History VideoGame / DokiDokiPanic

30th May '16 6:23:21 AM Solle
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Tt was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products. (The enemies were owned by Nintendo, which is why they could appear in other titles.)

to:

Tt It was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products. (The enemies were owned by Nintendo, which is why they could appear in other titles.)
30th May '16 6:22:24 AM Solle
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Made by Creator/ShigeruMiyamoto in 1987 for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System,]] '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].

This put Nintendo of America in a bit of a bind, because they couldn't just sit and wait for Japan to develop another [=SMB2=], especially since by 1988 Nintendo HQ had already released ''VideoGame/SuperMarioBros3'' in Japan. Further helping matters was the Yume Kōjō event itself falling somewhat flat in Japan; it didn't attract a lot of interest and Fuji TV never held another one past its 1987 inauguration, which meant that an otherwise excellent platformer and its characters would be completely orphaned... ''unless'' Nintendo repurposed the game and the assets it did own into another franchise.

to:

Made '''''Yume Kōjō: Doki Doki Panic''''' (literally ''"Dream Factory: Heart-Pounding Panic"'') is a platform game made by Creator/ShigeruMiyamoto in 1987 for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System,]] '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru System]]. It started development as ''Mario''-style tech demo by Miyamoto and company, and was involved heavily in the game's development. Interestingly, it was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release remade as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].

This put Nintendo of America in a bit of a bind, because they couldn't just sit and wait for Japan to develop another [=SMB2=], especially since by 1988 Nintendo HQ had already released ''VideoGame/SuperMarioBros3'' in Japan. Further helping matters was the Yume Kōjō event itself falling somewhat flat in Japan; it didn't attract a lot of interest and Fuji TV never held another one past
''VideoGame/SuperMarioBros2'' after its 1987 inauguration, which meant that an otherwise excellent platformer and its characters would be completely orphaned... ''unless'' Nintendo repurposed the game and the assets it did own into another franchise.
initial release.



Tt was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products. (The enemies were owned by Nintendo, which is why they could appear in other titles.)

After being remade into a Mario title, [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]]. This was done because Japan's [=SMB2=], now known outside of Japan as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].



In a 2011 interview, Nintendo revealed that although ''Doki Doki Panic'' was released as a non-Mario game, it started development as ''Mario''-style tech demo. by Miyamoto and company. In other words, it turns out ''Doki Doki Panic'' was intended to be a ''Mario'' game all along.
29th Jan '16 4:09:58 PM nombretomado
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Quite a few enemies from this game went on to be integrated into later Mario games and the wider franchise. In fact, Bob-Ombs would appear in [[VideoGame/SuperMarioBros3 the very next game]] and go on to become a series staple. Pokeys would appear in ''VideoGame/SuperMarioWorld'', albeit with a changed appearance. Shy Guys would appear in ''VideoGame/YoshisIsland'', which chronologically takes place at the beginning of the ''Mario'' series, and also made regular appearances in the ''Super Mario Bros.'' installments of the ComicBook/NintendoComicsSystem before that. Birdo would reappear in a ''Wario'' game and has appeared in practically every Mario sports title since the N64 version of ''Mario Tennis'' in 2000. Also, as late as ''SuperSmashBrosBrawl'', Princess Peach uses many abilities from this game, and this game is the TropeCodifier for Luigi's signature high jump and low traction (even though he had these things in ''The Lost Levels''), as well as Peach's ability to "float-jump", which returned for ''VideoGame/SuperPrincessPeach'' and ''VideoGame/SuperMario3DWorld'', ''and'' Toad's "short jumps, incredible run-speed, massive throws" playstyle (natch, ''[=SM3DW=]'').

to:

