Doki Doki Panic

Panic

  1. Doki Doki Panic 2
  2. Doki Doki Panic Release Date
  3. Doki Doki Panic Vs Smb2
  4. Doki Doki Panic Rom
  5. Play Doki Doki Panic Online

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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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

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.

Play Doki Doki Panic Online

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