Just a special gift to my special boy ;)
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izzy's playlists!
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@gossipnewsflash
Just a special gift to my special boy ;)
Just a little amv type thing for my boy, on this special day
For my boy :)
Some commissions by @eager_eevee (on twitter)! The one on the left is actually from two years ago but it was my first commission ever and I was so nervous I ran away before I could ask for social media information
They are both absolutely amazing!
Perhaps becoming a bit of a con tradition, another wonderful doremi commission byĀ @coffeemilkteagirlsā
Gosh itās just amazing!
I also wanted to show off cute little thing they did with the envelope, something so simple but I really really appreciated! (the red splotch is just me marking off my real name)
New character visuals and screencaps from the Doremi 20th anniversary anime film,Ā āMajo Minarai wo Sagashite,ā has been unveiled. Itāll open in Japanese theaters on May 15th, 2020.
-Synopsis-
āThe story follows 27-year-old Tokyo office worker Mire Yoshitsuki who just returned to Japan, 22-year-old fourth-year college student Sora Nagase who aspires to be a teacher, and 20-year-old boyish, part-time Hiroshima okonomiyaki shop worker and freelancer Reika Kawatani. What draws together these three women from completely different walks of life is a magic gem. A āNew Magical Storyā begins when they are mysteriously brought together by chance and embark on a journey.ā
-Staff-
Director: Junichi Sato, Yuu Kamatani
Script: Midori Kuriyama
Character Design: Yoshihiko Umakoshi
Studio: Toei Animation
via:Ā lookingfor-magical-doremi.com
TALL
Doremi apparently started dressing like an elementary school teacher and it really works for her; Hadzuki has finally metamorphosed into the trendy twentysomething she was always meant to be; Aiko is gonna beat the fuck out of me; Onpu is psychically manipulating her to do so; Momoko and Pop are criminally obscured by the goddamn logo, HANA CHAN BIG SHIRT
The radio plays at work, and inspiration struck
Recently Iāve been thinking about one of Hanaās catchphrases,Ā āMechokku,ā and just how great I think it is for her character. In the screenshot sheās explaining what it means and adds anĀ āawesome, right?ā which really signals to me that this isnāt just some verbal quirk or tic she happens to have, Mechokku is a catchphrase that she has thought about and considers to be really cool. Itās part of the stylish adult personality sheās striving toward and you could maybe even say that sheās trying to make Mechokku a thing.Ā
And well, she does make it a thing! Throughout the series every so often other characters will say it. To me this is a really a microcosm of Hana in general, this catchphrase represents her always striving forward and trying to embrace a shining a future she wants to obtain, and in doing so she continually inspires those around her to do the same! I think itās also important to note just how genuine and sincere a catchphrase Mechokku is for Hana. Mechokku is something that is said after a shocking or disappointing thing happens, the usefulness of such a word is tied directly to Hanaās misfortune and clumsiness. But with this word she takes those negative things, turn around and moves forward to a her that she wants to be. Itās really just perfect.
Doremi Movie Doremi Movie Doremi Movie
A Doremi commission done by @coffeemilkteagirls
Iām really happy with it!
Iāve just been revisiting this transformation sequence. The one thing that I really love about it is at about the 25 second mark where Saint Tail swings her staff all flashily and it just completely yanks the camera away from her to put full attention on the staff for a moment. Itās not a big thing, but I think it does a really good job of expressing her as a trickster magician type. In that one second where sheās pulling away your attention, sheās no doubt preparing some trick or another. Just a little thing that I think is neat.
[Source]
So hows your fuckin day goinĀ folks
bc imĀ doing pretty good
Confessions are open
So Iāve been playing Nijiro Paradise, the Ojamajo Doremi party game for the playstation. I wouldnāt say itās my favorite game of all time or anything but I do think it has its charms. When I boot it up for the first time and was able to control a sprite of Doremi I was filled with such a powerful joy, and I think that at least is something worth experiencing. A lot of the activities are funny, like hitting Oyajiide with a hammer or running around with the Ojamajos dressed up like ninjas, and thereās a lot of personality to seen like how the random event wheels are spun by the fairies or mascot Oyajiide. It definitely has serious issues though, there are only 15 mini games, which can be fun but are definitely pretty simple, and the limited amount of music can get pretty repetitive. Additionally, playing a main story game takes a very long time to complete, even on the shortest setting.
All in all though, itās a fun little thing that I think is checking out for at least a minute minute or two if youāre as into Doremi as I am. You can find the rom hereĀ if you are interested, Iāve been running it on the ePSX emulator.
Also, Iāve made a bit of a guide to the game under the break here in case anyone needs one. Itās by no means exhaustive (I havenāt unlocked all the collectibles, for example), a whole lot of it is probably pretty obvious, and what Iāve done here already took way more work than I originally envisioned, but maybe if thereās interest Iāll continue to edit and work on it. If I get anything wrong or am missing something Iāll be sure to fix it if you tell me! Just send me a dm or an ask or something. I have no idea what the actual names of a lot of these things are, so thereās sure to be some mistakes in that regard at the least, and thereās a good amount of things that are still a total mystery to me.
So after the title screen youāll be dropped into a little menu that looks like this. Probably obvious, but you move Doremi with the directional buttons in front of the chest that represents the game mode that youāre interested in, and then hit the circle button to enter that mode. (Possibly of note: When navigating all menus in this game, the circle button is always to select things, and āXā button is to go back. Maybe this is normal, but I remember as a kid it always being the opposite.)
Red Box: Story Mode
Yellow/Orange Box: Quickplay
Blue Box: Extras (Mini games, voice lines, OPs)
Purple Box: Load file
Greenish Yellow Box: Options
Story mode setup:
Most of this is probably fairly obvious, but here we go (Iām not actually actively translating what Rika is saying here)
Select the number of players
Select which players are bots, and which are real. Highlighting a player and pressing the up directional button cycles them between being a computer player and being a real player. Pressing the down directional button cycles between the blue easy difficulty and the red hard difficulty for computer players.
Select which character each player is playing as. The initial playable characters are Doremi, Hadzuki, Aiko, Onpu, Momoko, and Hana. Later on you can unlock Pop as a playable character.
Choose how many drops you need to exchange for a crystal (at least I think thatās what these things are called). Iāll explain what this means in the gameplay section, but essentially this is an indicator of how long the game is. The options are 100 to 900 in increments of 100.
From there the game will ask you to confirm your settings. I show you this selection here divorced from the rest because this selection is used every time the game asks you to confirm something. Basically, the blue one on the right means no and the red one on the left means yes.
After confirming that your settings are correct, youāll get a simple cut scene andĀ be booted into the game.
Quickplay setup:
This setup process is almost the exact same as the other one, with a few exceptions.
Youāll be given the chance to choose from three possible maps: the school, the Maho-do, and the Witch World. Iāll get into what those look like and what properties they have in the gameplay portion. The reason the story mode doesnāt have a map select is because the story mode map is all three of these combined.