Quite a few enemies from this game went on to be integrated into later Mario games and the wider franchise. In fact, Bob-Ombs would appear in [[VideoGame/SuperMarioBros3 the very next game]] and go on to become a series staple. Pokeys would appear in ''VideoGame/SuperMarioWorld'', albeit with a changed appearance. Shy Guys would appear in ''VideoGame/YoshisIsland'', which chronologically takes place at the beginning of the ''Mario'' series, and also made regular appearances in the ''Super Mario Bros.'' installments of the ComicBook/NintendoComicsSystem before that. Birdo would reappear in a ''Wario'' game and has appeared in practically every Mario sports title since the N64 version of ''Mario Tennis'' in 2000. Also, as late as ''SuperSmashBrosBrawl'', ''VideoGame/SuperSmashBrosBrawl'', Princess Peach uses many abilities from this game, and this game is the TropeCodifier for Luigi's signature high jump and low traction (even though he had these things in ''The Lost Levels''), as well as Peach's ability to "float-jump", which returned for ''VideoGame/SuperPrincessPeach'' and ''VideoGame/SuperMario3DWorld'', ''and'' Toad's "short jumps, incredible run-speed, massive throws" playstyle (natch, ''[=SM3DW=]'').
2nd Jan '16 6:09:50 PM spirasen
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Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} Family Computer Disk System]], '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].

to:


Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System]], System,]] '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].



* ShoutOut: Before it became a ''[[VideoGame/SuperMarioBros2 Mario]]'' game, it already had the POW Block from the original ''VideoGame/MarioBros'', plus the Star from ''VideoGame/SuperMarioBros''[[note]]Contrary to popular belief, the "Coins" were known as "Medals" in DDP, making it a deliberate change in SMB2. [[/note]] The electric Sparks may also be a reference to the enemy of the same name from ''VideoGame/DonkeyKong Junior.''

to:

* ShoutOut: Before it became a ''[[VideoGame/SuperMarioBros2 Mario]]'' game, it already had the POW Block from the original ''VideoGame/MarioBros'', plus the Star from ''VideoGame/SuperMarioBros''[[note]]Contrary to popular belief, the "Coins" were known as "Medals" in DDP, making it a deliberate change in SMB2.[=SMB2=]. [[/note]] The electric Sparks may also be a reference to the enemy of the same name from ''VideoGame/DonkeyKong Junior.''
2nd Jan '16 6:08:31 PM spirasen
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* ShoutOut: Before it became a ''[[VideoGame/SuperMarioBros2 Mario]]'' game, it already had the POW Block from the original ''VideoGame/MarioBros'', plus the Star from ''VideoGame/SuperMarioBros''[[note]]Contrary to popular belief, the "Coins" were known as "Medals" in DDP, making it a deliberate change in [=SMB2=].[[/note]] The electric Sparks may also be a reference to the enemy of the same name from ''VideoGame/DonkeyKong Junior''.

to:

* ShoutOut: Before it became a ''[[VideoGame/SuperMarioBros2 Mario]]'' game, it already had the POW Block from the original ''VideoGame/MarioBros'', plus the Star from ''VideoGame/SuperMarioBros''[[note]]Contrary to popular belief, the "Coins" were known as "Medals" in DDP, making it a deliberate change in [=SMB2=].SMB2. [[/note]] The electric Sparks may also be a reference to the enemy of the same name from ''VideoGame/DonkeyKong Junior''.Junior.''



* [[TrappedInTVLand Trapped In Book Land]]

to:

* [[TrappedInTVLand Trapped In in Book Land]]
24th Nov '15 12:33:55 PM MissConception
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* At least two level themes were altered in [=SMB2=]. The "overworld" theme has an additional section not found in DDP, and the "underworld" theme was slowed slightly and given an additional "drum" part in [=SMB2=].

to:

* At least two level themes were altered in [=SMB2=]. The [=SMB2=]; the "overworld" theme has an additional section not found in DDP, and the "underworld" theme was slowed slightly and given an additional "drum" part in [=SMB2=].



