Author Topic: Awareness for "Go! Go! Kokopolo" Series  (Read 10960 times)

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Offline Cyartog959

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Awareness for "Go! Go! Kokopolo" Series
« on: June 01, 2024, 07:31:17 am »
If anyone in the VGMaps community hasn't heard or remembered in a while, I should bring this to your attention.

I feel I need to bring and spread more awareness of a very strong favorite game series to more people. It's "Go! Go! Kokopolo".

It's about the world's first Chase-'Em-Up starring the titular wildcat, Kokopolo, and his best friend, Tatsumo, an okapi, who gets into all sorts of crazy adventures filled with madcap mayhem of hilarious proportions.

It was made by Keith Webb, who is still running Tanukii Studios Limited today.

The first game, made for the DSi, "Go! Go! Kokopolo - Harmonious Forest Revenge". It showcases the wildcat on his own quest for revenge against Jinbe, the peaceful sky guardian, for accidentally dropping a bongo drum on the wildcat's head, and set out to cause mayhem on any in his way. The game is really, REALLY cool utilizing its own unique formula of chasing enemies down to their defeat.

The premise may be unusual for a game story, but I enjoyed it, as others have.

That game has 10 worlds, spread across 80 stages, with 20 crazy enemies to scratch and chase down, and each world ends in its own boss fight, counting to a total of 10 bosses, filled with secrets to discover!

It was loads of fun doing it. Even its own Expert Mode was rather challenging.

The key problems about that game is because of its rather tight viewport size, mainly because the DS/DSi's screen is about 256x192, and it makes people who bought that game rather tough to see where they're going and how they would react to oncoming hazards in situations. I had to deal with it, but I didn't let that deter me to finish that game. That, and the levels' layouts & difficulty changes, too.

Then came the sequel for the 3DS, "Go! Go Kokopolo 3D - Space Recipe for Disaster". It continued the wildcat's adventures, but that game brought another playable character to join in, Jinbe, to find and put together Mikosuki's tablet that holds the fabled Recipe of Immortality.

The sequel brought 10 new worlds, containing 80 new stages, and 10 all-new bosses to face. It was fun! It addressed the viewport concerns by readjusting it to the 3DS' upper screen size of 424x240, making it more easier for players to react in situations.

Now, here's where I need to speak about.

The series is far due for a brand-new installment, and the third, made for the Switch, is called "Go! Go! Kokopolo DX - Super Scratch Cat Fever".

The story, while not yet told, features its next Central Target(that's what I call non-villainous final bosses that until an actual villain shows up in a later game), a rather majestic dragon called King Z., surely guarding a giant golden egg, and it would be where Kokopolo and Tatsumo are pursuing it for themselves.

The game's set to have 10 more all-new worlds, containing 80 more all-new stages, and, as before, 10 more all-new bosses to face. I have been waiting for this very long, and that is where my concerns are about the series' constant habitual periods of inactivity come to be.

I'm far more worried about Keith Webb's habitual periods of inactivity, because those are, undoubtedly, harming the series brand and good name, as well as fans' communication gaps. I feel it has something to do with recent changes and disruptions towards particular social media platforms, mostly concerning the changes to Twitter/X to those without accounts, and that causes great concern about people and game devs like Keith Webb being incommunicado(look that word up to understand it).

We clearly need to address those communication concerns before they get worse, and I feel we all need to play our part in this.

For those curious, and for awareness spreading, here are the following links...

How Long to Beat Season 2 Episode 33, "Beating a Dead Pikachu", guest starring Keith Webb - https://www.youtube.com/watch?v=R1jNh8W-EuU

Tanukii Studios' Twitter/X account link - https://x.com/TanukiiStudios/

Keith Webb's Twitter/X account link - https://x.com/WebbstaWebb

Kokopolo Website(may need to be updated big time to catch up to the latest game) - https://www.kokopolo.com/

Keith Webb's website - https://www.kokopolo.com/HOSTS/WEBBSTA/MAIN/main.html

Go! Go! Kokopolo Game Trailer - https://www.youtube.com/watch?v=B_t0MHeJZ10

Go! Go! Kokopolo 3D Game Trailer - https://www.youtube.com/watch?v=9GrhebYvQDM

If anyone's around, please spread more awareness about this series for Keith Webb, and for his company's good will and name. We still need to support him in any way possible. Do whatever it takes to show your support for him and his series to keep it and our communications with him stronger than ever!

