Doki Doki Panic



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Doki doki panic blackface

Super Mario Bros. 2 features some enemies and items from Yume Kōjō: Doki Doki Panic. The playable characters can now also pick up and throw enemies and objects at opponents to defeat them. Super Mario Bros. 2 is a 2D side-scrolling platform game. Strangely enough, the instruction manuals for Super Mario Bros. 2 and Super Mario Advance, as well as Phanto's appearance in The Super Mario Bros Super Show!, would use the original Doki Doki Panic design. No Problem with Licensed Games: Thanks to Nintendo. It's not quite as polished as the game people know today, but it's still SMB2 at its core. Alas this article is dedicated to a reimagined Yume Kōjō: Doki Doki Panic that made its way onto the Nintendo Entertainment System. This reimagining would become number three on the best sellers list of its time selling 7.46 million copies, this beating out the original Legend of Zelda’s 6.51 million copies. Although Doki Doki Panic looks extremely similar to the familiar Super Mario Bros. 2, there are quite a few visual changes throughout the game. Most of these differences are merely cosmetic. Doki Doki Panic 1987. Leaderboard Guides Resources Streams Forum Statistics Sub-games. Moderated by: lackattack24 lackattack24, ThinkingWithPotatoes.

Doki Doki Panic | Table of Contents | Walkthrough

Table of Contents

Doki Doki Panic

Doki Doki Panic Characters

Doki Doki Panic
Japanese title夢工場 ドキドキパニック
Developer(s)Nintendo
Publisher(s)Fuji Television
Release date(s)
July 10, 1987
Genre(s)Platform
System(s)Family Computer Disk System
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Yume Kōjō: Doki Doki Panic (lit. 'Dream Factory: Heart-Pounding Panic') is a 1987 platform game released for the Family Computer Disk System about a family who plans to rescue two children. 'Doki doki' is a Japanese onomatopoeia for a rapidly beating heart, and it is commonly found in Japanese video game titles, carrying connotations of excitement and anxiety.

The game is known for its Western conversion in 1988 as Super Mario Bros. 2 for the NES which had its characters changed to those from Nintendo's Super Mario Bros. The western version of Super Mario Bros. 2 was also released in Japan for the Nintendo Famicom as Super Mario USA.

The game was developed in cooperation with Fuji Television to promote its Yume Kōjō '87 (tr. Dream Factory '87) event, which showcased several of Fuji TV's latest TV shows and other products at the time. The game featured the mascots of the Yume Kōjō festival — a family consisting of siblings Imajin and Lina and their parents, Papa and Mama — as its main characters. The rest of the characters, including the main villain, Mamu (known as Wart when localized for Super Mario Bros. 2), were all creations by Nintendo for the game. The game takes place within a book with an Arabian setting. All four characters are playable, and the game is not fully completed until the player plays through as all four.

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Even though it was not originally conceived as a Mario game, Shigeru Miyamoto had a larger involvement in this game than he did with the original Super Mario Bros. 2 (known outside Japan as The Lost Levels) which was released in Japan. Some elements from the Mario universe already existed in Doki Doki Panic, such as the Starman, coin and jumping sound effects, the POW blocks and level warping. Also, the game's soundtrack was already composed by Kōji Kondō, the original Super Mario composer, and upon the conversion needed only a few alterations such as removing most of the Arabian elements, replacing them with original Super Mario tunes.

In 1988, the game was localized for North America, Europe and Australia as Super Mario Bros. 2. The Yume Kōjō family members were replaced by Mario, Luigi, Princess Toadstool, and Toad, and numerous other small changes were made, such as the B Button on the NES controller making the characters run. Yume Kōjō: Doki Doki Panic represents the original source of several elements that later became common in the Mario series, such as characters Birdo and Shy Guy.

Alterations to Super Mario Bros. 2[edit]

Gameplay[edit]

By in large, the gameplay from Doki Doki Panic to Super Mario Bros. 2 remains unchanged. There are only a few differences between the two games as far as gameplay is concerned.