This part looks the exact same for quickplay, and has the same 100-900 options, but itās meaning is a bit different. In quickplay, this is the number of drops you need to win the game. This still determines the length of gameplay, but picking 900 here is probably going to be a shorter game than picking 100 in story mode.
From there you enter the game.
Basic Gameplay:
The goal of quickplay is to get to the target number of drops you set before any of the other players do. In the top right, you should be able to see how many drops you have as shown in the image above.
The primary way to get drops is to complete objectives. One of the very first things that will happen when the game starts before youāre able to make any decisions is that youāll get some objective dialogue from a side character, after which one or two tiles on the map will be marked.Ā
If just one tile is marked, itāll be with a character as shown above. In that case, the current objective is to make it to that tile before any other player does. Donāt worry about trying to land on this tile exactly, if you are set to move past the tile that the objective is on your movement will just end at the objective tile. When a player makes it to the objective, a little animation plays and that player receives a random number of drops. Iāve seen it range from a bit lower than 30 to over 100, and it seems that the longer the game has been going the higher it is likely to be. Completing objectives also often grant you access to a rainbow seed, which is a whole other thing Iāll get into later but is another way of getting drops.
If two tiles are marked, the first one will depict some sort of object and the second will show a person. In these cases, you have to first go to the tile with the object before you can complete the objective by going to the tile with the person. In the example above, youād need the watch before going to Tamaki. When a player makes it to the item tile that item goes in their item inventory, but the item on the tile does not go away. The tile only goes away when the objective has been completed, so every player is able to retrieve the item and attempt to make it to the objective, not just the first. These two part objectives donāt seem to be worth anymore drops than normal, and also often grant you a rainbow seed.
After each player has made their turn, the objective markers that depict characters will randomly move one tile in any direction that a player character could. The item objective markers donāt move.
When youāre playing story mode, a whole new element is introduced to this formula. Now there are seven circles in the top right above the drop counter. These represent how many crystals you have. In the image above the player doesnāt have any crystals, but as they get some those slots will fill with little colored spheres. You win the game when all seven are collected. Each crystal is obtained by trading in drops, and the trade-in value is set by you when you are setting up the game.
In order to trade-in your drops for a crystal, you have to stop at the tile marked with Majo Rika on your map. Just like with the objectives, you donāt have to land on this tile exactly, if you would move through it and you have enough drops to trade in for a crystal, youāll stop on this space. If you donāt have enough drops, youāll move through the tile as if it was any other. When you trade-in your drops, Majo Rika will take every single drop you have, not just enough for the crystal, and no matter what she will only ever give you one crystal. So if crystals are worth 100 drops, and you go to her with 224 drops or something like that, she will take every single one, not just 100, and she will give you only one crystal, not two. This of course means that the moment you get enough drops, itās often wisest to ignore the next objective in favor of going to Rika. Additionally, when you trade-in your drops Majo Rika will leave the map for a turn or two before coming back with your crystal. If you move during the time that she is gone, she will return to the map in whatever location you are currently at. The Majo Rika tile always starts at the same place the players started the game, but in this way the Rika marked tile will move throughout the game.
In the top left of the screen there youāll see information that should look something like the image above. The number next to the clock icon tells you what turn it is. In this example the game just started and itās the first turn. The number below tells you how many spaces away the current objective is, accompanied by a picture of that objective. In the case of this example, the objective is Majo Heart and she is 19 squares away.
Along the bottom of your screen, there is a little character portrait like the above for each of the players. Beneath them there are three notes, and beneath those there is a space for a number. Whenever you are affected by an ongoing passive effect, an icon representing that effect will cover up one of the notes, and beneath it will be a number indicating the number of turns that effect will continue to last. Iāll show images of these as they become relevant.
On your turn, youāre able to select from the following five options. During this time youāre also able to move the camera freely around the map by hitting the triangle button. If you select a tile with your cursor while in this state, it will tell you how far that tile is from your current location. If you hold square during this time, it will bring up a map of the board.
This is the full story mode map you see when holding square, marked by me to show the three separate quickplay maps. The red is the school section, the blue is the maho-dou section, and the purple is the witch world. Iāll explain what all those tile symbols mean when I explain what each tile does.
But back to those five options above. The first, marked asĀ āDiceā, simply rolls you a six sided die. The result is how many tiles you can move that turn. Iāll get more into how individual tiles and the connections between them work later, but essentially you can move in any direction that has a connection to another tile from your tile, but moving back and forth between the same two two tiles does not work. That is, if you rolled a six, you would not be able to move left, then right, three times over and only move one space. Youād have to move all six in a continuous direction. This is not to say you canāt use wraparounds in the map in order to end up at a tile closer to your starting location than your die roll, however.
TheĀ āPrepareā activates a little transformation animation in which your character transforms into their witch apprentice uniforms. This uses up your turn and you wonāt be able to move or do anything else, but while in this transformed state youāll be able to use magic. This transformed state lasts for five turns. Transforming like this will give you the transformed passive below your character portrait, as shown above. In this example, Hana is transformed and she will remain so for two more turns. The image representing this state is different based on the transformation item your chosen character uses in the show, Hana has this, Doremi, Hadzuki, Aiko, Onpu and Momoko have the perfume from the Dokkaan season, and Pop still has the origional apprentice tap from season 1. Their transformation animations and music are also character appropriate, itās very nice. While in the witch world area, you are automatically transformed and remain that way until you leave, no need to use this option.
The third option āMagicā opens up this magic inventory. In the example above all the spells appear duller and less colorful than usual, this is an indication that the character is not currently transformed and is not able to cast any of the spells. Iāll get more into what each of these magic spells do in itās own section; thereās a whole lot of them. Casting a spell is accompanied with itās own little sounds and animation, and replaces your dice-rolling movement action for the turn.
The fourth optionĀ āItemā opens up this item inventory. This holds objective items, items that you buy from Dela, and your rainbow seeds. Unlike the spell inventory, none of these items will have activated effects, all you can really do from here is see what you have and throw away items to make room for more. Iāll get more into what these do later, but they usually take effect in response to another thing happening, such as your turn ending, landing on a particular tile, or an effect happening to you.
The fifth optionĀ āOptionsā is just what it says, it allows you to change some options and save the game. Wonāt really get too much into it.
Tiles:
Alright, now that you know your objective and your options, lets see what happens when you land on any given tile, and how travelling between tiles works.
So first Iāll go over some how movement between tiles works, using this relatively complicated part of the map here. Those red lines between tiles are the standard connection between most of the tiles, youāre able to move across them the same both ways. The arrows are one way paths, you can go the direction the arrow points but not the opposite way. The section of map also shows a dead end, that wing tile in the top right has only one pathway in and out. As I said earlier you canāt move back and forth over the same few tiles, so in order to land on that tile that tile has to be the last in a continuous movement toward it. That is, you have to roll exactly the right number to get there. If you are on the tile one below it, youād have to roll a one exactly, or else you wouldnāt be able to walk simply up to go to that space. However, if you were to roll a 5 it would be possible to land there by going down and looping back around.