For those wanting to do the pixel art aesthetics the series holds, here's Aseprite to get you started.

Aseprite link here - https://www.aseprite.org/

For those thinking of making maps for it, if anyone is inclined, here's Tiled, the map editor. I didn't think anyone could do that to there before.

Tiled Map Editor link here - https://www.mapeditor.org/

If Keith Webb's not heard of such programs, please forward those to his attention. They could be very beneficial to what he works with.

Thanks to everyone still showing support for Keith Webb, his endeavors, and the Kokopolo series as a whole! Let's keep it up!
« Last Edit: June 01, 2024, 07:35:24 am by Cyartog959 »

Offline Cyartog959

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Re: Awareness for "Go! Go! Kokopolo" Series
« Reply #1 on: June 03, 2024, 10:51:58 am »
Look, I'm a huge fan of Keith Webb's unique game series because of its own formula and the amazing artwork and stories those games gave, and I truly hate to see that potential from it gone unnoticed by too many people diverting too much time to other things, and it hurts me and his efforts for the series' acknowledgement more.

That, and his own & his company's social media accounts have been left inactive for over too long. I mean, it's been far long since any of those accounts posted anything new lately. With recent changes to the platform, its becoming more and more difficult to try and communicate him and the company in those outlets.

We need to broaden those outlets far more. And ramp up more activity, too.

Also, the series has given amazing music to enjoy, courtesy of composer, Doug Boyes from 2dB Music.

If you're unsure, the music links prove it. I know you'll love them for good listening.

"Go! Go! Kokopolo - Harmonius Forest Revenge" tracks, lately uploaded by a Youtube user, KieranX9

Hum Drum, No Drums (Intro, 3DS port exclusive) - https://www.youtube.com/watch?v=vw3_3xqfJrA

Kokopolo Go Kokopolo (Title) - https://www.youtube.com/watch?v=_RRwTSnhauo

Candy Salad (Menu 1) - https://www.youtube.com/watch?v=iV7u1C6nzFY

Upbeat-Downbeat (Menu 2) - https://www.youtube.com/watch?v=ripf6HcTcpg

Lull a Bye Bye (Menu 3/Moon POW) - https://www.youtube.com/watch?v=mg2OJZpZli8

J Meadow (Level Theme 1) - https://www.youtube.com/watch?v=5VMlQ_XdWz0

Leafy Griefy (Level Theme 2) - https://www.youtube.com/watch?v=qk2yDNU4Od0

Ramblin Brambles (Level Theme 3) - https://www.youtube.com/watch?v=yRV0i_1g7Cw

Tropical Mix (Level Theme 4) - https://www.youtube.com/watch?v=xgSDVIRNi0k

Rustle and Tussle! (Level Theme 5) - https://www.youtube.com/watch?v=DnMGvBnI9c0

Chili Con Carnival (Level Theme 6) - https://www.youtube.com/watch?v=zn7iPkAs5d8

Hoo Hoo Me! (Starfish Houdini Invincible) - https://www.youtube.com/watch?v=a2AS5o6osZ0

Hit the Stars! (Bonus Round Theme) - https://www.youtube.com/watch?v=b-2tllXWvC8

Infuriate Nine Ten (Boss Theme) - https://www.youtube.com/watch?v=Hrr_TsB8024

Jumping Jinbeats (Final Boss Theme) - https://www.youtube.com/watch?v=DE9hJbCFcz4

Mischief Memories (Ending/Credits) - https://www.youtube.com/watch?v=vKSczXblqDc

And, now, the sequel's music tracks...

