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* [[FakeLongevity The game had to be completed with all 4 characters in order to see the ending.]]

to:

* [[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]]
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* 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) 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.

to:

* 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) 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.



* {{Blackface}}: The sprite of what is now the Koopa Shell.

to:

* {{Blackface}}: The sprite of what is now the Koopa Shell. Apparently intended as a shrunken head.
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* ActionMom: Mama, the Luigi DistaffCounterpart. [[WesternAnimation/SuperMarioWorld MAMA?]] [[MemeticMutation MAMA LUIGI?]]

to:

* ActionMom: Mama, the Luigi DistaffCounterpart. [[WesternAnimation/SuperMarioWorld MAMA?]] [[HilariousInHindsight MAMA]] [[MemeticMutation MAMA LUIGI?]]
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Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In fact, it was 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit and wait for Japan to develop another [=SMB2=], since by 1988 Nintendo already released VideoGame/SuperMarioBros3 in Japan.

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In fact, 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit and wait for Japan to develop another [=SMB2=], since by 1988 Nintendo already released VideoGame/SuperMarioBros3 in Japan.
Is there an issue? Send a MessageReason:
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Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In fact, it was a LicnsedGame 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit and wait for Japan to develop another [=SMB2=], since by 1988 Nintendo already released VideoGame/SuperMarioBros3 in Japan.

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In fact, it was a LicnsedGame 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit and wait for Japan to develop another [=SMB2=], since by 1988 Nintendo already released VideoGame/SuperMarioBros3 in Japan.

Added: 285

Changed: 923

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Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In a 2011 interview, Nintendo revealed that although "Doki Doki Panic" was released as a non-Mario game, Miyamoto and company began development of a prototype sequel to the original "Super Mario Bros." This prototype eventually became "Doki Doki Panic". It turns out "Doki Doki Panic" was a Mario game all along. 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.

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 will have 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]]. In fact, these four characters were actually 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; ''Doki Doki Panic'' is actually a LicensedGame.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]]

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In a 2011 interview, Nintendo revealed that although "Doki Doki Panic" was released as a non-Mario game, Miyamoto and company began development of a prototype sequel to the original "Super Mario Bros." This prototype eventually became "Doki Doki Panic". It turns out "Doki Doki Panic" fact, it was a Mario game all along. LicnsedGame 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" 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, since by 1988 Nintendo already released VideoGame/SuperMarioBros3 in Japan.

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 will have 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]]. In fact, these four characters were actually 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; ''Doki Doki Panic'' is actually a LicensedGame.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]]
throw]].


Added DiffLines:


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 a Mario game all along.
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** It's possible/likely that these items were leftover from when Doki Doki Panic was still a prototype sequel [[VideoGame/SuperMarioBros Super Mario]] game.

to:

** It's possible/likely that these items were leftover from when Doki Doki Panic was still a prototype sequel [[VideoGame/SuperMarioBros [[Franchise/SuperMarioBros Super Mario]] game.
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None

Added DiffLines:

** It's possible/likely that these items were leftover from when Doki Doki Panic was still a prototype sequel [[VideoGame/SuperMarioBros Super Mario]] game.
Is there an issue? Send a MessageReason:
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* The game had to be completed with all 4 characters in order to see the ending.

to:

* [[FakeLongevity The game had to be completed with all 4 characters in order to see the ending.]]

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Changed: 75

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* The potion in [=SMB2=] was originally a golden lamp; both produce a door to Subspace and the mushroom that grants you an extra hit point was originally a heart.

to:

* The potion in [=SMB2=] was originally a golden lamp; both produce a door to Subspace and the Subspace.
* The
mushroom that grants you an extra hit point was originally a heart.
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Added DiffLines:

* EvilAlbino: There is an albino version of [[MadBomber Mouser]] in Chapter/World 5. When the game was dolled-up as ''SuperMarioBros2'', it was replaced by the GiantEnemyCrab Clawgrip.
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* 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) 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.

to:

* 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" "Mamu", as he's called in Japan) 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.
Is there an issue? Send a MessageReason:
None


* A golden lamp replaced the potion that produces a door to Subspace and the mushroom that grants you an extra hit point was originally a heart.

to:

* A The potion in [=SMB2=] was originally a golden lamp replaced the potion that produces lamp; both produce a door to Subspace and the mushroom that grants you an extra hit point was originally a heart.