This tile will grant you a small number of drops upon landing on it, and that number goes up as the game goes on. At first it gives 5 drops, after a decent number of turns that number turns to 10, and then 15, and presumably if games go real long that number continues to climb.Ā
On the mini map, these are represented by a blueĀ ā+ā sign.
This tile is the exact opposite of the previous tile, it causes you to lose a small number of drops, and the number you lose increases as the game goes on. The value of these tiles is always the negative value of the opposite ones, so in the beginning these take 5 drops, and then 10 when the others would give 10, and then 15 and so on. If you would lose more drops then you currently have you just go to 0, you donāt go negative or take a penalty or anything.
On the mini map, these are represented by a redĀ āminusā sign.
Landing on this square will grant you a random spell that will be added to your magic inventory, provided you have room for it. Iāll devote an entire section to these spells a bit later.
The tiles are represented by a yellowĀ āCā on the mini map.
Landing on this square triggers a mini game, which starts with a little dialogue from Oyajiide who I guess is in charge of the mini games. Before the game, three roulette wheels will spin, each determining something about how the game will be played.Ā
The first chooses who you will be playing the game against, as all the mini games are 1v1. If you are only playing against one other player, obviously that player will get chosen every time.
The second wheel chooses the wager for the game. Every game involves a wager of your drops, and this wager can be 10-50 in increments of 10, or half of your current drops. At this time the chosen amount is taken from both of your drop pools, and if a player is unable to pay the full amount Oyajiide comments on it and adds the rest of the drops in himself. At the end of the mini game, the wager is redistributed based on the scores the players got in the game. In some of the mini games the score is almost always very close, so the loser may end up only losing 1 or 2 drops even at the highest wager. In other mini games, the loser automatically has a score of 0, and so the entire wager goes to the winner. The former is a bit more common however, so often times these mini games donāt change the standings significantly.
Quick sidenote: another way these mini games can cause a big swing, even if the mini game has a close score, is when one of the players doesnāt have much drops to begin with. Since Oyajiide will pay the rest of the wager when you donāt have enough drops, even a tie with the other player can result in pretty big drop gains for you while the other player doesnāt gain or lose anything.
Anyhow, the third wheel is what decides the actual mini game that you play. There are 15 mini games in total. Initially the games on the wheel are named with just question marks, only revealing themselves when you play them for the first time. Once you play a mini game in the either quickplay or the story youāll be able to play it anytime youād like in the extras menu. Iāll devote an entire later section to the mini games instead of discussing them here.
The tiles are represented by a pinkĀ āPā on the mini map.
Landing on this space causes you to jump to another random place on the map.Ā Ā
These tiles are represented by a greenĀ āWā on the mini map.Ā
Landing on one of these mystery tiles will cause one of the events above to happen at random. You can gain or lose drops, get a magic spell, play a mini game, or be warped to a random location.
On the mini map these are represented by a grey question mark (really just the hook part).
Landing on one of these blank tiles often just means that nothing happens, but they can also be an important resource. If you land on them while you have a rainbow seed in your item inventory you will plant a rainbow flower which will last for five turns.
The top image there is what a rainbow seed looks like in your item inventory so you know when you have one to plant, and the image below that shows what a tile looks like when a flower has been planted there. The number indicates the number of turns that flower will remain there, and the color of the soil is different based on the character that flower belongs to. In the example shown here the flower belongs to Doremi, so the color of the soil is is a pink/red. There is no benefit or penalty for any character to pass or land on a tile while a flower is planted there, it is essentially exactly the same as a blank tile with the exception that you canāt plant an additional seed there.
While at least one flower is planted at the end of each round of turns after each player has made their move this little screen will appear depicting each playerās drop total, the number of flowers they have planted, and the amount of drops they get this turn from their flowers (sorry about this screenshot, I can never seem to get it not in mid animation and I kind of just gave up). During the beginning turns of the game each flower you plant gives you five drops at the end of each round of turns, but this value goes up as the game goes on. This value is actually exactly the same as the amount you would get from landing on the blue drop tiles, or as much as you would lose for landing on the red ones. In this example here the game had advanced far enough that they were worth ten drops each.
The blank tiles are represented by a white box on the mini map.
The final tile are the Dela tiles. These tiles are all on dead ends or otherwise inconvenient locations, so landing on them can be pretty hard and is something you have to go out of your way to do.Ā
These shops give you the option to buy items that go into your item inventory by spending your drops. Iāll go more into these in their own section, but Iāll be straight up and say here that this is the area of the game I would need to do a lot more experimenting in. These items are out of the way, cost drops, and only activate in response to certain things so figuring out what they do is not always very simple.Ā
As you can see from the two examples above, Delaās selection isnāt always the same. I believe that Delaās selection is based on which of the Dela tiles you land on and what the current objective item is (it is possible to buy objective items from Dela rather than retrieving them from their location). Iām still not completely sure on the specifics however.Ā
It is also possible to sell items back to Dela. Sheāll buy items from your inventory for half the price it would take to buy them from her. She will not buy your rainbow seeds.
These tiles are represented by a dark greenĀ āDāĀ on the mini map.
Interim:
Every ten turns there is an interim period. As best as I can tell, this is what happens during that time:
First the player who has earned the most drops over the course of the last ten turns is given a reward of additional drops. This reward seems sort of random and scales higher and higher as the game goes on, starting at around twentyish.Ā
Next the game identifies the player who is currently winning overall based on their crystal count, and if thatās the same breaking the tie with their drop total. No reward or anything for this.
Finally, the game changes the turn order.
It seems like during quickplay an additional event happens right before each interim to potentially speed or mix up the gameplay. During this time Iāve seen Majo Rika grant each player a handful of free items, Majo Rika requesting a Magical Stage that resets every player to the same location, and Oyajiide swap around the locations of all the players.
Mini games:
Here are all 15 of the mini games. Short descriptions are actually already available on the ojamajo doremi wikiĀ but I figure Iāll give it my own somewhat more expansive go. Every single one of these games is played by two players.Ā
In this game you and another player compete to collect scrolls to earn points while avoiding various obstacles. You move your character with the directional buttons and you jump with the circle button.
There are two kinds of scrolls to collect, one smaller and the other bigger. The small scrolls are worth one point, the bigger scrolls are worth five.
The obstacles that you face include:Ā
Various chests and cat statues that block your movement but can be jumped over.Ā
Taller cabinet looking things that block your movement and can not be jumped over (you can see these in the image above).
Gazamadon who appears on the left side of the screen, moving up and down and occasionally shooting a line of fire all the way across the screen. Touching either Gazamodon or the fire causes you to be stunned for a moment and lose five points. The fire can not be jumped over.Ā
Gaps that must be jumped over. Falling down the gaps stuns you for a moment and makes you lose five points.
Comets that crash down from the sky and must be navigated around. Getting hit by one stuns you and causes you to lose five points.
About 2/3 of the way through, youāll hear Majo Rika sayĀ ādokkaan!ā From this point onward, every single scroll that spawns will be the larger ones that are worth five points.Ā
You canāt move through the other player, and running into them slightly pushes them toward that direction.
