-game-trivia · 9 months
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There is two versions of Super Mario Bros. 2. In Japan, they released a sequel built using the assets of the prior entry. It was made to be a much harder game for those who had mastered the original.
However, Nintendo decided not to release the game in the west due to fears it would be too difficult. So, the game Doki Doki Panic had its protagonists reskinned into Mario characters and was renamed Super Mario Bros. 2 in the west.
When the NES Mario games were remade for Super Mario Bros. All-Stars, they remade both versions of Super Mario Bros. 2 regardless of where the game was released and the Japanese version was renamed Super Mario Bros.: The Lost Levels.
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aardwolfpack · 1 year
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Doki Doki Panic fanart by PepVerbsNouns.
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thingstrumperssay · 1 year
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So I’ve been playing a totally legit copy of Captain Rainbow on my totally not modified Wii and it goes into the whole “what gender is Birdo” thing in a way that’s relevant today. (Which just means that we are going backwards.)
So Mappo (a robot from Giftpia, which is another game I hope gets at least mostly translated someday) arrests Birdo for “using the wrong bathroom.” He takes a picture of her standing in front of the woman’s bathroom as proof.
To get Mappo to release her you have to go to her house and grab her vibrating “proof of her femininity.” (Which doesn’t necessarily prove anything, but still.)
I concluded from this that she was able to get bottom surgery. That or this is a different Birdo. I think “Birdo” was supposed to be the name of the species and not the individual. (That, or she changes color/abilities.)
I shot them both into space.
What’s actually criminal is how underrated this game is! It only sold a little over 20,000 copies. A lot of the people who worked on this game also worked on Chibi-Robo, which is also a criminally underrated game.
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So I noticed a lot of people believe the main Toad we all know and love can change his cap's color to Blue. The evidence they use is cap color from Super Mario Bros 2 USA Doki Doki Panic, and how it's blue and this is supposed to be the main Toad. I think this is just weird sprite coloring. The reason is that in all the official art for this game he has a red cap, and in the Allstars remake the make sure to have his cap red. So I believe the canonical way of viewing this game is that Toad is running around with a red cap not a blue cap.
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fcyrah · 3 months
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🗿Plan for the year🗿
-Switch protagonist, focus on Rain's perspective
Twitter | Pixiv | Instagram | Facebook
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Doki Panic 2 confirmed!??!!?!
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art by Travis Bickerstaff
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kingdomeromega0816 · 10 days
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“(CANON) Heroes of Sarasaland 2 and Knuckles”
This was a lazy and an unneeded submission, but I had to…😂. This is a reference to a joke I have made in my earlier submission titled "Heroes of Sarasaland… and Luigi".
And yes, this moment pictured above is (CANON) to my 7-Part Mario fanfic. This is how it happened…
During Part 4,Luigi was given a Teleportation Belt from Professor E.Gadd, the belt was working at the time. Luigi used the belt to bring Mario and Peach with him to Sarasaland and back to the Mushroom Kingdom in seconds to show how cool E.Gadd's creation was.
(The teleportation belt was made to teleport a person to be teleported near a person they are currently thinking of in their mind. But in this situation, the belt made an ERROR and INSTEAD MADE LUIGI AND KNUCKLES switch places by mistake.)
During Part 5, Luigi needed to bring some heroes from the Mushroom Kingdom, over to Sarasaland. Daisy and the Doki Family needed support because Mimi became a Crowned Daku-Beast after she made a wish to become powerful from a halcandran clock. Daku-Beast Mimi then had Shytopia's (Shy Guy) Army to be her army, took over Sarasaland and became it's Empress.
Luigi began to use the belt by first teleporting to Knuckles, so he could be brought to Sarasaland to help, but the belt suddenly experienced technical difficulties and made Luigi and Knuckles switch places.
Daisy and the Doki Family expected Knuckles to come, but did not expect Knuckles to come on his own… Luigi on the other hand was ok. He was teleported to the Mushroom Kingdom, but he could not find Knuckles.
Luigi asks Mario where Knuckles went to and Mario explains that Knuckles suddenly disappeared in teleportation particules as soon as Luigi arrived.
These are not my characters, Knuckles is the intellectual property of Sega, Daisy is the intellectual property of Nintendo and the Doki Family is the intellectual property of the Fuji Television Network .
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