[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/doki_doki_panic_cover_art_8481.jpg]]

'''''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 [[http://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.

The story starts with 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 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, [[PapaBear who has the strongest throw]].

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.)

After being made into a ''Mario'' title, it was marketed in the North American and PAL release as "''VideoGame/SuperMarioBros2''". This was done because the original ''Super Mario Bros. 2'', now known outside of Japan as ''VideoGame/SuperMarioBrosTheLostLevels'', was deemed [[ItsHardSoItSucks too hard]] for American gamers, and [[ItsTheSameNowItSucks too similar]].

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'' and go on to become a series staple. Pokeys and Ponkeys ([[DubNameChange Pansers/Volcano Plants]]) would appear in ''VideoGame/SuperMarioWorld'' (albeit with changed appearances), as well as Ninjis. Shy Guys, Snifits and souped-up Porcupos (known as Harry Hedgehogs) 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 ''Wario's Woods'' and has appeared in practically every ''Mario'' sports title since the N64 version of ''Mario Tennis'' in 2000. Also, as late as ''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=]'').
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!!Major differences between this game and ''Super Mario Bros. 2'':

!!!Visual
* 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.
* 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". 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.]]
* The character select, stage start and pause screens are different, noticeably having a book border.
* The magic potion in ''[=SMB2=]'' was originally a magic 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 turtle shell was originally "Big Face", which appears to be a {{Blackface}} ShrunkenHead.
* Masks exist in place of the ''[=SMB2=]'' mushroom blocks.
* 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=]''.
* 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 ball that opens the door, or when you get an extra life in the slot game.
* The mask gates that represent the level goal were tribal masks compared to the hawk heads in ''[=SMB2=]''.
* Phanto's sprite wasn't the NightmareFace it was given in ''[=SMB2=]'': instead of a SlasherSmile, it had a very solemn open-mouthed expression.

!!!Audio
* Being on the Family Computer Disk System, the ''DDP'' sound effects are generally more detailed than ''[=SMB2=]''.
* The character selection track has an extended second half in ''[=SMB2=]''.
* Subspace plays an Arabian-esque 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=]''.
* The title screen and ending(s) are different in ''DDP''. It was remixed into the ''[=SMB2=]'' cast roll.

!!!Gameplay
* You can save in ''DDP''.[[note]]Almost a given since it's a Family Computer Disk System game.[[/note]]
* 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 one HP doesn't shrink you like in ''[=SMB2=]''.
* The B button cannot be held to run; the only way to move faster is to have Papa carry an enemy or mask.
* When you get the key from Phanto's room, it doesn't pursue you until after you leave the room with the key.
* 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=]''.
* Chapters 7-1 and 7-2 have a slightly different design.
* Mamu/Wart has less HP in ''DDP''.
* [[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 [[UsefulNotes/WiiU Miiverse]] stamps.[[/note]]
* 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.
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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. [[WesternAnimation/SuperMarioWorld MAMA?]] [[HilariousInHindsight MAMA]] [[MemeticMutation LUIGI?]]
* 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 (or rather "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}} 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.
* BadassFamily: Imajin's family, of course, one of the few playable nuclear families in gaming to this day.
* BareYourMidriff: Lina in her sprites, though not in artwork.
* {{Blackface}}: Big Face, which became the turtle shell (presumably of a red Koopa Troopa). Apparently intended as a ShrunkenHead.
* EvilAlbino: There is an albino version of {{M|adBomber}}ouser in Chapter 5. When the game was dolled-up as ''VideoGame/SuperMarioBros2'', it was replaced by the GiantEnemyCrab Clawgrip.
* MeaningfulName: Imajin.
* PortalBook
* 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, "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 that these items were leftover from when ''Doki Doki Panic'' was closer to a ''Mario'' title in development.
* [[TrappedInTVLand Trapped in Book Land]]
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