In this game you and another player compete to collect candy for points while avoiding three roaming ghosts. You move your character with the directional buttons.
There are two kinds of candy to collect, the smaller wrapped candies and the bigger lollipops. The wrapped candies are worth one point, the lollipops are worth five.Ā
Three ghosts wander the level. They seem to move randomly. Getting hit by one causes you to be stunned for a moment and makes you lose five points, as well as causing that ghost to disappear briefly before reappearing elsewhere in the level.Ā
About 2/3 of the way through, youāll hear Majo Rika sayĀ ādokkaan!ā From this point onward, every single candy that spawns will be one of the lollipops that are worth five points.Ā
You canāt move through the other player, and running into them slightly pushes them toward that direction.
In this game you and another player compete to make it to Pao on the other side of the screen first while avoiding obstacles. You can move your character up and down by using the directional buttons, and you make the character move forward by alternating between the triangle and square buttons. However, by speeding forward you deplete your stamina, which is represented by series of music notes at the top next to your character portrait. When your stamina completely runs out, your character stops completely to catch their breath, resulting in a significant loss of progress.
There are two obstacles you encounter in this game, the logs and the puddles. The logs block your movement and must be walked around, the puddles slow you down and cause you to lose stamina when you walk through them.
Throughout the level, you run into cake pickups. Collecting one of these cakes completely refills your stamina.
Points seem to be assigned based on how fast you make it to Pao, and are only assigned to the player that makes it to Pao. This means that the losing player always gets no points, and regardless of the score of the winner they take the entire wager. If the game timer between the character portraits at the top runs out before either player makes it to Pao, both players get a score of zero and neither get any of the wager.Ā
You canāt move through the other player, and running into them slightly pushes them toward that direction.
(This game is really hard, I think Iāve only won once of many many attempts)
The goal of this game is to hit Oyajiide in the face with a hammer a bunch of times (and what more could you ask for in a game?). Onscreen there are eight button symbols representing the circle, triangle, square,Ā āX,ā and directional buttons. When Oyajiide appears on a symbol, hitting the corresponding button hits him with a hammer. Although Oyajiide will appear in multiple locations at once, you can only swing one hammer at a time. That is, when you hit a button to swing the hammer, you have to wait for the animation to finish before you can swing the hammer somewhere else.
The faster you react and hit Oyajiide, the more points you get. There is no penalty for missing or ignoring an Oyajiide, but if you swing the hammer and it doesnāt hit anything you lose five points.
Occasionally the game will fake you out by opening up one of the button symbols as if Oyajiide will appear but he never does, so keep an eye out for that.
About 2/3 of the way through, youāll hear Oyajiide say ādokkaan!ā At this point the positions of either the directional buttons or the shape buttons will be mixed up to increase the difficulty.Ā
Both players are given the exact same situation. The locations of Oyajiide and the fake outs are always identical, and when the buttons are mixed up near the end both players will have their buttons mixed up in the same ways.
The goal of this game is to kick a soccer ball further than the other player. You accomplish this in two stages, first you have a running stage to build up speed toward the ball, and then once you make it to the ball you choose the angle at which you will kick it.
During the running stage, you build up speed by alternating between pressing the triangle and square buttons as fast as possible. The faster you manage to go during this stage, the further youāll be able to kick the ball. You can tell how fast youāre going by the bar in the center of the split screen; in the example above you can tell that Doremi went much faster than Pop.Ā
To choose the angle of the kick in the second stage you press the circle button when the needle is pointing toward the angle of the arc that you would like. The needle cycles between 0 and 90 degrees on the arc, and if you let it cycle through the whole arc four times without hitting circle you will automatically hit the ball at 90 degrees. As best as I can tell, the most ideal angle is closest to 45 degrees.
Note that the point tally for this mini game is a little bit weird. After you kick the ball the game will display your points increasing as the ball travels further and further. The rate at which your points go up seems to be fixed, and is not representative of how fast your ball is actually going, so once your ball lands the point tally will often still increase for a while to catch up to where score should actually be.
This game is essentially hot potato, the goal is to pass an Oyajiide head that is growing bigger and bigger to the other player so that they are the ones who are holding it when it explodes. Passing Oyajiide is accomplished by clicking the button prompts on screen in the order they appear. In the example above, the player would press circle,Ā āx,āāx,ā circle in that order in order to pass the head.
The sequence of buttons needed to pass Oyajiide can be as short as two or as long as four long. This number seems to be completely random, at the very least it is definitely not based on how quickly or accurately you or the other player has been finishing the prompts. Getting a button prompt wrong causes a buzzer sound to play and leaves you unable to enter in any buttons for a second or so.
The time it takes Oyajiide to explode is random, and Iāve recorded it as taking as low as 40 seconds to a decent bit over a minute. Aside from Oyajiide growing redder and larger in size, as he nears exploding the character reactions will change to be more panicked. Iāve never seen him explode before the characters begin to act panicked, so youāre probably safe before that point.
Oyajiide starts in the hands of a random player.
The score for the winner seems to be determined by the number of correct button inputs they made plus one. The score doesnāt really matter though because the loser will always get a score of zero, so even if the winning player didnāt make a single input the entire game they will take the entire wager.Ā
The goal of this game is to feed beads through this bead machine to make bracelets, which earns you points. There is an element of multitasking to this game, you have to both feed beads into the machine and crank the handle. In order to feed beads into the machine you respond to the button prompts on the side. In the example above you can see that Doremi needs to hit square,Ā āx,ā triangle in that order. However, these button prompts will run out after responding to a couple of them, as you can see by looking at Popās side of the screen. In order to get more you have to crank the machine. Cranking the machine is accomplished by hitting the directional buttons in a clockwise pattern: left, up, right, down, left, up, etc. You can tell where in that pattern you currently are by looking looking at the top center of the screen, beneath the timer.
About 2/3 of the way through, youāll hear Majo Rika sayĀ ādokkaan!ā After this point, every new button prompt to load the machine that appears will be for the same button. From this point itās safe to just mash that button while focusing on cranking the handle as fast as possible.
Both players get the exact same sequence of button prompts, and after the ādokaan!ā the button prompt that both of them get will also be the same.
The goal of this game is to weave a scarf so that its colors match up with the sample scarf above it as closely as possible to gain points. After being presented with a sample scarf, a bar below it will slowly move from left to right. Not holding down anything will result in a section of scarf that is a blank white, but holding down a button will make the section of scarf there that buttonās corresponding color.
Itās probably obvious since a legend for the colors can be seen right in that screenshot, but triangle is green, circle is red, square is pink, andĀ āxā is blue.
The game ends after you make four scarves.Ā
The goal of this game is to collect more of Paoās magical poop than the other player while avoiding the Oyajiide heads. You move around the screen using the directional buttons, and you charge up and release the magic spell used to collect the poop by holding and letting go of circle.
Pao moves around the screen and fires lines of poop in random directions. It is not enough just to just fly over the poop, you have to use a magic spell in order to collect it. By holding circle, you cause an aura to grow around you. When you release the circle button while there is magical poop in that aura, whatever is in the aura will be drawn to you and youāll receive points based on how much you collected.