The Doki Doki Panic character selection screen.
Title screen.
Doki Doki Panic

Doki Doki Panic

  • Character selection: In Doki Doki Panic, you can still choose from among four characters, but each character's progress through the game is tracked independently. While each character can beat the game, you will not witness the true ending of the game until all four characters have completed the game. While you can change characters at any point after you die, the next character you choose can only continue from the furthest point in the game that they have completed.
  • Game saving: Because Doki Doki Panic was released on disk format, your progress through the game could be written and saved on the disk. Since you have to play through the game four times, once with every character, in order to see the true ending, saves were a must so that you were not required to play the entire game four times without shutting the machine off.
  • No running: In Doki Doki Panic, is used for nothing more than picking up object or enemies, and throwing them. Holding down will not make your character accelerate. This was only added to Super Mario Bros. 2 because B-button running was such a popular feature of Super Mario Bros.
  • No shrinking: While primarily a cosmetic alteration, the characters of Doki Doki Panic have no 'small mode' like the characters in Super Mario Bros. 2 do. Therefore, when you are reduced to one health point, you will not shrink, and when you gain a second health point, you do not grow.
  • A new boss: In Doki Doki Panic, you will face Mouser not twice, but three times in the game. In Super Mario Bros. 2, the third Mouser was replaced by a new boss, Clawgrip, who was designed exclusively for the western release of the game.

Audio and Visual[edit]

In contrast to the gameplay, a lot of things about the way that Doki Doki Panic looked and sounded were altered in the transition to Super Mario Bros. 2. The following is a list of features that were changed.

Doki Doki PanicSuper Mario Bros. 2Description
Imajin
Mario
In Doki Doki Panic, it was the young son named Imajin who was the average character, neither strongest or weakest in any particular way. He was selected to become Mario in the western conversion of the game.
Mama
Luigi
The tall mother was the high jumper of the family in Doki Doki Panic. She was chosen to be converted to Luigi, perhaps as a nod to his jumping abilities in the Japanese version of Super Mario Bros. 2. Luigi was the higher jumper of the brothers in that game as well.
Lina
Princess Toadstool
Imajin's sister, Lina, inherited some amazing jumping abilities from her mother. However, instead of jumping high, she could jump very far. She was a natural choice for the conversion to Princess Toadstool, who can apply her pose and royal grace to her gravity-defying leaps.
Papa
Toad
Although he has a face which closely resembles Mario, the stature and dress of the father more closely resembles Toad. And so the father of the Doki Doki Panic family was converted to Toad, and Toad inherited the father's great strength and speed.
Bonus Chance
Bonus Chance
Although both games featured a Bonus Chance game, where you could spend the coins that you collected from Sub-space on a slots-like game in order to earn extra lives, the look and layout of the bonus in Doki Doki Panic was much simpler. It was made more elaborate and made to look similar to the title screen of Super Mario Bros. 2.
Still black grass
Animated red grass
In Doki Doki Panic, the dark grass lay on the ground, still and lifeless. In the western conversion of the game, the grass color was lightened to a brighter red color to make it stand out from the background, and it was animated with a slight breeze softly blowing the blades about.
Lamp
Potion
Fitting in with Doki Doki Panic's Arabian theme, the entrance to Sub-space was granted by discovering and tossing a Magic Lamp on the ground. Rubbing the lamp won't cause a genie to arrive, but the door that appears functions the same as the door which is conjured by the magic potions that Mario and crew discover.
Heart
Mushroom
Just like in The Legend of Zelda, the characters' life meters in Doki Doki Panic are increased by collecting Heart Containers. Since the western conversion was chosen to be a Super Mario Bros. game, it was thought that Mushrooms should play a role somehow, so the Hearts were replaced with Mushrooms.
Head
Shell
In Doki Doki Panic, some of the grass that the players lifted was not grass… it was hair. The hair of a disembodied head that was buried in the ground. When tossed to the ground, it glided along the surface knocking out every enemy that it came in contact with. This behavior was coincidentally similar to another item in the Super Mario Bros. universe; the Koopa turtle shell.
World Gate
Hawkface
The gates which separated one world from the next had a different visual appearance in Doki Doki Panic. They were far more artistic and stylized. For Super Mario Bros. 2, they were redesigned and redrawn to resemble the faces of hawks.
'BOM'
'BOMB'
In the Japanese version, the explosions created by bombs were accompanied with the letters 'BOM' as a means of indicating the loud explosion sound that occurred. Afraid that players might not understand the significance of this non-word, Nintendo added a 'B' the end of the word, to make it spell 'BOMB' so that there could be no misunderstanding.
Phanto
Phanto
The key guardian Phanto of Doki Doki Panic looked a little less sinister than the Phanto that western players are familiar with. In addition to the more serene face, Phanto does not shake and come to life as soon as a player collects a key in Doki Doki Panic. He does not come to life and attack until the player returns to the main portion of the map. While this may seem like Doki Doki Panic players have an advantage, the lack of the 'B-button Run' ability made Phanto a lot harder to escape.