"Go! Go! Kokopolo 3D - Space Recipe for Disaster", uploaded by another Youtube user, Jeremy Candra...

Snoozin' Cruisin (Intro, composed by Seb Burge) - https://www.youtube.com/watch?v=NczSZIQ0wCQ

Go, Kokopolo! (Title) - https://www.youtube.com/watch?v=lXJZc54hfbw

Frantic Atlantics (Level Theme 1) - https://www.youtube.com/watch?v=A4DaPiqvQPc

Kickin' Cosmos (Level Theme 2) - https://www.youtube.com/watch?v=RRM9m-gPJSQ

Pickpocket Pick-Me-Up (Level Theme 3) - https://www.youtube.com/watch?v=c58iAmN0hm0

Sugarcane Space Train Mix (Level Theme 4) - https://www.youtube.com/watch?v=S0--_bZ1z80

Temper Temper Tempest (Level Theme 5) - https://www.youtube.com/watch?v=wPvoqnssJpE

Wilds & Windy (Level Theme 6) - https://www.youtube.com/watch?v=qPya9qvy9_M

Victory Jingle (To Next World!) - https://www.youtube.com/watch?v=ZChULiFPrWo

Cosmic Joke (Kokopolo) (Ending 1) - https://www.youtube.com/watch?v=wi5uREg3lAo

Hip Happity Hop 2 (Ending 2) - https://www.youtube.com/watch?v=6jjNGpsjs3U

Cosmic Joke (Supreme) (Ending 3) - https://www.youtube.com/watch?v=VcGqGK1W0dM

Through the Stars (Ending 4) - https://www.youtube.com/watch?v=FNc01t5Pzuo

Hip Happity Hop (Credits) - https://www.youtube.com/watch?v=Hd4Dca-0hx4

More people need to be aware of Keith Webb's game series, so we need to keep the momentum going.
« Last Edit: June 07, 2024, 12:15:17 am by Cyartog959 »

Offline Cyartog959

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Re: Awareness for "Go! Go! Kokopolo" Series
« Reply #2 on: June 14, 2024, 06:18:23 am »
I kinda need to mention that for those who have had those games for those systems, it was rather tough to get adjusted to the top-down scratch and chase formula at first sight, but over time, you just need to get used to it, and you'll have plenty of fun. I sure did, and were they a lotta fun! Oh, and of course, map memorization is a must need to get by those maze-like stages. That's definitely a good necessity.

So far, the series has about 20 enemies in total, and not yet new enemies were made. I am fond of 'em, but the series should cycle them with some new ones, to up the bestiary.

Those 20 enemies are as they follow, for those who don't know who they are...

1. Pappyo
2. Hawanuts
3. Merriket
4. Tropakahn
5. Lupawaii
6. Chickaboom
7. Ponporuu
8. Thornopio
9. Stunion
10. Kasanobarka
11. Moguma
12. Starphid
13. Starphat
14. Powpiper
15. Kurakura
16. Cocanoise
17. Toplocano
18. Rocktopus
19. Dizzyline
20. Spaceman Boscaro

...Yes, those enemies' names are rather oddly named, if you're asking, but, given the influence of certain arcade Japanese games having strangely named enemies, guessing Taito, for one, even using their suffixes, that's justifiable for Kokopolo's enemies to be given such names.

For the bosses, yes, each game holds their own unique bosses, and, while all their designs are in true to the word, "unique", they're all fought at each world's end, comprising of its 8th Round, and they all require strategies to make defeat them, mostly to trick them into harming themselves. And it is rather funny how gamers do it at those times.

So far, each game held 10 bosses, for a total of 20, but the next game will bring it to a good total of 30.

The first game's bosses are, in accordance to the worlds' names they reside in...

