Yume Kōjō: Doki Doki Panic

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Yume Kōjō: Doki Doki Panic

Developer(s) Nintendo EAD
Publisher(s) Fuji Television
Designer(s) Shigeru Miyamoto (producer)
Platform(s) Famicom Disk System
Release date JPN July 10, 1987
Genre(s) Platform game
Mode(s) Single player
Media FDS disk

Yume Kōjō: Doki Doki Panic (夢工場 ドキドキパニック Yume Kōjō: Doki Doki Panikku?, lit. "Dream Factory: Heart-Pounding Panic") is a Japanese video game released for the Famicom Disk System about a family who plans to rescue two children. The game is best known for its Western conversion Super Mario Bros. 2, which had its characters change to those from Nintendo's popular Mario franchise. "Doki doki" is a Japanese onomatopoeia for a rapidly beating heart, and it is commonly found in Japanese video game titles, carrying connotations of excitement and anxiety. Yume Kōjō: Doki Doki Panic was one of the few FDS Games to use the Famicom Sound Channel.[citation needed]

The remade worldwide version of Yume Kōjō: Doki Doki Panic, known as Super Mario Bros. 2 (not to be confused with Super Mario Bros.: The Lost Levels), was also released in Japan for the NES (rather than the Famicom Disk System), Super NES (as part of Super Mario Collection), and Game Boy Advance (as part of Super Mario Advance). In the Japanese Releases, it is known as Super Mario USA. The title screen in the version seen in Super Mario All-Stars is based on the Japanese NES version (red and black as opposed to red, white, and blue).

Contents

[edit] Background

Papa, Imajin, Lina, and Mama in the game's opening story.
Papa, Imajin, Lina, and Mama in the game's opening story.

The game was developed in cooperation with Fuji Television to promote its Yume Kōjō '87 (tr. Dream Factory '87) event, which showcased several of Fuji TV's latest TV shows and other products at the time. The game featured the mascots of the Yume Kōjō festival — a family consisting of siblings Imajin and Lina and their parents, Papa and Mama — as its main characters. The rest of the characters, including the main villain, Mamu (Wart), were all creations by Nintendo for the game. The game takes place within a book with an Arabian setting. All four characters are playable, and the game is not completed until the player plays through as all four. In the American localization Toad corresponds to the stout Papa, Princess Peach to floaty Lina, high-jumping Mama to Luigi and Imajin to Mario. Even though it was not originally conceived as a Mario game, Shigeru Miyamoto had a larger involvement in this game than he did with the original Super Mario Bros. 2 (known in the English-speaking world as The Lost Levels) which was released in Japan.

[edit] Remakes

In 1988, the game was localized for North America and Europe as Super Mario Bros. 2. The Yume Kōjō family members were replaced by Mario, Luigi, Princess Toadstool, and Toad, and numerous other small changes were made. This game was later released in Japan as Super Mario USA in 1992, as a Famicom cartridge as opposed to the original Famicom Disk System version of Yume Kōjō: Doki Doki Panic. Yume Kōjō: Doki Doki Panic represents the original source of the Shy Guy enemy (known as "Heiho" in Japan), which has become a prominent enemy (or ally) in most Mario games since as well as the egg-shooting Birdo (known as "Catherine" in Japan) and the living explosive Bob-Omb.

[edit] Differences from Super Mario Bros. 2

Most of the other differences between Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2 are small graphical changes, such as animation being added to the POW blocks, bomb fuses, cherries, and vegetables for the localized version, mushrooms replacing hearts as health boosters, and the characters shrinking when reduced to only one unit of health. The save feature was also taken out of the NES version of Super Mario Bros. 2, due to the limitations of the NES system compared to the Famicom Disk System. (Battery-backup was also very expensive during those days.) However, it was restored in the Super Mario Collection/Super Mario All-Stars version of Super Mario Bros. 2.

Other changes include:

  • In Doki Doki Panic, one must complete the entire game with each character before being able to view the ending. This was changed in Super Mario Brothers 2 so that completing the final level with any character would reveal the ending.
  • In Doki Doki Panic, once a character is selected, the player is "stuck" with that character until the player gets a game over or resets the game. In Super Mario Bros. 2, the player can choose a different character after completing a stage within any world (In All-Stars in addition to losing a life).
  • In Doki Doki Panic, Phanto (a mask-like creature) begins to pursue the player's character after the character leaves Phanto's chamber with a key. In Super Mario Bros. 2, Phanto begins to chase the character as soon as they pick up the key.
  • Waterfalls animate much more quickly in Doki Doki Panic than they do in Super Mario Brothers 2. The waterfall in Super Mario Bros. 2 moved slower to reduce the risk of seizures in people with epilepsy.
  • In Doki Doki Panic, extra lives look like representations of the character's face, and the sound generated by gaining an extra life is the short tune played when you pick up a crystal ball or earn an extra life playing the slot machine. In Super Mario Brothers 2, the look and sound the extra lives that appear in each level were changed to bring the game more into alignment with the Mario universe.
  • In Doki Doki Panic, Large African tribal masks mark the entrance and exit to many levels. In Super Mario Brothers 2, these masks were changed to hawk heads.
  • Small tribal masks in Doki Doki Panic were changed to mushroom blocks in Super Mario Brothers 2.
  • The character select and overworld music is much shorter in Doki Doki Panic than it is in Super Mario Bros. 2.
  • In Super Mario Bros. 2, the underworld music has an added drum sample and is slowed down from the original version in Doki Doki Panic.
  • Invincibility and mirror-world music is different in the two versions of the game, and there are some minor differences in other songs as well. The music in Doki Doki Panic has a more Arabian or Indian feel to it than the music in Super Mario Brothers 2.
  • When Nintendo Created Super Mario Brothers 2, some of the sounds in Doki Doki Panic were remade to use the Nintendo Entertainment System's synthesizer rather than the Famicom Disk System's synthesizer. The changed audio includes the sound effects for picking up and throwing objects, grabbing hearts, receiving damage, defeating enemies, bombs exploding, the ticking of the stop watch, damaging a boss, (Birdo) shooting eggs, and the rocket.
  • In Doki Doki Panic, one used genie lamps to enter sub space. These were changed to potion bottles in Super Mario Brothers 2
  • In Doki Doki Panic, the boss of level 5-3 is a third Mouser, not the rock throwing crab Clawgrip, as it is in Super Mario Bros. 2
  • The Albatoss's animation has seven frames in Super Mario Bros. 2, in comparison to two frames in Doki Doki Panic.
  • In Doki Doki Panic, there is no "dash" feature; holding down the B button does not make the character run like it does in Super Mario Brothers 2
  • In Doki Doki Panic, when a bomb explodes, it says "BOM", as opposed to "BOMB" in Super Mario Bros. 2
  • The slot machine minigame has a green background in Doki Doki Panic, as opposed to the title screen variant in Super Mario Bros. 2.
  • The story for Super Mario Brothers 2 was changed from the original story in Doki Doki Panic for U.S./Europe localization (see Super Mario Bros. 2 article for more information).
  • The manual for Super Mario Bros. 2 described Birdo as a male who thinks he is a female.
  • The music played during the ending credits is different in both games. The music for the ending credits in Super Mario Bros. 2 is an arrangement of the beginning portion of the title screen and opening story sequence music in Doki Doki Panic.

[edit] Elements taken from Mario games

Some elements from the Mario universe already existed in Doki Doki Panic before it was converted into Super Mario Bros. 2, such as the Starman, Coin and jumping sound effects and the POW blocks. This may be because Super Mario Bros. designer Shigeru Miyamoto also worked on this game.[original research?]

[edit] External links