Occasionally an Oyajiide head will be in the line of poop that Pao fires. Touching the Oyajiide head, regardless of if you are using the aura or not, will stun you for a moment in which you canāt move or collect anything, as well as cause you to lose some points.
About 2/3 of the way through the game youāll hear Pao sayĀ ādokkaan!ā As best as I can tell this doesnāt actually affect gameplay in any way. Itās possible this makes the poop worth more points, but itās a pretty difficult thing to track.
This is a memory game, the goal of this game is to match more tiles with the same image underneath them than the other player does. You move the cursor with the directional buttons, and you flip over a tile with the circle button. If you donāt flip a tile by the time the timer runs out, your turn will end.
One thing that makes the game easier is that half the tiles are pink and the other half are blue. The matching picture of a pink tile is always under a blue tile and vice versa, so make sure that you are always picking one of each instead of two of the same color.
One thing that makes the game harder is after each turn Oyajiide will shift a row or column by a space, so that the board is constantly shifting.Ā
Each successful match you make earns you one point, and allows you to flip two additional tiles to attempt to make another match before your turn ends. Most of the time the game ends when all of the tiles have been matched up, but if the game takes too long itāll end automatically with some of the tiles left unmatched.
Non-chan...
The goal of this game is to jump over a flower that is progressively growing taller and taller until you can jump high enough to reach Pao at the top. On the side of the screen is a red bar that is constantly filling to the top before cycling back to the bottom. By pressing circle you stop the bar with a slight delay, the higher the bar ends up the higher you jump.Ā
Each time you successfully jump over the flower it grows a little bit taller. This also increases your overall jump height, but the flower grows faster than your jump height does. This means that at first you can get away jumping over the flower with the bar only half full, but by the end it has to be pretty near the top for the jump to be successful. If the bar is not high enough for a successful jump, youāll still perform the jump without crossing over the flower and causing it to grow, wasting a decent amount of time.
It is possible to win just by jumping at max height every single time, but it is much faster to try and jump over the flower at the minimum height required to do so, provided you actually manage to jump over it every time.
The points for the winner seem to be based on how quickly you make it to Pao. The points donāt really matter however, since the loser will always receive zero points and so the winner will always take the whole wager regardless of their score. If the timer runs out after a minute and ten seconds or so before either player makes it to Pao, both players will get zero points and neither will get any of the wager. Even on the easiest setting the AI will always win before this point so this is only really a thing when playing against another human though.
The goal of this game is to make it past a series of three gates before the other player. Each gate has two doors, while approaching the gate you can choose what door you want to enter by hitting the left or right directional buttons. You can change your mind or attempt to trick the other player as many times as you want until you reach the gate.
Once you reach a gate, the door you had selected will open to reveal either Pao or Oyajiide. If Pao is revealed, you may move on towards the next gate. If Oyajiide is revealed, you must start over again all the way from the beginning. The positions of Oyajiide and Pao are determined from the beginning, are the same for both players, and donāt change even when you start over. Be sure to keep an eye on the other player if they are ahead of you, because they will reveal who is behind the doors before you get there.
Theoretically it would be possible to force a tie by copying what the other player is doing every time. However, the computer players at least will desperately try to shake you off by pretending to pick the opposite of what you are every time before switching over to their true pick at the last moment. The computer is so committed to this that sometimes they will be forced into picking what they know is an incorrect door because they were unable to change in time, but the timing to pull this off is pretty unreliable.
A map in the middle shows the progress of both players. Here you can see that Doremi is at the second gate and Pop is at the first, although this will not last as Doremi has run into Oyajiide and will have to start from the beginning.
Iām actually not sure how the point system works, I believe it is based on either where you are when the game ends, or maybe a combination of that and how many times you had selected the correct door.Ā Regardless, the player who made it to the end will always be the winner. If the game drags on for too long the game will end even without anyone making it to the end. However,Ā getting a score of zero seems to be impossible so even if the game ends from the timer running out both players will receive points.Ā
The goal of this game is to accurately respond to the button prompt shown in the center as quickly as possible. Each round, flashing circle, triangle, square andĀ āxā symbols will cycle in the center box, before settling on a single button prompt. In the example above, the button prompt was circle. The faster you press that button, more the points you receive. If you press the wrong button or wait for too long without answering, you will receive no points for that round. If you press a button before the prompt has been revealed you will also receive no points for the round, even if the button you pressed turns out the be the correct one. You never lose any points.
Below each character you can see their response time, and above each character you can see the button they entered. In the example above, Doremi correctly pressed the circle button in .73 seconds.Ā
About 2/3 of the way through the game, Pao will sayĀ āDokkaan!ā From this point onward there is a chance Pao or Oyajiide appear instead of one of the normal button prompts. If Pao appears any button you press will be counted as the correct answer, so just press any button as fast as possible. If Oyajiide appears, the only correct move is to not press any buttons at all. If you do hit a button, you will receive no points for the round, but if you wait for the next round without pushing anything youāll get some points.
The goal of this game is to shoot Oyajiideās face as many times as possible, which nets you points. You move the crosshairs with the directional buttons and you shoot by pressing the circle button.
The Oyajiide heads appear from the left side of the screen and move toward the right, moving in irregular patterns that can make them difficult to follow. Each time you shoot an Oyajiide head gives you one point. Shooting an Oyajiide head will not cause it to disappear and hitting the same one more than once gives you just as many points as hitting it the first time, so usually youāll closely follow the same head around hitting it as many times as possible before it disappears on the right side of the screen. The number of times the head has been hit by each player will be displayed by the head, in the example above neither head currently onscreen has yet been hit by either player.
Occasionally Pao will appear from the left side and move across the screen until it disappears off to the right. You would think that hitting Pao would cause you to lose points, and you would be wrong. Try as you might, but the game will not acknowledge that you have shot Pao at all, attempting to do so results in no positive or negative change of points and no sound or animation to indicate that anything at all has happened. He doesnāt have any function, heās just there.
About 2/3 of the way through, youāll hear Oyajiide sayĀ āDokkaan!ā After this point only one one more Oyajiide will spawn, and instead of moving across the screen heāll seem to grow larger as he moves closer toward you. This Oyajiide head can be shot an indefinite number of times for one point each just like any other Oyajiide, but since this one wonāt ever move out of the way of your crosshairs the game from this point onward becomes about mashing the circle button as fast as possible.
This game begins by presenting you with a complete picture, and then breaks it into a four by four grid and removes some of the pieces. The goal of the game is to accurately add the pieces back to the puzzle to get points. At the bottom of the screen, you see the puzzle pieces that you have to work with. You select them by using the left and right arrow keys. At the top a cursor is automatically moving across the the picture, when the cursor lands on the spot you want press the circle button to insert the currently selected puzzle piece there. You are unable to do this and there is no effect if you attempt to put a piece on top of another part of the picture that is already there, even if that part was incorrectly placed.