* [[FakeLongevity The game had to be completed with all four characters in order to see the ending.]][[note]]Which, intentionally or not, was given a CallBack of sorts in ''VideoGame/SuperMario3DWorld'' where every stage (except the Captain Toad stages) had to be completed with every character (including a certain secret character) in order to get all five profile stars, and ultimately, all of the Miiverse stamps.[[/note]]

to:

* [[FakeLongevity The game had to be completed with all four characters in order to see the true ending.]][[note]]Which, intentionally or not, was given a CallBack of sorts in ''VideoGame/SuperMario3DWorld'' where every stage (except the Captain Toad stages) had to be completed with every character (including a certain secret character) in order to get all five profile stars, and ultimately, all of the Miiverse stamps.[[/note]]
24th Nov '15 12:32:20 PM MissConception
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* The worlds were called "chapters". This explains why the last world is missing a stage -- it's actually a missing page from the final chapter, [[AllThereInTheManual which was ripped when the twins fought over the book and accidentally deleted the ending.]]

to:

* The worlds were called "chapters". This explains why the last world is missing a stage -- it's actually a missing page from the final chapter, [[AllThereInTheManual which was ripped when the twins fought over the book and accidentally deleted removed the ending.]]]]
* The character select, stage start and pause screens are different, noticeably having a book border.



* Being on the Family Computer Disk System, DDP allowed more detailed sounds than [=SMB2=].

to:

* Being on the Family Computer Disk System, the DDP allowed sound effects are generally more detailed sounds than [=SMB2=].
* The character selection track has an extended second half in
[=SMB2=].




to:

* The title screen and ending[[spoiler:s]] are different in DDP. It was remixed into the [=SMB2=] cast roll.



* The B button cannot be held to run.
* When you get the key from Phanto's room, he doesn't pursue you until after you leave the room with the key.

to:

* The B button cannot be held to run.
run; the only way to move faster is to have Papa carry an enemy.
* When you get the key from Phanto's room, he it doesn't pursue you until after you leave the room with the key.



* Chapters 7-1 and 7-2 are designed slightly differently.

to:

* Chapters 7-1 and 7-2 are designed have a slightly differently.different design.


Added DiffLines:

* The credits are displayed instead of the cast, and the ending has a few differences such as awarding prize money rather than announcing the top contributor.
24th Nov '15 11:04:31 AM MissConception
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Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originaly a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].

to:

Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Family Computer Disk System]], '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originaly originally a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].



The story starts with two children that were reading a storybook when a hand suddenly grabs them and sucks them inside the book. The family of the twins discovered what happened thanks to the pet monkey and rush inside to save them. Sucked into the world of the storybook, the family has to fight off several monsters across seven chapters: Imajin, [[JackOfAllStats the balanced one]]; Mama, [[InASingleBound a very high jumper]]; Lina, [[ParachutePetticoat who can float for a few seconds]]; and Papa, [[PapaBear who has the strongest throw]].

Quite a few enemies from this game went on to be integrated into later Mario games and the wider franchise. In fact, Bob-Ombs would appear in [[VideoGame/SuperMarioBros3 the very next game]] and go on to become a series staple. Pokeys and Sparks would appear in ''VideoGame/SuperMarioWorld'', albeit with changed appearances (and in the latter's case, a changed name: "L'il Sparky"), and the former would also appear in ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine''. Shy Guys would re-appear in ''VideoGame/YoshisIsland'', which takes place BEFORE this game in canon, and also made regular appearances in the Mario installments of the ComicBook/NintendoComicsSystem before that. Birdo would re-appear in a Wario game and has appeared in every Mario sports title since the original N64 version of ''Mario Tennis'' in 2000. Also, as late as ''SuperSmashBrosBrawl'', Princess Peach uses many abilities from this game, and this game is the TropeCodifier for Luigi's signature high jump and low traction (even though he had these things in Lost Levels), as well as Peach's ability to "float-jump", which returned for ''VideoGame/SuperPrincessPeach'' and ''VideoGame/SuperMario3DWorld'', ''and'' Toad's "short jumps, incredible run-speed, massive throws" playstyle (natch, ''[=SM3DW=]'').

In a 2011 interview, Nintendo revealed that although ''Doki Doki Panic'' was released as a non-Mario game, it started development as a prototype sequel to the original ''Super Mario Bros.'' by Miyamoto and company. In other words, it turns out ''Doki Doki Panic'' was intended to be a Mario game all along.

to:

The story starts with two children that were twin children, Poki & Piki, reading a storybook when a hand suddenly grabs them and sucks them inside the book. The family of the twins discovered what happened thanks to the their pet monkey Rūsa, and rush inside to save them. Sucked into the world of the storybook, the family has to fight off several monsters across seven chapters: Imajin, [[JackOfAllStats the balanced one]]; Mama, [[InASingleBound a very high jumper]]; Lina, [[ParachutePetticoat who can float for a few seconds]]; Mama, [[InASingleBound a very high jumper]]; and Papa, [[PapaBear who has the strongest throw]].