1. WORLD A, Scratch Meadow - Sacratops
2. WORLD B, Lullaby Woods - Oaklipokley
3. WORLD C, Acorn Treetops - Raiku
4. WORLD D, Maple Park - Totemator
5. WORLD E, Snowflake Peak - Picoloco
6. WORLD F, Breeze Ocean - Pektail
7. WORLD G, Lotto Jungle - Burnsides
8. WORLD H, Rumba Temple - Pandora
9. WORLD I, Lunar Grove - Bababoom
10. WORLD J, Cloud Garden - Jinbe (Final Boss)

The second game's bosses...

11. WORLD A, Tebu Rainforest - Scareclown
12. WORLD B, Frantic Desert - Dust Ra Ra
13. WORLD C, Sky Highway - Kamaloon
14. WORLD D, Gimmick Road - Jitstar
15. WORLD E, Punch Castle - Kintaron
16. WORLD F, Neon Carnival - Cactusk
17. WORLD G, Scrappy Dustyard - Bandoza
18. WORLD H, Impact Factory - Shintoto
19. WORLD I, Cranky Canyons - Rock-a-Tock
20. WORLD J, Supreme Crater - Mikosuki (Final Boss)

OK, even though Kokopolo DX isn't released yet, the bosses have been confirmed to still be all-new, to keep it fresh like all past games, so, nobody should worry about any past bosses returning.

The confirmed bosses, from what I've read on the Tanukii Studios' Twitter/X account, with the 10 all-new worlds not yet named they're stationed in, for Kokopolo DX are...

21. Macrotops
22. Don-Donimono
23. Boombarossa
24. Weep'n' Whale
25. Cheepolatta
26. Baalarino
27. Patrola-Coasta
28. Tototornado
29. Croc-O-Bones
30. King Z.

I'm still eager to face those new bosses when it comes out sometime soon(hopefully, very)!

So far, alongside having 10 more new worlds with 80 more new stages, Kokopolo DX is said to feature online leaderboards for its new Score Attack mode, that is to say whose high scores in each stage gets uploaded there, and a zooming feature to zoom in and out of each stage's maps for gamers to plan routes for fastest time records, which are neat to have.

If anyone with an account on that platform is curious, there's a rather fascinating history behind the series' creation through the posts for its 10th anniversary celebration. I've seen it, and it is rather thrilling to know how Keith Webb did to make the series a reality! Give it a look.
« Last Edit: June 29, 2024, 07:53:22 am by Cyartog959 »

Offline Cyartog959

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Re: Awareness for "Go! Go! Kokopolo" Series
« Reply #3 on: June 17, 2024, 10:24:57 pm »
So far, up until lately, there's hardly been any longplays/playthroughs of both Kokopolo games, and I had some thoughts time to time someone may do them.

I did came across videos that did it, and its reather neat for someone to do them, 'cause, well, there are people that like those games for its amazing quirks and charm.

Anyone thought of seeing them, here they are...

MagneonGames' videos about Kokopolo 3D...

Kokopolo 3D, Tutorial & Kokopolo Story - https://www.youtube.com/watch?v=XdQbp-_31QA

Kokopolo 3D, Tatsumo Story - https://www.youtube.com/watch?v=Nw_S8Nv4-nM

Kokopolo 3D, Jinbe Story - https://www.youtube.com/watch?v=qpbKvtUcsuE

Kokopolo 3D, Final Story & Kokopolo Ending - https://www.youtube.com/watch?v=8-gVqZIcOZY

Kokopolo 3D, Final Story & Tatsumo Ending - https://www.youtube.com/watch?v=f10tugHbrWs

Kokopolo 3D, Final Story & Jinbe Ending - https://www.youtube.com/watch?v=447-D7_EhLc

And, here's the latest playthrough video of "Go! Go! Kokopolo", the 3DS port of the DSi original...

Obaken Channel's Go! Go! Kokopolo Playthrough Video - https://www.youtube.com/watch?v=bx5dBGxgrFs

That playthrough's not yet through, but I'm confident that'll be done.

There should be more people doing playthroughs of such games as these.

I just also remembered some more things about the first game...