* Bombs that went off went "BOM" instead of "BOMB" like in [=SMB2=].
* The 1-UP items you can dig up represented the head of the character.

to:

* Bombs that went off went "BOM" "BOM"[[note]]A typical comic book sound effect that appears in Japanese manga when there's an explosion[[/note]] instead of "BOMB" like in [=SMB2=].
* The 1-UP items you can dig up represented the head of the character. Additionally, while [=SMB2=] uses 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.



* World 5-3 in this game features a third Mouser. He was replaced with Clawgrip in [=SMB2=].

to:

* 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=].



* 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 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.

to:

* 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) used it for nightmares, 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The reason why World 7 had only 2 levels wasn't explained in [[DolledUpInstallment Super Mario Bros. 2]], which caused confusion for many people.
Is there an issue? Send a MessageReason:
None


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 will have 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]].

to:

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 will have 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]].
throw]]. In fact, these four characters were actually 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; ''Doki Doki Panic'' is actually a LicensedGame.[[note]]The enemies were owned by Nintendo, which is why they could appear in other titles.[[/note]]

Changed: 112

Removed: 47

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These are listed twice


* Magical lamps were used to create doorways to subspace, which fits the Arabian theme used throughout the game.
* Large hearts were used as the HeartContainer.

to:

* Magical lamps were used to create doorways to subspace, which fits the Arabian theme used throughout the game.
* Large hearts were used as the HeartContainer.
Is there an issue? Send a MessageReason:
Minor english fixes.


* AllThereInTheManual: The dream machine's purpose is only explained in the manual and other supplemental media, which is it provides Subcon with good dreams and Wart 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 about the story accidentally tore off the page containing the ending, causing Wart's defeat to have never happened and allows 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.

to:

* AllThereInTheManual: The dream machine's purpose is only explained in the manual and other supplemental media, which is it provides to provide Subcon with good dreams and dreams. Wart used it for nightmares 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 about the story accidentally tore off the page containing the ending, causing [[{{Retcon}} Wart's defeat to have never happened happened]] and allows 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 (or have it at all all) would only know about Wart capturing the two kids.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AllThereInTheManual: The dream machine's purpose is only explained in the manual and other supplemental media, which is it provides Subcon with good dreams and Wart 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 about the story accidentally tore off the page containing the ending, causing Wart's defeat to have never happened and allows 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.

Added: 338

Changed: 76

Is there an issue? Send a MessageReason:
None


* Instead of mushrooms like in [=SMB2=], you throw masks at later Birdos.

to:

* Instead of mushrooms mushroom blocks like in [=SMB2=], you throw masks at later Birdos.




to:

* The 1-UP items you can dig up represented the head of the character.
* The heads that represent the level goal were tribal masks compared to the hawk heads in [=SMB2=].
* Magical lamps were used to create doorways to subspace, which fits the Arabian theme used throughout the game.
* Large hearts were used as the HeartContainer.


Added DiffLines:

* The game had to be completed with all 4 characters in order to see the ending.
Is there an issue? Send a MessageReason:
Turns out Doki Doki Panic began life as a Mario prototype and explicit sequel to the orignal SMB 1


Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. In a 2011 interview, Nintendo revealed that although "Doki Doki Panic" was released as a non-Mario game, Miyamoto and company began development of a prototype sequel to the original "Super Mario Bros." This prototype eventually became "Doki Doki Panic". It turns out "Doki Doki Panic" was a Mario game all along. 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: 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. development. In a 2011 interview, Nintendo revealed that although "Doki Doki Panic" was released as a non-Mario game, Miyamoto and company began development of a prototype sequel to the original "Super Mario Bros." " This prototype eventually became "Doki Doki Panic". It turns out "Doki Doki Panic" was a Mario game all along. It was marketed in the PAL and North American release as "Super Mario Bros. 2" 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.



