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Video Game: Doki Doki Panic
Made by Shigeru Miyamoto in 1987 for the Famicom Disk System, Yume Kojo: Doki Doki Panic (or "Dream Factory: Heart-Pounding Panic") is the game that would later become Super Mario Bros. 2. Shigeru Miyamoto was involved heavily in the game's development. In fact, it was originaly a Licensed Game starring the Mascots of Fuji Television's Yume Kōjō '87 (Dream Factory '87) event, which promoted several of Fuji Television's shows and other products.note  It was marketed in the PAL and North American release as "Super Mario Bros. 2" because Japan's SMB2, now known as 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 and wait for Japan to develop another SMB2, since by 1988 Nintendo already released Super Mario Bros. 3 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 has to fight off several monsters across seven chapters: Imajin, the balanced one; Mama, a very high jumper; Lina, who can float for a few seconds; and Papa, who has the strongest throw.

Quite a few enemies from this game have gone on to star in future ones. In fact, Bob-Ombs would appear in the very next game and go on to become a series staple. Pokeys and Sparks would appear in Super Mario World, albeit with changed appearances (and in the latter's case, a changed name: "L'il Sparky"), and the former would also appear in Super Mario 64 and Super Mario Sunshine. Shy Guys would re-appear in Yoshi's Island, 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 Super Smash Bros. Brawl, Princess Peach uses many abilities from this game, and this game is the Trope Codifier for Luigi's signature high jump and low traction (even though he had these things in Lost Levels).

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.

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

Visual

  • Overall, the game had an Arabian theme.
  • 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.
  • 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.)
  • 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).
  • 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.
  • Waterfalls rushed down much faster.
  • The Koopa shell was originally a blackface head.
  • Instead of mushroom blocks like in SMB2, you throw masks at later Birdos.
  • Bombs that went off went "BOM"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.
  • The heads that represent the level goal were tribal masks compared to the hawk heads in SMB2.

Audio

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

Gameplay

  • You can save in DDP.
  • Once you selected your character, you had to commit to that character for the entire game. Each character represented a save file.
  • Getting down to 1 HP doesn't shrink you like in SMB2.
  • You can't hold down the B button 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. He also doesn't have the Nightmare Face that SMB2's Phanto has.
  • World 5-3 in this game features a third Mouser.note  He was replaced with Clawgrip in SMB2.
  • Worlds 7-1 and 7-2 are designed slightly differently.
  • Wart has less HP in DDP.
  • The game had to be completed with all 4 characters in order to see the ending.note 

This video game uses the following tropes:

Since this game and Super Mario Bros. 2 are so similar, see that article. Any tropes listed below are exclusive to this game.
  • Action Mom: Mama, the Luigi Distaff Counterpart. MAMA? MAMA LUIGI?
  • All There in the Manual: 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 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 Super Mario Bros. 2, which caused confusion for many people.
  • Badass Family
  • Blackface: The sprite of what is now the Koopa Shell. Apparently intended as a shrunken head.
  • Evil Albino: There is an albino version of Mouser in Chapter/World 5. When the game was dolled-up as Super Mario Bros. 2, it was replaced by the Giant Enemy Crab Clawgrip.
  • Meaningful Name: Imajin.
  • Portal Book
  • Shout-Out: Before it became a Mario game, it already had the POW block from the original Mario Bros., plus the coins, and Super Star from Super Mario Bros.
    • It's possible/likely that these items were leftover from when Doki Doki Panic was still a prototype sequel Super Mario game.
  • Trapped In Book Land

Dino RunPlatform GameDK Jungle Climber

alternative title(s): Doki Doki Panic
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