Quite a few enemies from this game went on to be integrated into later Mario games and the wider franchise. In fact, Bob-Ombs would appear in [[VideoGame/SuperMarioBros3 the very next game]] and go on to become a series staple. Pokeys and Sparks would appear in ''VideoGame/SuperMarioWorld'', albeit with changed appearances (and in the latter's case, a changed name: "L'il Sparky"), and the former would also appear in ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine''. appearance. Shy Guys would re-appear appear in ''VideoGame/YoshisIsland'', which chronologically takes place BEFORE this game in canon, at the beginning of the ''Mario'' series, and also made regular appearances in the ''Super Mario Bros.'' installments of the ComicBook/NintendoComicsSystem before that. Birdo would re-appear reappear in a Wario ''Wario'' game and has appeared in practically every Mario sports title since the original N64 version of ''Mario Tennis'' in 2000. Also, as late as ''SuperSmashBrosBrawl'', Princess Peach uses many abilities from this game, and this game is the TropeCodifier for Luigi's signature high jump and low traction (even though he had these things in ''The Lost Levels), Levels''), as well as Peach's ability to "float-jump", which returned for ''VideoGame/SuperPrincessPeach'' and ''VideoGame/SuperMario3DWorld'', ''and'' Toad's "short jumps, incredible run-speed, massive throws" playstyle (natch, ''[=SM3DW=]'').

In a 2011 interview, Nintendo revealed that although ''Doki Doki Panic'' was released as a non-Mario game, it started development as a prototype sequel to the original ''Super Mario Bros.'' ''Mario''-style tech demo. by Miyamoto and company. In other words, it turns out ''Doki Doki Panic'' was intended to be a Mario ''Mario'' game all along.



!!Major differences between this game and Super Mario Bros. 2:

to:

!!Major differences between this game and Super ''Super Mario Bros. 2:
2'':



* Overall, the game had an Arabian theme, as Imajin and Lina were originally designed with an Arabian "1001 Nights"-esque theming for the event (i.e., lots of dreams, lot of stories for Fuji TV to share, etc.)

to:

* Overall, the game had an Arabian theme, as Imajin and Lina were originally designed with an Arabian "1001 Nights"-esque theming for the event (i.e., lots of dreams, lot of stories for Fuji TV to share, etc.)) This still remains in [=SMB2=] to a slightly lesser extent.



* The worlds were called "chapters".
* The potion in [=SMB2=] was originally a golden lamp; both produce a door to Subspace.
* The mushroom that grants you an extra hit point was originally a heart.
* Very few sprites in this game (including, but not limited to, the cherries and POW blocks) are animated compared to those in [=SMB2=], and even those that were didn't have as many frames of animation as the American version (for example, Albatoss only has a two-frame "flap" in DDP.)

to:

* The worlds were called "chapters".
"chapters". This explains why the last world is missing a stage -- it's actually a missing page from the final chapter, [[AllThereInTheManual which was ripped when the twins fought over the book and accidentally deleted the ending.]]
* The potion Magic Potion in [=SMB2=] was originally a golden lamp; Magic Lamp; both produce a door to Subspace.
* The mushroom Mushroom that grants you an extra hit point was originally a heart.
Heart.
* Very few sprites in this game (including, but not limited to, the cherries and POW blocks) are animated compared to those in [=SMB2=], and even those that were didn't have as many frames of animation as the American version (for example, Albatoss only has a two-frame "flap" in DDP.)DDP).



* The Koopa shell was originally a blackface head.
* Instead of mushroom blocks like in [=SMB2=], you throw masks at later Birdos.

to:

* The Koopa shell Turtle Shell was originally "Big Face", which appears to be a blackface head.
* Instead Masks exist in place of mushroom blocks like in [=SMB2=], you throw masks at later Birdos.the [=SMB2=] Mushroom Blocks.



