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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, 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]
Visuals[edit]
Miscellaneous[edit]
Gallery[edit]
Media[edit]
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]
References in later media[edit]
Names in other languages[edit]
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This article was originally featured on NintendoPlayroom.com written by the Lost Hylian
Doki Doki Panic 2
Do you remember 1988? It was the time of Mullets, scrunchies and “Who Framed Roger Rabbit”. Boom Boxes blasted “Sweet Child O’ Mine” by Guns and Roses, and The Wonder Years captured America’s heart. This is not an article about those things, nor is about Pedro Delgado of Spain winning the Tour de France, or about me learning to ride a bicycle without training wheels at age 5, (Thanks Grandpa!). This isn’t even about Mario Bros 3 released in Japan on October 3rd 1988 (maybe next time wink wink). 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.
In 'Doki Doki Panic', there is an additional cloud platform, with a small column with a Snifit sitting on top. The most probable reason Nintendo removed this platform was even with the Mario and Toad character a super jump could completely bypass the cloud section and the player could simply jump over the column to get to the blocked off ladder. Doki Doki Panic. Usual usage wear. Disk case got a lot of light scratches. Nintendo Disk System. Manual is in very good condition. You can see light scratch on it if you look under the light. On the back you can see small crease on the top edge and on the middle left side you can see a ding. The latest tweets from @dokidokipanic. Doki Doki Panic; We test and clean all our games we sell so this is a working game including the displayed items. Good condition there may be some slight damage to our listed games, however any damage should all be visible in our pictures as we've taken care to show the item from many angles. 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.
Still Confused?
Perhaps you are more familiar with the American name of Super Mario Bros 2. That’s right our beloved Mario characters are simply a repurposing of a game about an Arabian family on a quest to rescue their two youngest children. Their children it seems have been captured by the evil King Wart and trapped in a dream world. The game was developed by Nintendo in a joint venture with Fuji TV a Japanese television network. Great marketing scheme I’m sure what says support my company like a video game about kids kidnapped into a dream world? Insert Freddy Krueger selling school supplies. Doki Doki Panic was actually built on a game engine being designed for a Super Mario Bros sequel.
This included vertical scrolling along with the original side scrolling we all know and love. When Fuji TV contacted Nintendo wanting to ramp up their marketing, they shifted gears and used the games engine to create Yume Kōjō: Doki Doki Panic. As time moved on Nintendo wanted to release the Japanese version of Super Mario Bros 2, however it was deemed too difficult for Western audiences. Scrambling to come up with an alternative the Miamoto lead team that designed Doki Doki Panic came up with a very Nintendo idea.
Add Mario.
Doki Doki Panic Release Date
Doki Doki Panic Vs Smb2
Not in the way they make a tennis game, or a racing game, or a soccer game, or any of the other bazillion games with Mario. No, this was a slice and dice swapping. Think of Face Off with Nick Cage and John Travolta. They swapped character sprites and added a little polish to get the game we know and love today. A perfect fit, a solid 10, or more like an 8.5 if you look to IGN’s scores.
My Take….
Doki Doki Panic Rom
Super Mario Bros 2 is often looked at as the kid no body wanted. It features different game play, no Bowser, and if you pay attention to the opening dialogue it was nothing but Mario’s dream. However I argue that it gave us more than it took away. In a time when The Nintendo Entertainment system was exploring its full potential it pushed the boundaries on vertical scrolling, which is truly revolutionary for its time. It also included four playable characters with unique attributes. This included the the Princess who had the ability to float for short periods of time, (which is why everyone picked her). It also brought us Shy Guys and Birdo which are fan favorites to this day. For the first time it felt like Mario had personality, and who else didn’t love the slot machine, flying carpets, and campy theme song. I can tell you at that time in my young life, it was the first time I became interested in vegetables.
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