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The Krion Conquest

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Title Screen

The Krion Conquest

Also known as: Magical Kids Doropie (JP box art), Magical Doropie (JP in-game)
Developer: Vic Tokai
Publisher: Vic Tokai
Platform: NES
Released in JP: December 14, 1990
Released in US: January 1991


GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

The Krion Conquest is to Mega Man as a frozen dollar pizza is to a New York deep dish. More or less.

Despite the later release date, there are a number of clues that point to the US version actually being an earlier build than the Japanese version.

Hmmm...
To do:
Document the prototype

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
Krion Conquest (NES) Doropie angry graphic.png
Japanese Cutscenes
Fan-translated versions of cutscenes found only in the Japanese version.

Regional Differences

Title Screen

JP US
Doropie is Engrish for Dorothy. "Krion" is what you'll be doing after you finish playing this game.

Compared to the Japanese release, the US title screen looks rather bland. The Japanese version also identifies the witch protagonist as Doropie, as opposed to Francesca in the US release.

Opening Cutscene

JP US
In early stages on development, did you know that this game was planned to be a licensed game based on The Wizard of Oz anime? Vic Tokai failed to get it, so they had to come up with a plot themselves. What were your parents thinking when they named you?

Francesca appears to be more chibi-styled in the US release while Doropie appears to be older. In the Japanese version, Doropie's appearance is kept consistent throughout all of the cutscenes.

Level Intro

Magical Dorpie (NES)-Stage Intro.png

The Japanese version has a screen to introduce each stage. The US release does not have this.

Level Transition

Magical Doropie (Japan) 002.png

The circled hexagram at the end of each stage in the Japanese version does not exist in the US version.

Round 4-1

JP US
MagicalDoropieFC-JP-Round4-1 First Screen.png TheKrionConquestNES-US-Round4-1 First Screen.png

Round 4-3

JP US
Magical Doropie (Japan)4-2.png Krion Conquest, The (USA) 6-2.png

Stage 5

For some reason, if the Astro Guard (the first boss of Stage 5) stands on the same level as you and shoots fireballs, they cannot be ducked under in Magical Doropie, but can in The Krion Conquest.

Music

JP US

The title screen music in the Japanese version is entirely different and much more cutesy sounding compared to the US release.

Difficulty

Krion Conquest-continue.png

In the Japanese version, you have an unlimited amount of continues, and the "CONTINUE" option is presented on the title screen. The US release doesn't contain this feature, so when you get a game over you start from the very beginning. The Game Genie code GAEEGASA will restore this functionality.

Dying in a boss fight takes you right back in the boss room in the Japanese version, instead of the beginning of the third stage of the round.

In the US release, it is possible to skip the boss fights in round 2 and 3 and simply proceed to the next stage.

Codes

Aside from the level select listed below, three other codes are included only in the Japanese version and must be entered at the title screen. Two of these codes access hidden playable characters. No matter which character you pick, you will change back to Doropie for the final boss fight against Gokuraku Kijintei.

Play as Kagemaru

I have a gun, bang bang.

Press Up, Up, Down, Down, Left, Right, Left, Right, A, B, A, B on controller 2 and then hold Select and press A on controller 1. Upon further look at the box art, Kagemaru indeed has a gun! Besides wielding a gun while playing him, nowhere in the game does it suggest he has one.

Play as an Unknown Character

Magical Dorpie (NES)-Playable Unkown Character.png

Press Up, Up, Down, Down, Left, Right, Left, Right, A, B, A, B on controller 2 and then hold Select and press Start on controller 1. Judging from the beret, it is actually Francesca and her Wand. Unlike Kagemaru, this character is never in the plot.

When playing as this character, the appearance of the 1UP also changes. It resembles Doropie's face in the beginning of the Round 2 cutscene.

Doropie/Kagemaru Unknown Character
KrionConquest-1UP.png MagicalDoropie-UnknownCharacter1UP.png

Invincibility

Press Up, Down, Up, Down, Left, Right on controller 2 and then hold Select and press Start on controller 1. By entering this code, you won't even flinch by touching an enemy.


Tech Notes

The playable character codes set memory at address $00FF to 01 for Kagemaru and 02 for the "Unknown Character." Changing this value at the title screen is equivalent to entering the code. Technically any value besides 00 or 02 will simply result in Kagemaru. The only real effect is that memory at $0303 and $0304 are set to different MMC3 CHR bank values when the level is initialized -- $40/$41 for Doropie/Francesca, $68/$69 for Kagemaru, and $4A/$4B for "Unknown Character." In Krion Conquest, this value appears to not be checked at all. The override subroutine that would change which player sprite CHR banks get written in appears to be completely absent, and thus $0303 and $0304 are always initialized to $40 and $41, respectively.

The invincibility code sets memory at address $004E to 01, and interestingly this value is still checked and works in Krion Conquest even though the code can no longer be entered.


(Source: GameFAQS, Southbird)

Unused Graphics

Japanese Version

The full text can be found on the game's box in Japanese as "まじかるキッズ どろび".

Magical Dorpie (NES)-Magical Kid's Round Intro.png

This graphic is found with the other stage intro graphics; however, the only part that is used is "magical", leaving the "kid's" part unused. Oddly enough, this text matches the game's title on the Japanese box.

Original Mockup
Magical Dorpie (NES)-Stage Intro.png Magical Dorpie (NES)-Stage Intro mockup.png

MagicalDoropie-cutscene1talk.gif

This graphic of Doropie used in Round 1's cutscenes is normally static; however, a few unused tiles suggest it was supposed to be animated and synced with Doropie's dialogue.

Magical Doropie (NES)-asteroids found in space call scene.png

Sprites of asteroids are loaded with the ending scene where Doropie gets a call from Kagemaru.

Magical Doropie (NES)-graphic found in space call scene.png

Another unused graphic is loaded into the same scene; it is unclear what it's supposed to be.

US Version

Krion Conquest (NES) Doropie angry graphic.png

A shot of Francesca looking angry.

Both

Krion Conquest (US-J)-Francesca gif.gif

A shot of Doropie with her hair waving in the wind.

Francesca's Wand early title screen.jpg

Magical Doropie (NES)-Francesca's Wand Potrait.gif

This animated portrait, loaded with the rest of the title screen graphics, is all that remains of a much earlier title screen (right). The portrait was likely an 8×8 block of sprites, which would explain why the top and bottom are cut off in the screenshot (the NES can only show 64 sprites at once).

Probably the most interesting graphic you'll see all day.

The letters "NE" can be found below the early Francesca's Wand graphics. These mark the end of the CHR data in the US version.

Rounda five

According to an interview, a lot of stage five, the final stage, was cut due to space issues. You never see a level completion screen where this digit would've been used because there's only one level with the bosses. After the bosses are defeated, you see the credits.


(Source: Wikipedia)

Magical Doropie (NES) (US-JP)-Kagemaru look down.png

A shot of Kagemaru looking down.

Level Select

Magical Dorpie (NES)-Level Select Screen.png

In the Japanese version, press Up, Down, Up, Down, Left, Right on controller 2 and then hold Select and press A on controller 1. Press Left or Right to select a digit and Up or Down to change it. Pressing B will cause the currently selected digit to blink. The program code for this feature is completely absent from the US version.


(Source: GameFAQS)