* The 1-UP items you can dig up represented the head of the character. Additionally, while [=SMB2=] uses (some form of) the 1-UP jingle, this game uses the same one that plays when you pick up the crystal that opens the door, or when you get an extra life in the slot game.
* The heads that represent the level goal were tribal masks compared to the hawk heads in [=SMB2=].

to:

* The 1-UP items you can dig up represented the head of the character. Additionally, while [=SMB2=] uses (some form of) the 1-UP jingle, this game uses the same one that plays when you pick up the crystal Crystal Ball that opens the door, or when you get an extra life in the slot game.
* The heads mask gates that represent the level goal were tribal masks compared to the hawk heads in [=SMB2=].



* Being on the Famicom Disk System, DDP allowed more detailed sounds than [=SMB2=].
* Subspace plays an Arabian-esque theme instead of the iconic Super Mario Bros. theme. Picking up a star also plays an Arabian theme.

to:

* Being on the Famicom Family Computer Disk System, DDP allowed more detailed sounds than [=SMB2=].
* Subspace plays an Arabian-esque theme instead of the iconic Super ''Super Mario Bros. Bros.'' theme. Picking up a star Star also plays an Arabian theme.



* You can save in DDP.[[note]]A given, since it's a Famicom Disk System game.[[/note]]

to:

* You can save in DDP.[[note]]A given, [[note]]Almost a given since it's a Famicom Family Computer Disk System game.[[/note]]



* You can't hold down the B button to run.

to:

* You can't hold down the The B button cannot be held to run.



* World 5-3 in this game features a third Mouser.[[note]]Who was white and moved more erratically than the previous two Mousers[[/note]] He was replaced with Clawgrip in [=SMB2=].
* Worlds 7-1 and 7-2 are designed slightly differently.
* Wart has less HP in DDP.
* [[FakeLongevity The game had to be completed with all 4 characters in order to see the ending.]][[note]]Which, intentionally or not, was given a CallBack of sorts in VideoGame/SuperMario3DWorld where every stage (except the Captain Toad stages) had to be completed with every character (including a certain secret character) in order to get all five profile stars, and ultimately, all of the Miiverse stamps.[[/note]]

to:

* World Chapter 5-3 in this game features a third Mouser.Mouser encounter.[[note]]Who was white and moved more erratically than the previous two Mousers[[/note]] appearances[[/note]] He was replaced with Clawgrip in [=SMB2=].
* Worlds Chapters 7-1 and 7-2 are designed slightly differently.
* Wart Mamu/Wart has less HP in DDP.
* [[FakeLongevity The game had to be completed with all 4 four characters in order to see the ending.]][[note]]Which, intentionally or not, was given a CallBack of sorts in VideoGame/SuperMario3DWorld ''VideoGame/SuperMario3DWorld'' where every stage (except the Captain Toad stages) had to be completed with every character (including a certain secret character) in order to get all five profile stars, and ultimately, all of the Miiverse stamps.[[/note]]



* AllThereInTheManual: The dream machine's purpose is only explained in the manual and other supplemental media, which is to provide Subcon with good dreams. Wart (or rather "Mamu", as he's called in Japan - it means Wart, still) used it for nightmares in order to take over the dream world. He was actually defeated before the events of the game, but the two kids that read the book accidentally tore off the page containing the ending, causing [[{{Retcon}} Wart's defeat to have never happened]] and allowing him to capture the children. The torn page is also the reason why World 7 has 2 levels instead of 3 like the rest of the worlds. Players who didn't read the manual (or have it at all) would only know about Wart capturing the two kids.
** The reason why World 7 had only 2 levels wasn't explained in [[DolledUpInstallment Super Mario Bros. 2]], which caused confusion for many people.

to:

* AllThereInTheManual: The dream machine's Dream Machine's purpose is only explained in the manual and other supplemental media, which is to provide Subcon Mu with good dreams. Wart (or rather "Mamu", as he's called in Japan - it means Wart, still) "Mamu") used it for nightmares in order to take over the dream world. He was actually defeated before the events of the game, but the two kids that read the book accidentally tore off the page containing the ending, causing [[{{Retcon}} Wart's his defeat to have never happened]] and allowing him to capture the children. The torn page is also the reason why World Chapter 7 has 2 two levels instead of 3 three like the rest of the worlds. Players who didn't read the manual (or have it at all) would only know about Wart capturing the capture of the two kids.
** The reason why World 7 the seventh world had only 2 two levels wasn't explained in [[DolledUpInstallment Super Mario Bros. 2]], [=SMB2=], which caused confusion for many people.