Each piece you place correctly earns you points. Placing a piece incorrectly doesnāt lose you any points, but it does mean that you wonāt get any points for that piece and the piece that was supposed to be there.
Both players are given the exact same puzzle with all the pieces missing in the same way.
The game ends after a bit more than a minute or so when the timer runs out. It will then show you the completed picture once more, this time highlighting the spaces that were placed incorrectly or not placed at all.Ā
Spells:
Here are the descriptions for all the spells that I ran into. These are the ones accessed from the magic menu and require being transformed to use. There are a few that I saw computer players get that I havenāt been able to get, so unfortunately I know this isnāt a complete list, and also I may not be 100% clear on all the effects yet. Sorry in advance.
This one comes from a short period of time when I was trying to translate the names of some of these items. I quit after it became clear google translate would fail me, but a couple of them like this were easy enough to do.
This yellow winged staff spell will teleport you to a random space within that blue box on the map. You will not be able to move on the turn you use this, and there is no effect from whatever space you land on.
This silver winged staff spell will teleport you to a random space within that red box on the map.Ā You will not be able to move on the turn you use this, and there is no effect from whatever space you land on.
This blue winged staff spell will teleport you to a random space with that purple box on the map. As always,Ā you will not be able to move on the turn you use this, and there is no effect from whatever space you land on. That said, remember that being in the Witch World makes you stay transformed for as long as you remain there.
This red winged staff spell seems to teleport you to a random space anywhere outside of the witch world. When I used it it felt like there was a bias toward the more bottom and left parts of the map, but that may be random chance.Ā As always, you will not be able to move on the turn you use this, and there is no effect from whatever space you land on.
This green winged staff thing staff thing seems to teleport you to a random space within that yellow box on the map based on my experiments. These buildings in the background are unique to this part of the map, so you can use them to identify this area.Ā As always, you will not be able to move on the turn you use this, and there is no effect from whatever space you land on.
While Iām reasonably confident in my translations for the teleportation items, from here on out they become more and more dubious before I stop completely.Ā
When you use this mystery die spell Baba will appear and talk a whole bunch. After this you will roll two dice in a row. If the first die is higher than the second, Baba will laugh at you and you will lose every drop that you have. If the second die is higher than the first, Baba will be in shock and your die count will double.
Based on context it seems that this is flavored as some kind of bet with Baba. Functionally, itās a 50-50 shot to either double your drop count or lose it all.Ā
I spent a lot of time experimenting with this since initially it was a total mystery to me (I had zero drops and so nothing happened no matter what result I got on the rolls), and not once did I get a tie. My guess is that it just canāt happen, itās not the only time the game implies a result could be possible while ensuring it can never happen.Ā
As with most spells, you will not be able to move the turn you use this.
When you use this red die spell you roll two die for movement this turn instead of one. Unlike most spells, you do get to move the turn you use this (thatās the whole point).
You move this distance on your broom instead of walking like normal. After a lot of experimentation, I believe that moving on the broom is exclusively there to flavor the movement as more fast than normal and doesnāt have any actual meaning or purpose mechanically. The only times you move on the broom are when using these extra dice roll spells or when you move between the witch and human world.
When you use this blue die spell you roll three die for movement this turn instead of one.Ā Unlike most spells, you do get to move the turn you use this (thatās the whole point). You move this distance on your broom (I talk about what that means more above when I describe the red die spell).
Yeah, this translation is pretty rough. When you use this green die spell you first roll one die. That result tells you how many turns you will have a passive that letās you roll two dice for each turn instead of one. Unlike with most spells, youāll be able to move the turn you use this.
The icon for the passive looks like the image above. In that example, the passive will last for four more turns. This passive is only in effect for as long as you remain transformed. If you untransform before this passive runs out, the passive icon will remain but youāll only move with one die instead of two until you transform again. If you use any other spell that also grants you extra dice of movement, it will completely replace the effects of this spell.
You move this distance on your broom (I talk about what that means more above when I describe the red die spell).
Yikes, another bad translation. This should be the last one. Anyhow, when you use this yellow die spell you first roll one die. That result tells you how many turns you will have a passive that letās you roll three dice for each turn instead of one. Unlike with most spells, youāll be able to move the turn you use this.
The icon for this passive looks the same as the icon for the green die spell above.Ā This passive is only in effect for as long as you remain transformed. If you untransform before this passive runs out, the passive icon will remain but youāll only move with one die instead of three until you transform again. If you use any other spell that also grants you extra dice of movement, it will completely replace the effects of this spell.
You move this distance on your broom (I talk about what that means more above when I describe the red die spell).
When you use this white arrow spell you pick a number between one and six. You are then able to move that distance as if you had rolled that number on a die normally.
This pink puff looking spell is the magical stage spell. When you use it activates a magical stage animation that includes all seven of the playable characters. At the end, every single player is teleported to the current objective square, and the player who cast the spell gets points for the objective as if they had completed it normally. No other movement on the turn you use this.
Although during the animation every player character is transformed, it doesnāt actually apply the transformation passive to anyone.
When you cast this yellow music note spell you swap locations with another player of your choice. No other movement this turn.
Iām going to refer to these as theĀ āmagic symbolā spells because it has a similar look to the spell tiles on the map. When you cast this green magic symbol spell you steal one random item from every other other player. No other movement this turn.
When you cast this red magic symbol spell you steal a random number of randomly selected items from player of your choice. Iāve recorded the number of items stolen as ranging from four to six. Youāll be given the chance to look at each players inventory before deciding who to steal from. If there is not enough items in your inventory for all the items stolen, youāll receive the first few until you inventory fills and the rest will just disappear forever. No other movement this turn.
When you cast this blue magic symbol spell you steal two items of your choice from another player of your choice. Youāll be given the chance to look at each players inventory before deciding who to steal from.Ā If there is not enough items in your inventory for both the items stolen, youāll just get the first item you selected and the second will disappear forever. No other movement this turn.
When you cast this black bag spell youāll summon Dela as if you landed on one of the Dela tiles on the map. No other movement this turn.
This was the selection she had every time that I summoned Dela this way. Iāll get more into what each of these items do in their own section.
When you cast this brown bag spell you steal something from the item inventory of another player of your choice. Unfortunately I havenāt been able to do much experimentation with this one, itās unclear if what you steal is random and I havenāt stolen rainbow seeds with it yet. I have however successfully stolen objective items. No other movement this turn.
When you cast this spell that looks like a crowd of the ojamajos or maybe their fairies you first roll a die. All other players are unable to transform for that many turns, and if they were transformed already when you used the spell they will lose the transformation.Ā
Unfortunately Iām a fool and havenāt taken a screenshot of what the passive icon for this looks like, but itās the same as that characterās transformation passive icon except it has a red āxā through it.
Now weāre getting into spells with effects that are still somewhat unclear to me. Every time Iāve used this exclamation hand spell it has applied the effect of a teleportation/jump item that is currently in my inventory to a player of my choice. So when I just had the blue winged staff witch world jump spell in my inventory, it would teleport the player of my choice to a random tile in the witch world. This does not expend that spell in my inventory, and usually replaces my movement for the turn.