There's a bonus round for gaining more points to the overall score, and all anyone has to do is to make sure any enemy that gets eaten by the SnapSnap Plant, where the player has to lure the enemies by a quick slash or using the Slash Dash to any of them, as the goal of all games requires all enemies to be digested in each stage, and catch any fruit/treat falling before they touch the ground.

Catch about 20 in the air, and the door to the bonus round opens in any present stage, then go to the door and you'll get to the bonus round, where you get dragged around by the Astrobug and snag as many bonus fruits/treats as you can in under 2 minutes before time runs out. Watch out for black holes in your path, for they end the round upon running into any one. To change direction, tap the arrows on the Astrobug's back, but be careful when changing paths.

A minor disappointment is the sequel doesn't have a new bonus round, given that the game doesn't keeps track of your overall and final score from your single-player campaign, not like the first game that does it. If Kokopolo DX, or any new game, does have a new bonus round, well, I'd be up for it.

Both games have 40 cards to collect to unlock galleries of the characters; the first being scratch cards, and the second, recipe cards.

The sequel's recipe cards each hold a rather unique recipe describing the enemy order they have to be digested in. Get the order correct, and you get a cool Space Treasure, of which there are 70. There's a surprise ending by doing so!

For those still struggling to get the first game's 40 cards, I do have some guiding tips to help you, and anyone who has the game, DSi original or 3DS port. Few people posted questions on how could they get those cards shortly after the game launched, but no solutions by players have been hardly given... until now.

World G-5 - A simple "accidental" jump into the SnapSnap Plant and some nose tickling will lead you to the card's location, complete with flowers spelling just one word, "ACHOO!!". That's all you have to do. Easy.

World H-3 - There's a particular Pappyo placed in front of a Bomb-Block, where you see the red "X" as its spot before it gets transported there, even by accidentally stopping a chase, that's the stone blockade that can't be destroyed by scratching; only by a bomb explosion. Trying to get a Chickaboom wouldn't work, because once scratched, it will chase you for about 5 seconds before it hilariously explodes, but that'll keep on going until you send it to the SnapSnap Plant. There is one way to get to the card. Scratch that particular Pappyo placed in front of said Bomb-Block and lure it to the plant, and then tap the large red "X" icon on purpose, that's where bombs are launched instead of fruits for those that hit it by accident or mistiming them, to get it out of your way and let a bomb to the quick work for you. Do that, and the card is yours!

World J-3 - There's a particular Spaceman Boscaro placed in front of a Bomb-Block there, and it'd take just a mere scratch and chase to the plant to get it. The one problem with that is, the Spaceman Boscaro doesn't have a red "X" icon, only its portrait or the bomb icon, which triggers a reset to your enemy digesting process all over again, and keeps it up until the proper portrait is tapped by a finger's touch or the stylus. There is one quick way to get that card. Lure that Spaceman Boscaro into the SnapSnap Plant, but DON'T DIGEST THAT ENEMY YET. You need another enemy to get you that card. There is one other enemy that does it. Its Thornopio, the green spiky enemy who is one of the few having a poison vial icon, that's where if accidentally tapped, all enemies are digested at once, but all bombs are spat out, giving the SnapSnap Plant a nasty case of food poisoning of sorts. Find and scratch a Thornopio placed somewhere on the map, then lure it to the SnapSnap Plant without stopping or letting it get sliced by large saws. Once you do while the Spaceman Boscaro's not digested, tap the poison vial icon on purpose and time it just right to get you that card. Do that, and you will get that card!

I'm sure someone else figured that out before, but, for those still struggling without guidance, well, ease your worries. Even took me too long to figure that out. Actually, before that, I kinda took the agonizing long way of having a Sun POW clear the way. Yes, that is an alternative, but that's time consuming and chance-based. Better to do what I actually stated for the quicker way.

And, for those not yet aware, there's an Expert Mode unlockable by beating the first game on Normal Mode only, where you guide Mech-Jinbe, the robot replica of Jinbe that he built, to deal justice to Kokopolo and Tatsumo. The only thing is, all the maps are flipped, requiring a greater amount of memorizing to do it. Its tougher, but well worth seeing the Expert Ending!

