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Cover art for The Krion Conquest

426 · The Krion Conquest

May 1, 2026 · 51 min · transcript available

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I. Setup & Premise

  • The pitch: It's 1999. An alien robot empire called the Krions has invaded Earth, and their forces are immune to every conventional weapon — tanks, missiles, the whole military playbook — except one thing: magic. The solution is to find a witch
  • Enter Francesca: A young witch-for-hire, apparently the only practitioner of magic not already sealed away, summoned by a man named Kagemaru who carries a wand containing her consciousness. She sets out alone to dismantle the Krion Empire through four rounds of increasingly brutal action stages
  • Developed by friend of the show Vic Tokai, first in Japan as Magical Kids Doropie, released in North America in January 1991 as The Krion Conquest
  • The origin story behind the origin story: The game was originally designed as a licensed tie-in to the 1986 anime The Wonderful Wizard of Oz, which is why the protagonist's name, Doropie, is literally a Japanese transliteration of Dorothy. When the rights fell through, the team kept the witch design, stripped the Oz references, and built their own world around her — and Doropie became Francesca for North America
  • ODD WIKIPEDIA SECTION THAT LEADS TO A DEAD LINK: Claims some developers at Vic Tokai objected to having a girl as the protagonist because they believed the NES was for boys and players couldn't relate to a female lead.
  • The elephant in the room: The Mega Man comparison is unavoidable and should be addressed upfront. The sprite proportions, the colored outfit swap, the weapon switching, the tilesets — they all look like Capcom's work. The honest framing for the show is not whether this is a clone, but whether it's a good game underneath the familiarity

II. What Makes It Stand Out

  • All six powers from the jump holds up
    • Unlike Mega Man, Francesca starts the game with her entire arsenal — no earning weapons by defeating stage bosses in a specific order
    • Six spells switchable at any time from the pause menu, each changing her outfit color as visual feedback: red (normal shot), blue (freeze), pink (phoenix/fire), green (bouncing ball), orange (shield), purple (broom)
    • There's no MP or weapon energy meter governing use — you can switch freely and fire as much as you want, except for Fire which costs health
    • In concept this is a genuine design improvement over Mega Man's model, and in 2025 it reads as ahead of its time — giving players tools and trusting them to figure out application
  • The charge shot — which predated Mega Man 4 holds up
    • Holding B charges a super shot that does roughly four times the damage of a normal blast — a mechanic the Mega Man series wouldn't introduce until Mega Man 4, several months after Krion Conquest shipped
    • Worth raising on the show: Capcom got the credit, Vic Tokai got the obscurity
    • Applies to the normal shot and freeze — adds a real rhythm to combat when it works
  • The spells in practice — the good, the bad, and the baffling mixed
    • The Broom (purple): the most important spell in the game. Summon a rideable broomstick, then steer it by shooting in the direction you want to go. Changes direction when you shoot again. Think Rush Jet from Mega Man — but weirder to control and responsible for most of your deaths in later stages
    • The Ball (green): fires diagonally upward and bounces off walls — genuinely useful for enemies at awkward angles, some bosses require it. Well-balanced and frequently satisfying
    • The Fire/Phoenix (pink): transforms Francesca into a screen-clearing firebird that hits everything — but costs one third of your total health bar per use. Incredible against bosses, suicidal to lean on in stages
    • The Shield (orange): deploys a chargeable barrier that reflects projectiles — needs to be charged before it appears, which makes it almost useless in the heat of combat when you need it immediately
    • The Freeze (blue): chills enemies in place temporarily — but doesn't kill them, and you can't use frozen enemies as platforms despite that being the original design intent before cartridge memory limitations cut it. Has exactly one meaningful application in the entire game: extinguishing flames in Round 1-3. Outside of that it's largely redundant
    • The honest assessment: three of the six spells are genuinely useful, two are situational at best, and Freeze is a reminder of what this game could have been if development constraints hadn't intervened
  • The broom's collision detection is a specific, discussable problem feels dated
    • The broom has wide collision detection that makes threading tight passages difficult
    • You cannot move it downward — only the direction you're shooting
    • If you jump while riding it or clip a wall, it disappears or shoots off unpredictably
    • Round 4 is almost entirely a broom stage — vertical tunnels, ascending rooms, spike-lined corridors — and the game's margin for error is nearly zero. This is the moment the game's roughest edges become impossible to ignore
  • The stage gimmicks, round by round mixed
    • Round 1: standard side-scrolling with fire hazards that actually integrate the Freeze spell — the one moment where the whole system clicks together and feels intentional
    • Round 2: ice stage with slippery floors. There's a quirk where ducking while sliding stops you dead, then starts you again when you stand — almost certainly unintentional, but you will use it
    • Round 3: underwater sections with a separate oxygen meter alongside the life bar — you have to find air pockets while fighting fast-moving enemies. Cool concept, punishing in execution because the enemy density makes it nearly impossible to reach air without taking hits
    • Round 4: pure broom stage — the sky round. Either the most fun or the most infuriating depending on your tolerance, and it lasts long enough to test that tolerance fully
    • Round 5 (finale): not really a round — it's a three-boss gauntlet. No level at all, just the final fights back to back
  • The bosses — specifically how they differ from Mega Man mixed
    • No weapon weaknesses — you can't just look up which spell beats each boss. Bosses have long invulnerable attack phases followed by brief windows where they expose themselves
    • No health bars on bosses either, and no flashing to indicate damage — you're fighting blind on how close you are to a kill
    • Thunder Knight (Round 1): the first boss, relatively forgiving — arcs over the platforms at the bottom of the screen, readable pattern, good introduction to the "wait for the opening" rhythm
    • The final gauntlet features three consecutive new bosses: a pink mech that teleports and fires energy bolts, then a clone of Francesca herself (the game's most interesting idea, but again a stolen concept from another game, Zelda 2 — fighting your own moveset), then the Krion Empress-Bot, a giant robot dragon that draws obvious comparisons to the Mega Man 2 dragon and is the visual spectacle highlight of the whole game
    • The Francesca clone fight specifically is worth calling out — fighting a version of yourself that uses the same weapons is a legitimately cool concept for 1991 and holds up as a moment today
  • The difficulty — and what North America specifically did to it feels dated
    • Vic Tokai removed the continue feature for North America.
    • No continues, no mid-level checkpoints, no checkpoints before bosses — if you die on a boss you restart from the beginning of that round's third act
    • Health does not refill between levels. Health pickups in levels are scarce and despawn if they scroll offscreen
    • Enemies were also made stronger for the North American version, requiring more hits to kill
    • The cumulative effect: a game that would be decently challenging becomes one of the most brutal on the console, and not in a designed way — in a punitive one
  • What the cartridge couldn't fit mixed
    • The final stage was cut short due to memory limitations — what shipped as Round 5 is a fraction of what was planned
    • Freeze was designed to let players create platforms out of frozen enemies — which would have made it one of the most creative tools in the game. That feature was cut
    • Shield was designed to let Francesca ride it downward through passages — also cut