Other changes include the following:

  • 1-Ups: In Doki Doki Panic, when a player uproots a 1-Up from the ground, they appear as the face of the player in question. In Super Mario Bros. 2, this was changed to a singular 1-Up mushroom that is identical for everyone.
  • Mushroom Blocks: The Mushroom Blocks of Super Mario Bros. 2 did not originally resemble mushrooms at all. Or blocks for that matter. They were a series of masks that the players would pick up and toss around.
  • Albatoss animation: In Doki Doki Panic, the wing flap of the Albatoss was only animated across two frames. Several in-between frames were added in the western conversion to give Albatoss the far smoother animation that he has today.
  • Ambient animation: In addition to the animation of the grass explained in the table above, several other animated objects from Super Mario Bros. 2 were motionless in Doki Doki Panic. This includes the leaves on the vines, the cherries, POW blocks, bomb fuses, and the surface of water. On the other hand, many of the waterfalls in the game animated at a much faster rate in Doki Doki Panic, and were slowed down for the western release.

Sounds were also altered from the original version to the western release.

  • Doki Doki Panic had shorter scores for the character select music and the overworld theme. Sub-space and invincibility music was entirely different.
  • 1-Ups originally made the same noise upon completing a level. This was changed to the traditional extra life noise from Super Mario Bros.
  • Several things generate different noises, including enemies when they are picked up and thrown, Birdo, Rockets, POW blocks, collecting cherries, potions/lamps, entering a door, gates opening, getting hit, whale spouts, and StopWatches.

Table of Contents

Retrieved from 'https://strategywiki.org/w/index.php?title=Doki_Doki_Panic&oldid=750398'

The title of this article is official, but it comes from a non-English source. If an official name from an English source is found that is not from the English Super Mario Bros. Encyclopedia, the article should be moved to its appropriate title.

Yume Kōjō: Doki Doki Panic

For alternate box art, see the game's gallery.
DeveloperNintendo
PublisherFuji Television Network, Nintendo
PlatformsFamily Computer Disk System
Release date July 10, 1987
GenrePlatform
Mode(s)Single player
Media
Floppy disk
Input

Yume Kōjō: Doki Doki Panic, translated as Dream Factory: Heart-Pounding Panic and usually referred to as simply Doki Doki Panic, is a Japan-only video game developed by Nintendo in cooperation with Fuji Television (who also made All Night Nippon Super Mario Bros.) for the Family Computer Disk System to promote its event called Yume Kōjō '87 (translates to Dream Factory '87).

It was later released outside of Japan in an altered format under the name Super Mario Bros. 2, since the original Japanese Super Mario Bros. sequel, Super Mario Bros.: The Lost Levels, was deemed too similar to the original and too difficult for overseas players. Eventually, the altered Mario version of Doki Doki Panic was released in Japan as well, under the title Super Mario USA.