There are plenty of unknowns with this item however. I have no idea if you can select which teleport to put on them if you have more than one in your inventory, and I have no idea what will happen if you donāt have any teleportation spells in your inventory at all.Ā
When you cast this flower spell you summon Lala who will appear next to your character portrait and above your passives. What does she do? Itās not completely clear. Not super useful I know, sorry.
No other movement this turn.
There is a random event Iāll get more into in a later section that makes your characterās fairy appear exactly like Lala does and causes your income from rainbow flowers double for a handful of turns. Originally I considered that was what Lala did, but further experimentation disproved that theory.
The translation of the item based on google translate seems to beĀ āall thingsā or something like that. Maybe it means you only give Majo Rika the exact number of drops you need for a crystal?
When you cast this yellow drop spell you steal drops from the player of your choice. The number of drops you steal is random, but seems to average around a third of that players current drop total. Youāll be able to see how many drops each player has before you make the decision who to steal from. No movement this turn.
When you cast this green drop spell you steal drops from every other player. The number of drops stolen is random and seems to range from a bit under ten to a bit over twenty, it doesnāt seem to be based at all on the drop total of the players youāre stealing from. No movement this turn.
Iām an absolute fool and forgot to take a screenshot of the blue drop item, it looks just like the two items immediately above this one but it is recolored blue. When you cast the blue drop spell you steal half the drops from a player of your choice. No movement this turn.
Some items that I know exist since I saw the AI get them, but have yet to get myself so have been unable to test them:
There is an orange winged staff, identical to all the other jump/teleport items except it has been recolored orange. Presumably it teleports you to a random square in a specific part of the map
There is a blue bag that looks very much like the brown bag used to steal inventory items, only recolored blue. Based on it being a bag I presume it steals something from another players item inventory, and it being blue I presume it gives you more choice in what you steal than the brown bag, since that seems to be the trend in blue versions of items.
And who knows what else Iāve missed.
Dela items:
Here is what I know about the each of the Dela items Iāve seen. I mentioned this briefly before, but this is one of my weakest areas, I have no idea what a lot of these do.
This item that looks like a jug of milk or something gives you a random number of drops at the end of each of your turns. Iāve recorded the number as being as low as two and as high as eight, and I think the number skews higher the further in the game you are. Iām not sure how long it lasts, I honestly suspect it lasts for as long it remains in your inventory since I havenāt ever seen it go away.
This item that looks like a baby bottle seems to prevent you from losing any drops when you land on one of those red spaces that makes you lose drops. It doesnāt get consumed when it does this, so as far as I know it lasts indefinitely.
Unfortunately I havenāt been able to activate this cola item. There is an event that Iāll describe in a later section in which Baba follows you around and causes various effects, my guess is that having this cola in your inventory wards her off.
This coffee can item prevents you from falling asleep. There is a random event that can occur that I will describe in a later section that makes you fall asleep and skip your next turn. Having this item in your inventory will make that event have no effect.
I have no idea what this button-looking item does.Ā My intuition says itās protection from a negative random event and not an objective item. Itās expensive and always seems to be an available part of the stock.
I have no idea what this ticket looking item does (youāll hear that a lot). My guess is maybe it has something to do with either the teleportation/jump items or the wing/teleportation tiles on the map.
This body temperature thermometer is an objective item for Yuki-sensei.
I have no idea what this handkerchief-looking item does. Iād suspect that it is an objective item I havenāt come across yet but it seems really expensive for that.
Iām pretty sure this necklace is an objective item for someone.
This spoon is an objective item for Lala.
I have no idea what this book is, Iād suspect itās an objective item.
I havenāt seen what this watering can item does, but Iād suspect that it has something to do with rainbow seeds. Perhaps it increases the amount of time rainbow flowers stick around?
I have no idea what this bag item does, my guess is that prevents your item inventory from being stolen.
This headband is an objective item for a few different female classmate characters.
I have no idea what this red juice item does. My intuition says itās protection from a negative random event and not an objective item.
I have no idea what this hair piece(?) item does. My guess is that itās an objective item I just havenāt run into yet.
I have no idea what this headband does, but I have successfully activated it many many times as it activates every time you roll for movement. It seems like it makes the animation for your movement go much faster, but I have no idea what that means mechanically.
So yeah, sorry that section was probably not incredibly helpful.
Events:
Unfortunately these events seem to happen at random and a lot of them were discovered before I really had the guide in mind or thought to be taking screenshots, so a lot of them are poorly understood and have no visuals to accompany them. Sorry about that.
One random event that often happens is the player falling asleep, causing them to skip their next turn. While the player is asleep they have the sleep passive represented by the icon shown above. You can prevent this event from causing you to fall asleep by purchasing the coffee item from Dela.
Sometimes Baba will appear following a player, following them around and pestering them at the end of their turns. This is accompanied with all manner of random effects, like gaining or losing drops or items. In general she seems like a negative thing to have, but everything she does is unclear. When she is following you, sheāll appear to the right of your character portrait.
Instead of Baba, sometimes your characterās fairly will appear. While your fairy is following you youāll see them displayed to the right of your character portrait just like with Baba. While your fairy is following you the income you receive from your rainbow flowers will be doubled.
Perhaps the most common type of event is when a conversation happens between a side character from the show and your player character. Typically the side character will say something to you and youāll be given three dialogue options for how to respond. Since the entire thing is in Japanese I always pick the option completely at random but I have never once had a negative effect from these encounters. Every single time after these events I gain a bunch of drops based on how late in the game I am and a rainbow seed. I donāt know if different responses give you different amounts, but there doesnāt seem to be any real losing here.
Every so often a playable character that is not currently being played by anyone will fly in on their broom and stand somewhere on the map, moving one tile in any direction they can each turn. Moving to the tile that they are on stops you just like how walking over an objective tile stops you, and theyāll give you a rainbow seed. After a couple of turns they fly away.
The final type of event I have seen is when Gazamadon appears in the river by the bridge on the map. Each round of turns Gazamadon will roar and suck up a different resource, inventory items, drops, spells, currently growing rainbow flowers (or at least thatās what it looked like). In the one time I had it appear, it stuck around for three turns. Walking past it on the bridge had no effect.Ā
Extras:
Alright, thatās all for the actual gameplay parts of the game. The last thing to talk about is that Extras section accessed from the blue chest in the main menu.
This is what the extras menu currently looks for me with all the things I have collected. When you open the game for the first time without any progress only the blue book on the bottom right will be there.Ā
The blue book contains voice lines for each of the playable characters.
The yellow book allows you to replay any mini game that youāve played, and records your highscores
The red book has the openings to each season of Ojamajo Doremi
Presumably there is another book that Iām missing that would go in the top right. If the wiki is to be believed, it would probably contain images or songs.
The above two images show you the menu for selecting which characterās voice lines youād like to listen to, and then a menu to play eight voice lines for that character (in this case Doremi). Itās mostly stuff like their magical spell, their magical stage chant, etc, with a bit extra for each character.
