Yume Koujou: Doki Doki Panic (Famicom Disk System) Playthrough
A playthrough of Fuji TV's 1987 platformer for the Nintendo Famicom Disk System, Yume Koujou: Doki Doki Panic (夢工場 ドキドキパニック, which translates to English as Dream Factory: Heart Pounding Panic).
This video shows four playthroughs, one with each character. It includes all of the secret stuff and the true ending.
Game 1, as Imajin 0:51
Game 2, as Lina 1:09:47
Game 3, as Mama 1:25:56
Game 4, as Papa 1:49:27
Ending 2:04:54
During the spring and summer of 1987, Fuji TV held a massive festival to promote a slate of new technologies and media properties. A marketing blitz two years in the making, Yume Koujou '87 featured a packed schedule of concerts, expos, celebrity appearances, and it was accompanied by mountains of merchandise. That, of course, included video games.
Yume Koujou: Doki Doki Panic, an Arabian-themed platformer featuring the festival's mascots, was Nintendo's contribution, developed by the company's internal EAD (Mario and Zelda) team. Outside of Japan, it's primarily known for being the game that ultimately became Super Mario Bros. 2 ( • Super Mario Bros. 2 (NES) Playthrough... ) in the west.
As similar as the two games are, however, Nintendo didn't just swap a few sprites and slap the Mario name on it. A lot of effort was put into refining and polishing the gameplay mechanics and the presentation, resulting in quite a few meaningful differences.
In Doki Doki Panic:
-There is no run button, making the platforming mechanics feel more rigid. Less modern, if you will
-Instead of Clawgrip, a white version of Mouser serves as the boss of the fifth world
-You can save your progress to the disk, and the true ending is shown once you've beaten Wart with all four characters
-Some of the sound effects are different, owing to the original game's use of the disk system's wavetable channel
-There are slight differences in some of the level layouts
-Your characters don't shrink when they're on their last life pip
-Throwing enemies and items doesn't create a cascading damage effect
-The title screen, intro, and ending scenes are completely different
-A couple of the tunes were outright replaced in SMB2, and the main outdoor theme is shorter and less elaborate than SMB2's version. There are also minor differences in most of the tracks shared between the games
-SMB2 shipped on a two-megabit cartridge with the MMC3 mapper, allowing for a more elaborate presentation than was possible in a floppy game. In Doki Doki Panic, many of the background elements, items, and stage objects have different colors and aren't animated, and several enemy animation cycles lack the fluidity of their SMB2 counterparts
-The character select menu, stage bumpers, pause screen, and slot machine minigame have simpler graphics and single-color backgrounds
-A few glitches and annoyances were ironed out for SMB2. For example, if you enter a door that hasn't been dropped in the visible playfield, you'll die as soon as the screen changes to the dark world. Coins are also given collision detection when they're pulled out of the ground, so you'll whack your head if you attempt to jump before they disappear (often landing you in a pit if you aren't paying close attention!)
There are countless other small differences, but I think that covers the biggies.
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