Story[edit]

The game takes place inside a storybook. The book's story tells of the dream world of Muu, where the quality of dreams determined the quality of the weather the next day. Because of this, the Muu citizens invented a dream machine so they could always have good dreams. One day, a mischievous being named Mamu (whose name was changed to Wart for Super Mario Bros. 2) invaded the land and used the dream machine to make nightmarish monsters. However, the Muu people learned of his weakness to vegetables and used them to defeat him.

The old storybook had found its way into the hands of a pet monkey, Rūsa, who gives the book to the young twins Poki and Piki. However, the twins quarrel and end up ripping out the last page of the book, causing its ending to be erased. Mamu, freed, reaches through the pages and grabs the twins, pulling them into the book. Rūsa gets the twins' parents, Mama and Papa, their brother, Imajin, and Imajin's girlfriend[1], Lina, and they enter the book to rescue them.

Impact on the Mario franchise[edit]

The Doki Doki Panic engine started as a Mario-style tech demo using vertical-scrolling mechanics as opposed to side-scrolling mechanics[2]. Shigeru Miyamoto suggested the inclusion of side-scrolling mechanics to make it more of a Mario concept. Nintendo entered a licensing deal with Fuji Television, and the game's development proceeded with Yume Kōjō characters. Shigeru Miyamoto, as a result, was more involved with the development of Doki Doki Panic than he was in what eventually became the original Super Mario Bros. 2. Many of the game's enemies have become generic Mario enemies, though many were not intended to be that at the time of their creation. This includes Shyguys, Birdos, Pokeys, Bob-Ombs, and numerous others. Of particular note is how Mario, Luigi, Toad, and Princess Toadstool's skills and attacks have been shaped by the skills of the characters they replaced.

Some Mario elements had already been in place prior to the overhaul for America - both POWs (from Mario Bros.) and Stars (from Super Mario Bros.) are frequent and powerful items that serve the same purposes as in their games of origin.

Differences between games[edit]

Several changes were made in order to make the game appropriate for the Mario franchise. Graphical changes were made for certain enemies and characters. Additionally, the cream white Mouser boss was replaced with Clawgrip. This change was in tune with the decision to release the edited Doki Doki Panic in place of the Japanese Super Mario Bros. 2, which Nintendo of Japan feared was too hard for European and American gamers.[3]

Characters[edit]

  • Imajin is the balanced character. While Mario replaces him, Imajin's balance in all areas has since become a staple of Mario's in certain games.
  • Mama has the ability to jump higher and lightly hover at the top of her jumps. Luigi takes her place as he had already had higher jumps than Mario in Super Mario Bros.: The Lost Levels. However, Luigi can jump slightly higher than Mama. Like his brother's balanced stats, his higher jumps have stayed in the Mario franchise.
  • Lina can briefly hover, but she is low in speed and strength. Princess Toadstool replaces her. As a result of the license with Fuji Television expiring, Peach inherited Lina's floating capability, and it would be later seen in the Super Smash Bros. series starting with Super Smash Bros. Melee (her first appearance in that series), Super Mario 3D World, and Super Mario Run, which has her slowly descend in mid-air instead.
  • Papa is the strongest character in the game and can run the fastest, though he is not very good at jumping. While Toad takes his place, in future video games (other than indirect references in Wario's Woods and Mario Superstar Baseball), Toad rarely has Papa's stats. However, Toad regains these properties in Super Mario 3D World and Super Mario Run, where he is the fastest character and a poor jumper.
  • Poki and Piki are non-playable characters who get captured by Mamu at the beginning of the game and are rescued after his defeat. They are replaced by the Subcons in Super Mario Bros. 2, which are also present in Doki Doki Panic's endings.