III. Pop Culture, Sequels & Connections

  • A follow-up for the SNES was planned, but the cost of SNES development made it unfeasible. Magical Kids Doropie had a mobile port in Japan in 2004 via Vodafone — easier difficulty, shrunk graphics — and that's the end of Francesca's story
  • The Japanese version is a significantly richer experience: Magical Kids Doropie had full Ninja Gaiden-style cutscenes with story and character development between every act. The North American release stripped every single one except the slightly modified intro — meaning the version most English-speaking players know has almost no narrative context for anything that's happening
  • Nintendo of America's religious content policy in action: A hexagram appeared at the end of each stage in the Japanese version as a magical seal — NOA flagged it as religious symbolism and removed it entirely.
  • The magical girl connection: Francesca/Doropie sits at an interesting intersection — she predates the mainstream Western awareness of magical girl anime by a few years. In the Japanese context, a witch heroine with costume changes was a recognizable archetype. In North America in 1991, she was just a weird Mega Man with a hat, and the removed cutscenes made it worse
  • Broader genre resonance: The "robots weak only to magic" premise shows up across games and anime of this era — there's a whole conversation about why sci-fi and magic kept getting mashed together in late 80s/early 90s Japanese genre fiction, and this game is a small data point in that
    • The most direct parallel is Sakura Wars (1996), where women with magical abilities use mecha to combat demonic threats CBR — it's almost the exact same premise as Krion Conquest flipped: magic-powered women fighting robots, versus a magic-powered woman fighting robots. That franchise became a major Sega property, which makes the comparison pointed.
    • Magic Knight Rayearth (1994) is another example — three schoolgirls are transported to a fantasy world and end up piloting giant magical mechs. The whole series is built on magic and technology being two sides of the same coin.
    • Aura Battler Dunbine (1983) is a mecha series set in a fantasy world where the robots are powered by magic.

IV. Closing Bits

  • Who should play it today: Mega Man completionists who want to explore the genre's edges
  • If Magical Kids Doropie had been localized faithfully — cutscenes intact, continues restored, Freeze able to make platforms — does it get remembered as a Mega Man competitor instead of a Mega Man clone?
  • Tease next episode
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