#doki-doki panic
Explore tagged Tumblr posts
perch-the-cat · 7 months ago
Text
You know it's pretty nice to know Birdo is the 1st trans videogame character
8 notes · View notes
bigbigtruck · 2 years ago
Text
Tumblr media
an admin of a discord i’m in has been playing John Doe and it’s a pretty neat game! I like the use of different art styles and surreal background visuals all being unified with the red/black color scheme
the bucket fill left a little red around the lines but i like how it looks
2K notes · View notes
dreamtydraw · 2 years ago
Text
Hello babes, new 6 character challenge droped ✨
Tumblr media
This time i went with visual novel character requested on instagram and i had a blast. Last row was really amusing ngl, the amount of passive agressive smile between yanderes made me laugh.
In order ₊·*◟(⌯ˇ- ˇ⌯)◜‧*・
-Sayori / Doki doki Literature Club
-Nakedtoaster / Blooming panic
-Baxter / Our life
-Redacted / 14 days with you ( lemme tag @14dayswithyou )
-Leiftan / Eldarya
-Leander / Touch starved
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
825 notes · View notes
igwanasuchus · 1 month ago
Text
Tumblr media
aw man i got birdo fever and she got the only cure
27 notes · View notes
maze-mind · 7 months ago
Text
My list of fandoms because nobody asked:
The Maze Runner
That's Not My Neighbor
Sweet NO Death
The Stanley Parable
Doki Doki Literature Club
Cooking Companions
Mystic Messenger
Harry Potter (But not the transphobia)
Bonnie's Bakery
Dead Plate
PortaBoy+
KinitoPet
Omori
Danganronpa
Hunger Games
Pumpkin Panic
YOU and ME and HER
Detroit Become Human
AHWM/ISWM/ADWM
IRIS Project
Cold Front
Elevator Hitch
The Giver
Amanda The Adventurer
Cry of Fear
The Quarry
Until Dawn
And more I probably forgot to mention.... but these are my favs
(Tags have all the full names of these if ur curious what letters mean)
Masterlist: here
62 notes · View notes
Text
Birdo Has Sisters
So when investigating the claims of the Mario Wiki about the plot of BS Super Mario USA the sequel to Super Mario Bros. 2 USA I was lead to a source for which contains the plot or BSMUSA and even dialogue. This is from Ameba's Satellaview Library's BS Super Mario USA Power Challenge page. It mentioned things like the Power of the Stars a phrase that sticks out and I wonder Mario Party 5 at all tried to make a connection to this by have the Star Spirits be the ones that watch over the Dream Depot. It also establishes this that Wart and his cronies are able to hop from dream to dream which is similar to what we see Bowser do in Mario Party 5.
But what is most interesting is this little detail. 『スーパーマリオUSA』でマリオたちが平和を取り戻したサブコンに 再びマムー軍団がやってきた。 相手は、ピンクキャサリン、レッドキャサリン、グリーンキャサリン の三姉妹。三人揃って、その名も「スーパーキャサリンズ!」 その他にもたくさんの強敵が!! 手始めに、ドン・チュルゲが攻撃を仕掛けてくる。
"The Mamu army has come to Sub-Con, where Mario and friends restored peace in 'Super Mario USA' . Their opponents are the three sisters Pink Catherine, Red Catherine, and Green Catherine. Together, the three are known as the 'Super Catherines!'" Simple Google Translate also, Catherine is Birdo's Japanese name. Many fans have questioned who these other Birdos are from this game, and many of us have assumed they were just other Birdos like we see in the sports and karting games. But turns out this game reveals to us that the Red and Green Birdos of this game are the sisters of the main Pink Birdo.
Tumblr media
21 notes · View notes
theknucklehead · 3 months ago
Text
During Fukua's story mode, she can be seen sleeping in her bed.
Tumblr media
Now, if this scene looks familiar to you, that's because it's based on the ending screen from Super Mario Bros. 2 (US)
Tumblr media
13 notes · View notes
anidasayongjung · 2 years ago
Text
Tumblr media Tumblr media
My girls
310 notes · View notes
gojigochi · 1 month ago
Text
Tumblr media
"Now you're playing with power!"
The first issue of Nintendo Power magazine for the prompt "guidebook."
6 notes · View notes
sharkchunks · 5 months ago
Text
Tumblr media
Dolls made in Japan in the 50s. Possible Mario 2 vegetable inspirations?
8 notes · View notes
dontaskchaosandco · 5 months ago
Text
drawing poll: Rush Hour edition (part 1)
8 notes · View notes
Text
Tumblr media
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
11 notes · View notes
geee-three · 2 months ago
Text
kohane azusawa but shes screaming and tearing her hair out and biting things and just punched the wall bc thats what constant panic attacks do to a person baybee
4 notes · View notes
its-ya-girl-phoeni · 9 days ago
Text
Tumblr media Tumblr media
@zay-does-things
Doki Doki Panic heart redraw
5 notes · View notes
wirewitchviolet · 9 months ago
Text
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.
Tumblr media
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:
youtube
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
Tumblr media
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:
youtube
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.
youtube
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
youtube
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
Tumblr media
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.
Tumblr media
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
youtube
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.
18 notes · View notes
rddyatbat · 1 year ago
Text
Tumblr media
Hahahhaahha,,, gay ass O_O
I know what you are Hanai, don't even try and blame it on batting right we all know which way you're swinging
16 notes · View notes