Even though this is "not a Mario game", quite a few enemies from this game have gone on to star in future ones. 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. 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).

to:

Even though this is "not a Mario game", quite Quite a few enemies from this game have gone on to star in future ones. 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. 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).
Is there an issue? Send a MessageReason:
Turns out Doki Doki Panic began life as a Mario prototype and explicit sequel to the orignal SMB 1


Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Even though Shigeru Miyamoto was involved heavily in the game's development, he never really intended for this to be a Mario game. The reason why it became one is 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Even though Shigeru Miyamoto was involved heavily in the game's development, he never really intended for this development. In a 2011 interview, Nintendo revealed that although "Doki Doki Panic" was released as a non-Mario game, Miyamoto and company began development of a prototype sequel to be the original "Super Mario Bros." This prototype eventually became "Doki Doki Panic". It turns out "Doki Doki Panic" was a Mario game. The reason why it became one is game all along. 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 [[ItsTheSameSoItSucks too much of a clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.
Is there an issue? Send a MessageReason:
None


Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Even though Shigeru Miyamoto was involved heavily in the game's development, he never really intended for this to be a Mario game. The reason why it became one is because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed too hard for non-Japanese gamers, or too much of a clone. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.

to:

Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Even though Shigeru Miyamoto was involved heavily in the game's development, he never really intended for this to be a Mario game. The reason why it became one is because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed [[ItsHardSoItSucks too hard hard]] for non-Japanese gamers, or [[ItsTheSameSoItSucks too much of a clone.clone]]. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.
Is there an issue? Send a MessageReason:
None


* ActionMom: Mama, the Luigi DistaffCounterpart. [[MemeticMutation MAMA? MAMA LUIGI?]]

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* ActionMom: Mama, the Luigi DistaffCounterpart. [[WesternAnimation/SuperMarioWorld MAMA?]] [[MemeticMutation MAMA? MAMA LUIGI?]]
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* 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 SuperMarioBros
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wasn\'t even a situation for the trope to be set up (I don\'t think0


* [[BreadEggsMilkSquick The Koopa shell was originally a blackface head.]]

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* [[BreadEggsMilkSquick The Koopa shell was originally a blackface head.]]
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* NoExportForYou: Miyamoto's original intent was for this trope to be played straight, but it was ultimately {{subverted|Trope}}.



* 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 SuperMarioBros.
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* BadAssFamily


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* [[TrappedInTVLand Trapped In Book Land]]
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* You can't hold down the B button to run.

Added: 1460

Changed: 1171

Removed: 449

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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 will have 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]].



Aside from the obvious ones...
* This game had an Arabian theme.
* The title screen in this game was a bit more lively, with balloons rising and popping the logo out.
* The story in this game was a bit deeper. Two kids are pulled into a book. Their pet monkey notifies a family of four who then ends up saving them.
* This game had a save feature.
* Once you selected your character, you had to commit to that character for the entire game. Each character represented a save file.

to:

Aside from
!!!Visual
* Overall,
the obvious ones...
* This
game had an Arabian theme.
* The title screen in this game was a bit more lively, with balloons rising and popping the logo out.
* The story in this game was
out. It even played a bit deeper. Two kids are pulled into a book. Their pet monkey notifies a family of four who then ends up saving them.
* This game had a save feature.
* Once you selected your character, you had
cutscene to commit to that character for show the entire game. Each character represented a save file.story.



* The slot machine at the end of each level was very, VERY bland looking, but the vegetable icon changed to match the level's theme.

to:

* A golden lamp replaced the potion that produces a door to Subspace and 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.)
* The slot machine at the end of each level was very, VERY ''very'' bland looking, but the vegetable icon changed to match the level's theme.theme. Also, if the player had more than nine bonus coins, it was replaced with a letter (i.e. A for 10, B for 11, et cetera).



* Waterfalls rushed down much faster.



* Subspace was accessed via a magic lamp, and there were hearts in this game where [=SMB2=] has mushrooms. Ironically, [=SMB2=]'s SNES and GBA remakes would use hearts to mark your hit points. Also, the Arabian-sounding music from DDP was replaced by the (now) iconic Super Mario theme.



* Bombs that went off went "BOM" instead of "BOMB" like in [=SMB2=]
* World 5-3 in this game features a third Mouser. He, obviously, was replaced with Clawgrip in [=SMB2=].
* Worlds 7-1 and 7-2 are designed slightly differently in this game.
* 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.)
* Many sounds are different.
* At least two level themes were altered in SMB 2. 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 SMB 2.
* You can't run in this game.

to:

* Bombs that went off went "BOM" instead of "BOMB" like in [=SMB2=]
[=SMB2=].