* {{Blackface}}: The sprite of what is now the Koopa Shell. Apparently intended as a ShrunkenHead.
* EvilAlbino: There is an albino version of {{M|adBomber}}ouser in Chapter/World 5. When the game was dolled-up as ''VideoGame/SuperMarioBros2'', it was replaced by the GiantEnemyCrab Clawgrip.

to:

* {{Blackface}}: The sprite of what is now Big Face, which became the Turtle Shell (presumably of a red Koopa Shell.Troopa). Apparently intended as a ShrunkenHead.
* EvilAlbino: There is an albino version of {{M|adBomber}}ouser in Chapter/World Chapter 5. When the game was dolled-up as ''VideoGame/SuperMarioBros2'', it was replaced by the GiantEnemyCrab Clawgrip.



* ShoutOut: Before it became a [[VideoGame/SuperMarioBros2 Mario game]], it already had the POW block from the original MarioBros, plus the coins, and Super Star from Franchise/SuperMarioBros.
** It's possible/likely that these items were leftover from when Doki Doki Panic was still a prototype sequel Franchise/{{Super Mario|Bros}} game.

to:

* ShoutOut: Before it became a [[VideoGame/SuperMarioBros2 Mario game]], ''[[VideoGame/SuperMarioBros2 Mario]]'' game, it already had the POW block Block from the original MarioBros, ''VideoGame/MarioBros'', plus the coins, and Super Star from Franchise/SuperMarioBros.
''VideoGame/SuperMarioBros''[[note]]Contrary to popular belief, the "Coins" were known as "Medals" in DDP, making it a deliberate change in [=SMB2=].[[/note]] The electric Sparks may also be a reference to the enemy of the same name from ''VideoGame/DonkeyKong Junior''.
** It's possible/likely possible that these items were leftover from when ''Doki Doki Doki Panic Panic'' was still a prototype sequel Franchise/{{Super Mario|Bros}} game.''Mario'' prototype.
12th Oct '15 10:29:31 PM SpaceDrake
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Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originaly a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]]. Nintendo of America released it because they couldn't just sit and wait for Japan to develop another [=SMB2=], especially since by 1988 Nintendo already released ''VideoGame/SuperMarioBros3'' in Japan. Further helping matters was the Yume Kōjō event itself falling somewhat flat in Japan; it didn't attract a lot of interest and Fuji TV never held another one past its 1987 inauguration, which meant that an otherwise excellent platformer and its characters would be completely orphaned... ''unless'' Nintendo repurposed the game and the assets it did own into another franchise.

to:

Made by Creator/ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kōjō: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Shigeru Miyamoto was involved heavily in the game's development. Interestingly, it was originaly a LicensedGame starring the {{Mascot}}s of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]] [[DolledUpInstallment It was marketed in the PAL and North American release as "Super Mario Bros. 2"]] because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard]] for non-Japanese gamers, or [[ItsTheSameNowItSucks too much of a clone]].

This put
Nintendo of America released it in a bit of a bind, because they couldn't just sit and wait for Japan to develop another [=SMB2=], especially since by 1988 Nintendo HQ had already released ''VideoGame/SuperMarioBros3'' in Japan. Further helping matters was the Yume Kōjō event itself falling somewhat flat in Japan; it didn't attract a lot of interest and Fuji TV never held another one past its 1987 inauguration, which meant that an otherwise excellent platformer and its characters would be completely orphaned... ''unless'' Nintendo repurposed the game and the assets it did own into another franchise.
11th Oct '15 7:37:26 AM SpaceDrake
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* OriginalGeneration: Papa and Mama, really. They only exist in this game - the actual Yume Kōjō material (or what still survives, at least) features Imajin and Lina exclusively.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.DokiDokiPanic