There's a Retroware review video about Kokopolo 3D, and its still viewable for those who want a good look. That review speaks really good about the series, which I really like! I'd still think its made for any dual-screen gaming system rather than it, and other games built for both screens repurposed for the Nintendo Switch, because it kinda takes out the actual purpose and convenience of a dual-screen gaming system.

Here it is!

Retroware's Review of Kokopolo 3D - https://www.youtube.com/watch?v=oc5VkWvOePo

What I'd still like for new Kokopolo games are a little more unlockable content and secrets, such as a few single and multiplayer minigames, sound test, and some new enemies to the overall bestiary, and actual mini-bosses, at least a minimum of one mini-boss, to be fought at each world's 4th Round, but a bit differently compared to bosses only fought at each world's 8th round.

There's still good chances to spread more awareness of Kokopolo to gain more widespread recognition, and it'd do that series good to do more fan tributes to it; artwork, videos, merchandising, you name it. Just needs to be ramped up.

And more playthroughs about the series need to be seen. Hope more people will do it.
« Last Edit: June 29, 2024, 07:53:06 am by Cyartog959 »

Offline Cyartog959

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Re: Awareness for "Go! Go! Kokopolo" Series
« Reply #4 on: September 26, 2024, 02:09:37 am »
*sigh*

I really love this game series as plenty of others, but I must express my great concerns about the series' relevancy and noticeability...

For as long as some can and could still remember, "Go! Go! Kokopolo" has been a fine, unique series that gave a fun twist on the classic maze gameplay from past games, where the player gets the enemies to chase them and lure them to their defeat to progress to the next stage, and both games did that, but I worry about the series' activity, as well as Keith Webb's around.

I've beaten the original DSiWare game and its sequel on the 3DS time and again, but...

I have been feeling this recurring worry about the series still not being known more to other people besides those that have played these games, even talking about them to keep up excitement.

The sequel for the 3DS was almost in the same fear of not being launched before the system itself could be phased out, as Webb stated in a past interview with Nintendo Life post, but that wasn't the case, thankfully.

Interview link here as proof - https://www.nintendolife.com/news/2017/02/interview_tanukii_studios_on_go_go_kokopolo_3ds_slow_dash_to_the_3ds_eshop

Now, the third game, still targeted for the Switch, is likely getting close to that said fear of not being complete and launched nearly as last time. When it was announced, I got thrilled to see how its going to be for that system, but as time kept going on, I feel more and more worried about how it is.

I worry more about the game being still in the works and much more about Webb still active around, because a game being too long and slow in development, along with specific reasons to why, such as scope creeping, for example, can harm a series brand, image, and relevancy(which goes for any game beyond this series, and in general, too), and not more people playing the past two games more frequently.

This constant radio silence is keeping my concerns rising a bit too much at times. I worry and wonder about that third game being able to launch on the Switch at all. And, I can't really be the only person who has to keep up its relevancy alone.

I'm not saying this to force people to play them more, but I speak of this is because I have concerns, and I have rights to express said concerns.

All I feel, for the moment being, is needing some reassurance to the Kokopolo brand and its activity. Hope I get to know it soon.

I can still be hopeful for the game to be launched real soon because I have been waiting long for it, and I can hope for this long waiting for Kokopolo DX's launch to be finally behind me and everyone else.

Oh! I almost forgot.

During his series 10th anniversary countdown of posts from Twitter/X, Webb posted some maps from the first two games, some of which are cleverly shaped after key references in the sequel.

Here's the two posts' links about them. Go take a look.

Day 08 Post 1 - https://x.com/TanukiiStudios/status/1420433199184977931

Day 08 Post 2 - https://x.com/TanukiiStudios/status/1420433213495955458

If you're around, JonLeung, you can drop by and give Webb thanks for it.
« Last Edit: September 26, 2024, 02:26:04 am by Cyartog959 »