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1!!!'''Tropes common to both ''Yume Kōjō: Doki Doki Panic'' and ''VideoGame/SuperMarioBros2'' are found on the latter game's page.'''
2[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doki_doki_panic.png]]
3[[caption-width-right:350:Hey, this [[DolledUpInstallment looks]] a bit [[VideoGame/SuperMarioBros2 familiar]].[[note]]Or if you're in Japan, ''Super Mario USA'' is the one that looks a bit familiar.[[/note]]]]
4
5''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]]. It [[https://www.wired.com/2011/04/super-mario-bros-2/ started development]] as a ''Mario''-style tech demo by Miyamoto and company, and was [[DolledUpInstallment dolled-up]] as ''VideoGame/SuperMarioBros2'' after its initial release.
6
7The story starts with twin children, Poki and Piki, reading a storybook when a hand suddenly grabs them and sucks them inside the book. The family of the twins and Imajin's girlfriend Lina discovered what happened thanks to 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]]; Lina, [[ParachutePetticoat who can float for a few seconds]]; Mama, [[InASingleBound a very high jumper]]; and Papa, [[PapaWolf who has the strongest throw]].
8
9It 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.)
10
11No relation to ''Anime/DokiDokiPrecure'', ''WesternAnimation/{{Doki}}'', ''Manga/DokiDokiSchoolHours'', and '''certainly''' no relation to ''VisualNovel/DokiDokiLiteratureClub''.
12%% The above line was restored after an ATT discussion. Do not remove it.
13%% https://tvtropes.org/pmwiki/query.php?parent_id=120307&type=att
14----
15!!Major differences between this game and ''Super Mario Bros. 2'':
16
17!!!Visual
18* Overall, the game had an Arabian theme, as Imajin and Lina were originally designed with an "Literature/ArabianNights"-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.
19* The title screen in this game was a bit more lively, with balloons rising and popping the logo out. It even played a cutscene to show the story.
20* The worlds were called "chapters". This explains why the last world is missing the third stage -- it's actually a missing page from the final chapter, [[AllThereInTheManual which was ripped when the twins fought over the book and accidentally removed the ending.]]
21* The character select, stage start and pause screens are different, noticeably having a book border.
22* The magic potion in ''[=SMB2=]'' was originally a magic lamp; both produce a door to Subspace.
23* The mushroom that grants you an extra hit point was originally a heart.
24* 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'').
25* The slot machine at the end of each level was ''very'' bland looking, but the vegetable icon changed to match the level's 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).
26* 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 Disk System version.
27* Waterfalls rushed down much faster.
28* The turtle shell was originally "Big Face", a ShrunkenHead designed as a BlackfaceStyleCaricature.
29* Masks exist in place of the ''[=SMB2=]'' mushroom blocks. These masks were a reoccurring motif throughout the game and Yume Kōjō '87.
30* Bombs that went off went "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=]''.
31* The 1-UP items you can dig up are represented by 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 ball that opens the door, or when you get an extra life in the slot game.
32* The mask gates that represent the level goal were human-like masks compared to the hawk heads in ''[=SMB2=]''.
33* Phanto's sprite wasn't the NightmareFace it was given in ''[=SMB2=]'': instead of a SlasherSmile, it had a very solemn open-mouthed expression.
34
35!!!Audio
36* Being on the Family Computer Disk System, the ''DDP'' sound effects are generally more detailed than ''[=SMB2=]''.
37* The character selection track has an extended second half in ''[=SMB2=]''.
38* Enemies made a louder screeching sound. The sound for picking them up and plucking things off the ground is also different.
39* Subspace plays an Arabian-esque theme instead of the iconic ''Super Mario Bros.'' theme. Picking up a Super Star also plays an Arabian theme.
40* At least two level themes were altered in ''[=SMB2=]''; the Ground Theme has an additional section not found in ''DDP'', and the Underground Theme was slowed slightly and given an additional "drum" part in ''[=SMB2=]''.
41* The title screen and ending(s) are different in ''DDP''. It was remixed into the ''[=SMB2=]'' cast roll.
42
43!!!Gameplay
44* You can save in ''DDP''.[[note]](Almost a given since it's a Family Computer Disk System game.)[[/note]] ''[=SMB2=]'' wouldn't have a save feature until ''All-Stars.''
45* Once you select a character, you must commit to that character for the entire game. Each character represents a save file.
46* Getting down to one HP doesn't shrink you like in ''[=SMB2=]''.
47* The B button cannot be held to run; the only way to move faster is to have Papa carry an enemy or mask.
48* When you get the key from Phanto's room, it doesn't pursue you until after you leave the room with the key.
49* Chapter 5-3 in this game features a third Mouser encounter[[note]](who was white and moved more erratically than the previous appearances)[[/note]]. He was replaced with Clawgrip in ''[=SMB2=]''.
50* Chapters 7-1 and 7-2 have a slightly different design.
51* Mamu/Wart has less HP in ''DDP''.
52* [[FakeLongevity The game must 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 in order to get all five profile stars, and ultimately, all of the [[UsefulNotes/WiiU Miiverse]] stamps.)[[/note]]
53* The staff credits are displayed instead of the cast of characters, and the true ending has a few differences such as Poki and Piki being freed from their prison rather than announcing the top contributor.
54----
55!!This video game uses the following tropes:
56
57* {{Acrofatic}}: Papa is the most portly of the bunch, but when picking up an enemy or item, he's the fastest runner in the game.
58* ActionGirl: Lina is every bit as gung-ho and heroic as her boyfriend, and has the same play style as Peach from the ''[=SMB2=] '' version.
59* ActionMom: Imajin's mother, Mama, takes part in his adventure. She'd be adapted into Luigi in ''[=SMB2=]''. [[note]]Yes, we've all heard [[WesternAnimation/SuperMarioWorld that joke]] before.[[/note]]
60* AllThereInTheManual: The Dream Machine's purpose is only explained in the manual and other supplemental media, which is to provide Mu 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}} his defeat to have never happened]] and allowing him to capture the children. The torn page is also the reason why Chapter 7 has two levels instead of three like the rest of the worlds. Players who didn't read the manual (or have it at all) would only know about the capture of the two kids. The reason why the seventh world had only two levels wasn't explained in ''[=SMB2=]'', which caused confusion for many people.
61* BadassFamily: Imajin's family, of course, one of the few playable nuclear families in gaming to this day.[[note]]Though contrary to popular belief, Lina is Imajin's [[ActionGirlfriend girlfriend]], not his sister.[[/note]]
62* BlackfaceStyleCaricature: Big Face, which became the turtle shell (presumably of a red Koopa Troopa). Apparently intended as a ShrunkenHead.
63* MeaningfulName: Imajin (from ''Imagination'') was originally the mascot of the ''Dream Factory'' festival in 1987.
64* PortalBook: The plot begins when Poki and Piki are sucked into a book.
65* ShoutOut: Before it became part of the ''Mario'' franchise proper, it already had the POW block from the original ''VideoGame/MarioBros'', plus the star from ''VideoGame/SuperMarioBros1''.[[note]]Contrary to popular belief, "Coins" were known as "Medals" in ''DDP'', making it a deliberate change in ''[=SMB2=]''[[/note]] The electric Sparks made their first appearance in ''[[VideoGame/DonkeyKong Donkey Kong Jr.]]''. It's possible that these items were leftover from when ''Doki Doki Panic'' was closer to a ''Mario'' title in development.
66* TrappedInTVLand: The plot involves Imajin and his family being trapped within a book.
67* UnnamedParent: Imajin's parents are only called "Mama" and "Papa".

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