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by ZenithianHero - August 11th, 2013

Boing! Docomodake DS (ぽろろんっ! ドコモダケDS) - Nintendo DS (2007)

American DS Cover

Japanese DS Cover

Anything license can be made into a game if popular enough to justify one. Likewise subject matter with the right creativity and made by the right hands to attract those outside the fanbase. Docomodake certainly matches these qualities, even if a mascot for NTT Docomo, the largest mobile phone service provider in Japan. Since 2005 Docomodake merchandise started as cell phone straps but evolved to unspeakable amounts of items and even an art exibit called (disturbing as it sounds) How to Cook Docomodake. This exibit reached US shores in New York, the first real exposure overseas prior to the Nintendo DS title.

Docomodake is not a singular character but a whole family named after their relation. The story in this game is about Papa Docomodake looking to round everybody up for a festival. Cutscenes for each world follow a formula that tell how how a family member lost their way and endings send a heartwarming message about sticking together. "After all, you're a family" is adorable and simple as an excuse plot. It may be intended to tell the audience that NTT Docomo is there for your family, but no product placement to be seen.

Papa Docomodake's big talent involves spliting himself into mini copies to help navagate and problem-solve. He can stack them up into a ladder, roll them up and toss them, or drop them onto switches and urns. Controling a mini requires dragging them around with the touch screen. First have to pluck them out of Papa or press the shoulder buttons to pop minis out like popcorn. Circling around multiple minis with the touch screen will allow you to move more than one at a time. Tapping a mini triggers ball position for throwing. Papa himself is controlled, including jumping, with the d-pad (or face buttons as an alternative for lefty gamers). The control scheme is awkward but works.

Tossing them around or take damage from enemies causes a mini exhaustion. They become inactive with a countdown timer leading to fainting. Pick them up into Papa to save them in time. Exception being flying enemies who are capable of dragging minis off screen and spike traps (even dragging a mini into one). If Papa has no minis to absorb the damage inside him, he will die instead. If a mini fainted, find and ring the Wake-up Bell (which looks like an angel) to revive your ghostly stock.

The heart of the level design are mechanisms, which are gimmicks and obstacles that Papa has to work around. There are no themed mechanisms so everything is mixed in by late game. Common uses of block pushing and switches aside, most make more appropriate use of mini cooperation. In relation to weight, there are platforms that lower based on how many minis and crumbling floors for only pint-sized Papa can walk or permanately be destroyed. Others interact by drag and dropping minis such as block art, where you fill in box grids into a pattern, and hollowed stumps that warp minis that enter inside.

Advert in Nintendo Power April 2009

With exception of the final world, the challenge is overall light. Replay value does revolve around getting a good stage and world grade which is measured by collecting and fast time. The gameplay mechanic of managing your minis comes at a price of being too generous. By end game you should have more than enough minis to overcome any obstacle even at the cost of letting a few faint. Papa will earn additional minis but fainted minis will not be penaltized. There will be moments to restart should you mess up a puzzle.

The graphics are not flashy or detailed but sprites are charming and backgrounds feature a storybook appeal which match the art found in the cutscenes. Some attention to quirky animations help, like Papa spinning his cap when he jumps and when he tumbles into a wall a mini flies out. Top screen presentation features Papa someplace in the level theme usually looking around, hiding or floating in the river. The cute presentation is accompanied by bouncy melodies.

Ignition decided to localize the game for North America and Europe two years after its release. A curious act of localizing a licensed game like Docomodake is obscure enough to be treated as a new series in the West begs the question of what value it brings to a new audience. Its gameplay can attract fans of the genre, especially the retro style. Character design is wierd and rarely do you play as a mushroom. Its origins on the other hand are fairly inaccessable to appreciate. While Ignition's quality in translation is hit and miss in various releases, this script was small and did not take any real hits. It was released with a budget price and an embossed slipcase, and is still reasonably valued to this day.

Domocodake cameos

Everybody's Golf 6

While Docomodake did not have another game after Boing! Docomodake DS, cameos elsewhere did rise. NTT Docomo collaborated with Sony for a Playstation Vita promotion offering DLC bonus items. It makes sense as NTT Docomo is the Vita's 3G provider in Japan. The titles include Everybody's Golf 6 (Hot Shots Golf: World invitational), Minna to Issho and Ridge Racer. Docomodake may be able to cameo in future Vita games. Who knows, a new adventure may develop on the handheld as well.

Quick Info:

Developer:

Suzak

Publisher:

Ignition Entertainment (US and EU)
AQ Interactive (Japan)

Designer:

Yoshikazu Harada

Genre:

Puzzle
Platformer

Themes:

Licensed
Microcosmic


Boing! Docomodake DS

Boing! Docomodake DS

Boing! Docomodake DS

Boing! Docomodake DS

Boing! Docomodake DS

Boing! Docomodake DS


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