Visuals[edit]

  • Shells replace the Big Face item - which were heads resembling blackface. They were edited due to the controversy over blackface mocking people of African ancestry.
  • Magical Potions were originally Magic Lamps. Magic Lamps were also present in the prototype version of Super Mario Bros. 2, as the Magical Potions were not implemented yet.
  • Mushrooms were originally Hearts.
  • 1-Up Mushrooms were originally the heads of the character being controlled.
  • Grass tufts were black instead of red.
  • Mask Gates were originally generic masks instead of hawk masks.
  • The explosion icon says 'BOM' in Doki Doki Panic, and 'BOMB' in Super Mario Bros. 2.
  • Phantos originally had a less menacing appearance.
  • Mushroom Blocks were originally various masks.
  • Some vegetables looked slightly different.
  • Cherries, POWs, vines, grass tufts, Crystal Balls, Bomb fuses, water, cloud platforms, and spikes are still, unlike in Super Mario Bros. 2, where they are animated.
  • Albatosses have only two frames of animation, while Super Mario Bros. 2 gives them eight (with only seven showing up outside of remakes due to a glitch).[4]
  • Waterfalls and the fast quicksand move much faster.

Miscellaneous[edit]

  • The title screen is entirely different.
  • The title screen music is the ending theme from Super Mario Bros. 2, but without the sampling from the Super Mario Bros.Ground Theme.
  • Rather than the storyline taking place in a dream world, it takes place within a storybook. The plot of the game is about two kids named Poki and Piki who fought over reading a book and ended up getting themselves pulled in by Mamu after accidentally tearing out the last page. A monkey known as Rūsa witnessed this and informed the Arabian family.
  • In Doki Doki Panic, the intro screens of the levels were actually pages from the story book; levels were referred to as 'Chapters', page number marks that were commonly used in story books appeared, and the intro screens lacked the location icons. In Super Mario Bros. 2, the intro screens were heavily edited to make them look like cards since Doki Doki Panic's story settings were from a story book instead of a dream; the text 'Chapters' was changed to 'Worlds', the page number marks were completely removed, and location icons were added.[5]
  • A save feature is included.
  • The player cannot run by holding the button.
  • It takes four hits for Mamu to be defeated in Doki Doki Panic, as compared to six in Super Mario Bros. 2; this is also present in the prototype version of Super Mario Bros. 2.
  • Sound effects are changed, as the Disk System adds audio hardware not present in the NES. For example, enemies sound more like they are screaming when defeated.
  • After leaving a key's home room, a Phanto inexplicably begins assaulting the player out of nowhere. In Super Mario Bros. 2, the Phanto now appears, albeit stationary and (seemingly) harmless, in the key's home room. However, once the key is retrieved, the Phanto comes to life and begins attacking.
  • An albino version of Mouser appeared as the boss of 5-3. In Super Mario Bros. 2, he was replaced with Clawgrip, who is the only boss exclusive to Super Mario Bros. 2.
  • The highest cloud platform in a section of 7-1 was removed, and the gray Snifit was moved onto a pillar where the cloud was once attached to.
  • Imajin, Lina, Papa, and Mama do not shrink when they have one hit point left.
  • The characters and artwork are based on an Arabian style theme.
  • The Sub-space music for Super Mario Bros. 2 is the overworld theme for Super Mario Bros., while the music for Doki Doki Panic is an Arabian theme.
  • The musical score for the player select and overworld themes are slightly shorter. The extended rhythms are exclusive to Super Mario Bros. 2.
  • Upon grabbing the Star, an Arabian-sounding tune plays in Doki Doki Panic, while the standard Super Mario Bros. Star fanfare plays in Super Mario Bros. 2.
  • The player must beat the game with all four characters to view the ending in Doki Doki Panic, unlike Super Mario Bros. 2, where the player only needs to beat the game once to view the ending. However, due to Doki Doki Panic being on the Disk System, each characters' progress through the game was independently saved and could be returned to at a later date.
  • The shortcut in 6-3 is slightly different: in Doki Doki Panic, one can simply jump down from the cloud platform with the door; in Super Mario Bros. 2, two more cloud platforms stand between the door and the ground.
  • The type of Ninji that hops in place has three jump heights in Doki Doki Panic; Super Mario Bros. 2 only includes the low and high jump.

Gallery[edit]

For this subject's image gallery, see Gallery:Yume Kōjō: Doki Doki Panic.
  • Main cast

  • The four playable family members

  • Imajin

  • Mama

  • Lina

  • Papa

  • The game's title screen

Media[edit]

For a complete list of media for this subject, see List of Yume Kōjō: Doki Doki Panic media.
Overture
File info
Help:Media • Having trouble playing?