You have access to every character and all their voice lines from the beginning, with the exception of Pop who is locked off until you unlock her as a playable character (more on that in a bit).
The above is the mini game selection, which will only become available once you have played at least one mini game in an actual match. Before you make it to this menu you first go through a bit of setup similar to if you were starting up an actual full game, deciding which character youāre playing as and if youāre up against a bot or a human.Ā
You only have access to a game if you have played it in an actual match before. While a game is highlighted you can view the current high score for that game to the lower right, in this example here the high score for the ninja run game is 63 points. The little box in this menu that is not any game is a save feature.
And finally here is the menu for the OP viewer, with all the OPs displayed in reverse chronological order. I currently only have the Dokkaan opening unlocked so the other three are greyed out.
So hereās an important question: how did I unlock Pop and the first OP. Well I beat the story mode game, thatās all there really is to that. After beating the match in story mode by collecting seven crystals thereās another simple cutscene followed by the credits. After that it will order all the players based on what place they got before asking you to save and booting you to the title screen. After that, I had unlocked both.
Further work to do:
So itās pretty clear that there is a lot unknown about this game. If I ever decide to continue working on the guide hereās the things I need to do:
Screenshot the item and spell descriptions. Iām an idiot so it didnāt occur to me that maybe that was a good idea until very late in the process. Itās probably smart to have the descriptions easily available
Actually make sure Iāve discovered all the items and spells. Itās very likely Iāve missed a few
Figure out what all the items and spells do
Unlock all the extra content
Figure out how the selection of Delaās shop is determined
Figure out if the wing tiles teleport you anywhere in particular based on the tile you use
Get screenshots for all the events I missed, and do a lot more work figuring the events out in general
So there you have it. I donāt really know why I went ahead and spent so long on this, I sincerely doubt there will be all that much interest in it. It was fun enough to work on I suppose. Hopefully at least someone will get some use out of it.
Like I said in the beginning, if you have any questions/corrections/additions feel free to dm me or send me an ask. Iād really appreciate it.
Ojamajo Doremi # for the Sega Pico
the tittle theme is aĀ rendition of Ojamajo wa Koko ni Iru
Magical Stage! Shitty Discord server, come out!
Welcome to Doremi Goodposts
For clarityās same this is a fun server about good anime Ojamajo Doremi please join it if you like good content and being happy
Iām going to talk aboutĀ āNon-chanās Secretā, episode 12 of Naisho here. Pretty major spoilers follow. Please watch Ojamajo Doremi if you havenāt! Also this might be a heavier one, and will definitely be pretty darn personal, so be warned.
In a lot of ways I first saw this episode in the perfect condition. I watched Naisho immediately upon finishing Motto and didnāt really fully understand that Naisho was made after Dokaan, so Non-chanās introduction didnāt necessarily ring any warning bells and I wasnāt exactly vigilant for any death flags. It was absolutely shocking to me to see Doremi tackle the issue of death as a kidās show, and I think it did a pretty good job in a lot of ways. So Iām going to talk about that
So one thing that initially felt crushing to me, something that felt so bad and a little bit like cheating, was the realization that the events of this episode sort of almost feel like they exist in their own little universe. Despite the fact that this episode spans at least a month, and could probably take place over just about an entire season of the year, Non is never mentioned at all during episodes that would have taken place over that time period or afterward. In fact, sheās never mentioned ever at any point in the entire rest of the series. And like I said, that bothered me a lot at first, for reasons that are pretty personal. My first instinct when experiencing that kind of loss is to sort of amplify it it in a way, to surround myself with reminders and do everything I can to prevent myself from forgetting about the pain Iām feeling. To lose those feelings feels like a betrayal, I mean when something is gone those feelings are all you have left. If you lose those feelings too, youāve lost everything. I hasten to add that that is not actually the case, but thatās how I feel immediately after the fact. And so to see Non just completely disappear from the face of the series, to see no remnants of her at all, it was something that really hurt to see.
One of the strangest things about loss though is that while these things are happening the world moves on unaffected. Thereās all sorts of life out there and so many things to do, and itās not healthy to anchor yourself in a single moment and refusing to let go. Thereās a baby to feed vegetables to, and Kayoko is still out there needing a friend. The way this whole deal is handled in this episode is way more healthy than if we spent a while moping around about it, and certainly none of us come to Doremi to see a bunch of characters moping around anyhow. I sure wouldnāt have actually liked that. Basically, my first instinct is absolutely not the way to go. But all this isnāt to say that Doremi goes through all this totally unchanged, that none of this mattered at all. Thereās a line in this episode that I think is kind of important, something likeĀ āeh, Non-chan can be depressed sometimes?ā reminding us that what we see isnāt all thatās going on with a person. We certainly do carry these memories and experiences with us, but that doesnāt mean we have to let the consume and define us.
(Some real quick notes: I know the realest reason that Non is never brought up again is because she is introduced in the second to last episode. That doesnāt matter to me, in the text as it exists itās this way and it means something to me. Also that quote I brought up also says a lot about Nonās kindness, which sort of ties into this whole concept throughout the episode of staying strong as an act of kindness to others, which sort of ties into what Iām talking about here but I think what I talked about above is the stronger and better message to take away from this).
Another big takeaway I have from this episode is what magic and being a witch means to Non. To her, all this stuff about witches and such is very very irrevocably linked to her dreams of getting discharged and being healthy again. Her plan for when she gets out is to become an apprentice to someone she suspects of being a witch, and she believes that her weaker constitution is actually going to make her better suited for the job. She invests a lot of herself in the card matching game, which she considers to be a magic game. When she does poorly in that game, she sees her chances of getting out diminish. When sheās suffering all alone in a sterilized room, she starts to think that magic isnāt real after all...
What I love so much about this framing is that in the world of Ojamajo Doremi, magic is real, canonically. Itās kind of the whole point of the show. The very concept and setting of this show is validation to her! Itās shouting out that hope is real! Thereās something so powerful and good about seeing this girl struggle so hard to believe in something extremely important to her, and for us to know beyond a shadow of a doubt that sheās right. That sheās actually just about as right as you can be. This also makes the whole night of being a witch thing more satisfying than just fulfilling her last request. It is that, but in a completely thematically satisfying way.
But the fact of the matter is, that even though she is super right, no matter how real magic is or not didnāt really end up mattering. Itās important to remember that sometimes sad things just happen and there isnāt any reason for them and thereās nothing we can do about it. But that doesnāt mean there is no hope, itās so so important that in the end we see that Genki is okay. I also think it says a lot how Doremi reacted to the news of Nonās death and the news that Genki is okay. For Non, Doremi laughed and played (and cried a fair bit), but for Genki she just absolutely bawled.Ā
Well with that I think Iāve just completely worn myself out. Thereās plenty more to say, and perhaps Iāll say it eventually, if itās something I can bring myself to do. I think Doremi in particular really showcases what a great character she is in this episode, and the beautiful visuals of Naisho in general really do so much for this episode. But yeah, that has to be for another time. If you read all this, thanks for your time.
