Yume Kōjō: Doki Doki Panic: Difference between revisions

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[[Image:DDPSMB2.png|frame|right|'''Doki Doki Panic'''/[[Super Mario Bros. 2|SMB2]] character comparison.]]
[[image:Famicom_disk_system-doki_doki_panic.jpg|thumb|left|The '''Doki Doki Panic''' cover.]]
[[image:Famicom_disk_system-doki_doki_panic.jpg|thumb|left|The '''Doki Doki Panic''' cover.]]
'''Yume Kojo: Doki Doki Panic'''(translating to '''"Dream Factory: Heart Pounding Panic"''') is a Japan-only [[Nintendo Entertainment System|NES]] game made by Nintendo for the [[Famicom Disk System]]. This game was the basis for ''[[Super Mario Bros. 2]]'' outside of JapanIn fact, the only differences are graphical changes of certain enemies and characters to be more appropriate for the ''[[Super Mario Bros.]]'' theme and only one game play changeThe third [[Mouser]] boss, an albino, was perceived as too difficult and was thus replaced with [[Clawgrip]].  This change was in tune with the decision to use ''Doki Doki Panic'' in place of the [[Super Mario Bros.: The Lost Levels|Japanese ''Super Mario Bros. 2'']], which Nintendo of Japan feared was too advanced for Europeon and American gamers.   
'''Yume Kojo: Doki Doki Panic''' (translated: "'''Dream Factory: Heart Pounding Panic'''") is a Japan-only [[Nintendo Entertainment System]] video game developed and published made by [[Nintendo]] for the [[Famicom Disk System]]. It was later released outside of Japan in an altered format under the name ''[[Super Mario Bros. 2]]''.  Graphical changes were made for certain enemies and characters, making them more appropriate for the ''[[Super Mario Bros.]]'' theme.  Additionally, the albino [[Mouser]] boss, perceived as too difficult for American gamers, was replaced with the [[Clawgrip]] boss.  This change was in tune with the decision to release the edited ''Doki Doki Panic'' in place of the Japanese [[Super Mario Bros.: The Lost Levels|''Super Mario Bros. 2'']], which Nintendo of Japan feared was too advanced for European and American gamers.   


However, [[Shigeru Miyamoto]] was more involved in this game than he was in the Japanese ''Super Mario Bros. 2''.  Many of the game's enemies have become generic Mario enemies, though they were not intended to be that at the time of their creation. This includes [[Shy Guy]]s, [[Bob-omb]]s, [[Birdo]]s, [[Pokey]]s and many more. Of particular note is how [[Mario]], [[Luigi]], and [[Princess Peach|Princess Toadstool's]] skills and attacks have been shaped by the skills of the characters they replaced.
[[Shigeru Miyamoto]] was more involved with the development of ''Doki Doki Panic'' than he was in the Japanese ''Super Mario Bros. 2''.  Many of the game's enemies have become generic Mario enemies, though they were not intended to be that at the time of their creation. This includes [[Shy Guy]]s, [[Bob-omb]]s, [[Birdo]]s, [[Pokey]]s and many more. Of particular note is how [[Mario]], [[Luigi]], and [[Princess Peach|Princess Toadstool]]'s skills and attacks have been shaped by the skills of the characters they replaced.


==Characters (And Their American Counterparts)==
==Characters (And Their American Counterparts)==
[[Image:DDPSMB2.png|frame|right|'''Doki Doki Panic'''/[[Super Mario Bros. 2|SMB2]] character comparison.]]
*Imajin – [[Mario]]
*Imajin – [[Mario]]
**The balanced character, Imajin was the perfect fit for a player just starting out.  While Mario replaced him, Imajin's balance in all areas has since become a staple of Mario's in the sports games.  Additionally, Imajin's strength was transferred to Mario in ''[[Super Mario 64]]''.
**The balanced character, Imajin was the perfect fit for a player just starting out.  While Mario replaced him, Imajin's balance in all areas has since become a staple of Mario's in the sports games.  Additionally, Imajin's strength was transferred to Mario in ''[[Super Mario 64]]''.
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**With the ability to jump higher and lightly hover at the top of her jumps, Mama was a good choice for areas with long gaps.  Luigi took her place, and in later games he kept his special jumps.
**With the ability to jump higher and lightly hover at the top of her jumps, Mama was a good choice for areas with long gaps.  Luigi took her place, and in later games he kept his special jumps.
*Lina – [[Princess Toadstool]]
*Lina – [[Princess Toadstool]]
**The perfect character for a player with trouble timing jumps, Lina could hover, although she was lackluster in speed and strength.  Princess Toadstool replaced her, although Lina's moves inspired two of her special attacks in ''[[Super Smash Bros. Melee]]''.
**The perfect character for a player with trouble timing jumps, Lina could hover, although she was lackluster in speed and strength.  Princess Toadstool replaced herLina's moves inspired two of her moves in ''[[Super Smash Bros. Melee]]''.
*Papa – [[Toad]]
*Papa – [[Toad]]
**The most powerful character in the game, Papa could throw enemies and items very far, but he was not very good at running or jumping.  While Toad takes his place, in future games Toad was not endowed with the Papa's might.
**The most powerful character in the game, Papa could throw enemies and items very far, but he was not very good at running or jumping.  While Toad takes his place, in future video games Toad was not endowed with the Papa's might.


== External links ==
== External links ==

Revision as of 12:32, May 26, 2008

Yume Kojo: Doki Doki Panic (translated: "Dream Factory: Heart Pounding Panic") is a Japan-only Nintendo Entertainment System video game developed and published made by Nintendo for the Famicom Disk System. It was later released outside of Japan in an altered format under the name Super Mario Bros. 2. Graphical changes were made for certain enemies and characters, making them more appropriate for the Super Mario Bros. theme. Additionally, the albino Mouser boss, perceived as too difficult for American gamers, was replaced with the Clawgrip boss. This change was in tune with the decision to release the edited Doki Doki Panic in place of the Japanese Super Mario Bros. 2, which Nintendo of Japan feared was too advanced for European and American gamers.

Shigeru Miyamoto was more involved with the development of Doki Doki Panic than he was in the Japanese Super Mario Bros. 2. Many of the game's enemies have become generic Mario enemies, though they were not intended to be that at the time of their creation. This includes Shy Guys, Bob-ombs, Birdos, Pokeys and many more. Of particular note is how Mario, Luigi, and Princess Toadstool's skills and attacks have been shaped by the skills of the characters they replaced.

Characters (And Their American Counterparts)

File:DDPSMB2.png
Doki Doki Panic/SMB2 character comparison.
  • Imajin – Mario
    • The balanced character, Imajin was the perfect fit for a player just starting out. While Mario replaced him, Imajin's balance in all areas has since become a staple of Mario's in the sports games. Additionally, Imajin's strength was transferred to Mario in Super Mario 64.
  • Mama – Luigi
    • With the ability to jump higher and lightly hover at the top of her jumps, Mama was a good choice for areas with long gaps. Luigi took her place, and in later games he kept his special jumps.
  • Lina – Princess Toadstool
    • The perfect character for a player with trouble timing jumps, Lina could hover, although she was lackluster in speed and strength. Princess Toadstool replaced her. Lina's moves inspired two of her moves in Super Smash Bros. Melee.
  • Papa – Toad
    • The most powerful character in the game, Papa could throw enemies and items very far, but he was not very good at running or jumping. While Toad takes his place, in future video games Toad was not endowed with the Papa's might.

External links