!!!Audio
* World 5-3 in this game features a third Mouser. He, obviously, was replaced with Clawgrip in Being on the Famicom Disk System, DDP allowed more detailed sounds than [=SMB2=].
* Worlds 7-1 and 7-2 are designed slightly differently in this game.
* Very few sprites in this game (including, but not limited to,
Subspace plays an Arabian theme instead of 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 iconic Super Mario Bros. theme. Picking up a two-frame "flap" in DDP.)
* Many sounds are different.
star also plays an Arabian theme.
* At least two level themes were altered in SMB 2. [=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 SMB 2.
[=SMB2=].

!!!Gameplay
* You can't run can save in this game.DDP.
* Once you selected your character, you had to commit to that character for the entire game. Each character represented a save file.


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* World 5-3 in this game features a third Mouser. He was replaced with Clawgrip in [=SMB2=].
* Worlds 7-1 and 7-2 are designed slightly differently.
* Wart has less HP in DDP.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/doki_doki_panic_cover_art_8481.jpg]]
Made by ShigeruMiyamoto in 1987 for the [[{{NES}} Famicom Disk System]], '''''Yume Kojo: Doki Doki Panic''''' (or ''"Dream Factory: Heart-Pounding Panic"'') is the game that would later become ''VideoGame/SuperMarioBros2''. Even though Shigeru Miyamoto was involved heavily in the game's development, he never really intended for this to be a Mario game. The reason why it became one is because Japan's [=SMB2=], now known as ''[[VideoGame/SuperMarioBrosTheLostLevels Super Mario Bros.: The Lost Levels]]'', was either deemed too hard for non-Japanese gamers, or too much of a clone. Unfortunately, Nintendo of America couldn't just sit on their asses all day and wait for Japan to develop another [=SMB2=], since, in 1988, Nintendo already released VideoGame/SuperMarioBros3 in Japan.

Even though this is "not a Mario game", quite a few enemies from this game have gone on to star in future ones. 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. 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).
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!!Major differences between this game and Super Mario Bros. 2:
Aside from the obvious ones...
* This game had an Arabian theme.
* The title screen in this game was a bit more lively, with balloons rising and popping the logo out.
* The story in this game was a bit deeper. Two kids are pulled into a book. Their pet monkey notifies a family of four who then ends up saving them.
* This game had a save feature.
* Once you selected your character, you had to commit to that character for the entire game. Each character represented a save file.
* The worlds were called "chapters".
* The slot machine at the end of each level was very, VERY bland looking, but the vegetable icon changed to match the level's theme.
* The tufts of grass were black. They're red in [=SMB2=], but when you pull out a vegetable, it still has black leaves in the original NES.
* [[BreadEggsMilkSquick The Koopa shell was originally a blackface head.]]
* Subspace was accessed via a magic lamp, and there were hearts in this game where [=SMB2=] has mushrooms. Ironically, [=SMB2=]'s SNES and GBA remakes would use hearts to mark your hit points. Also, the Arabian-sounding music from DDP was replaced by the (now) iconic Super Mario theme.
* Instead of mushrooms like in [=SMB2=], you throw masks at later Birdos.
* Bombs that went off went "BOM" instead of "BOMB" like in [=SMB2=]
* World 5-3 in this game features a third Mouser. He, obviously, was replaced with Clawgrip in [=SMB2=].
* Worlds 7-1 and 7-2 are designed slightly differently in this game.
* 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.)
* Many sounds are different.
* At least two level themes were altered in SMB 2. 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 SMB 2.
* You can't run in this game.
* Getting down to 1 HP doesn't shrink you like in [=SMB2=].
* When you get the key from Phanto's room, he doesn't pursue you until after you leave the room with the key. He also doesn't have the NightmareFace that [=SMB2=]'s Phanto has.
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!!This video game uses the following tropes:

'''Since this game and ''VideoGame/SuperMarioBros2'' are so similar, see that article. Any tropes listed below are exclusive to this game.'''
* ActionMom: Mama, the Luigi DistaffCounterpart. [[MemeticMutation MAMA? MAMA LUIGI?]]
* {{Blackface}}: The sprite of what is now the Koopa Shell.
* MeaningfulName: Imajin.
* NoExportForYou: Miyamoto's original intent was for this trope to be played straight, but it was ultimately {{subverted|Trope}}.
* PortalBook
* 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 SuperMarioBros.
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