Yume Kōjō '87[edit]

Doki Doki Panic was based on Yume Kōjō '87, an event sponsored by Fuji TV and held from July 18th to August 30th, 1987. On the last day of this event, there was a grand finale.[6] This finale was meant to introduce a new generation of media that would arrive in the years to come, with various technical displays, as well as to advertise Fuji TV's fall lineup of shows. Elements from the event carried over to the game include the characters of Papa, Mama, Imajin, Lina, Poki and Piki, the blimp on the title screen, and the use of masks as a visual motif.

Staff[edit]

Main article: List of Yume Kōjō: Doki Doki Panic staff

References in later media[edit]

  • Super Mario (Kodansha manga): During the Super Mario USA adaptation, Princess Peach, trapped in Sub-space, finds a Magic Lamp from Doki Doki Panic. Birdo states it is useless and instead pulls out its Super Mario Bros. 2 equivalent, the Magical Potion.
  • Wario Land II: A Big Face (revised as a turtle shell in Super Mario Bros. 2) can be found as a treasure in Chapter 3, Story 4: Escape from Maze Woods.
  • Mario Kart 8 / Mario Kart 8 Deluxe: On Toad Harbor, there is a sign saying 'Shy Guy Metals: Since 1987', referencing this game's release date and the introduction of the Shy Guys.
  • Super Mario 3D World: The player being required to beat all levels with all characters (Mario, Luigi, Toad, Princess Peach, and Rosalina), barring the Captain Toad levels, in order to unlock all related stamps and all five profile stars is similar to how the player was required to beat all levels with all characters (Imajin, Mama, Papa, and Lina).
  • Super Smash Bros. for Wii U: The trophies for Birdo and Shy Guy mention that they actually debuted in Doki Doki Panic (removing the Yume Kojō part of the title, presumably due to licensing concerns).
  • Paper Mario: Color Splash: During her concert in Plum Park, Birdo sings the line 'two hearts in doki doki panic,' referencing this game's title.
  • Paper Mario: The Origami King: One of the terms Bob-omb uses to refer to his amnesia is 'Thinky Thinky Panic', referencing this game's title, which was where Bob-ombs were first introduced.

Names in other languages[edit]

LanguageNameMeaning
Japanese工場 ドキドキパニック
Yume Kōjō: Doki Doki Panikku
Yume Kōjō means 'Dream Factory', while doki doki is Japanese onomatopoeia for a rapidly beating heart and panikku is a transcription of the English 'panic', so in effect, it can be translated as 'Dream Factory: Heart-Pounding Panic'.

Trivia[edit]

  • The coin counter in Bonus Chance segments is displayed in hexadecimal. When the player gets more than nine coins in a level, letters from A to F are used instead.
  • Despite appearing in the manual, no gray Shyguys appear in the game.
  • Coincidentally, some promotional materials feature Imajin and Lina posing with Mario and Princess Peach, their eventual replacements in Super Mario Bros. 2.

External links[edit]

  • From Doki Doki Panic to Super Mario Bros 2 at The Mushroom Kingdom

References[edit]

  1. ^https://www.youtube.com/watch?v=KL9o9zzCUsQ&t=8m38s
  2. ^Kohler, Chris (April 1, 2011). The Secret History of Super Mario Bros. 2. Wired. Retrieved July 25, 2015.
  3. ^NintenDaanNC (December 7, 2010). [NC US] Super Mario Bros. 25th Anniversary - Interview with Shigeru Miyamoto #2. YouTube. Retrieved April 4, 2011.
  4. ^The Cutting Room Floor
  5. ^https://youtu.be/fXyHr3ZuVc8?t=46
  6. ^Gaijillionaire (July 17, 2016), Yume Kojo! Not The Story of Super Mario Bros 2 vs Doki Doki Panic Nintendo NES History Fuji TV | Gテレ
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