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Super Mario Bros. 2 (NES)/Regional Differences

From The Cutting Room Floor
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This is a sub-page of Super Mario Bros. 2 (NES).

As originally pointed out on the main page for Yume Koujou: Doki Doki Panic, it was converted into Super Mario Bros. 2 for an overseas release and as a replacement of sorts for the FDS game called Super Mario Bros. 2.

Technical

The game uses a MMC3 mapper chip, which allowed for a greater variety of graphics/animations for objects that were previously static, and reduces load times.

Characters

In Doki Doki Panic, the playable characters were the mascots of Fuji TV's Summer 1987 Dream Factory event, who were an Arabian family created by Fuji TV themselves to help promote the event.

Imajin

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Imajin.png SMB2 Mario.png

The first slot belonged to Imajin, the game's balanced character, having equal stats across in terms of speed, jumping height and length, and time for lifting items and enemies. When it became Super Mario Bros. 2, Imajin was replaced with Mario, while keeping his balanced stats.

Lina

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Lina.png SMB2 Peach.png

The original hover-jump character in Doki Doki Panic was Lina, Imajin's girlfriend, occupying the second slot with poor running and lifting stats, making up with her hover-jump. In Super Mario Bros. 2, Lina was fittingly replaced by Peach, keeping the hover-jump, although now occupying the fourth slot.

Mama

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Mama.png That's Mama Luigi to you, Mario! *wheeze*

The original high-jumping character in Doki Doki Panic was Imajin's Mama, occupying the third slot with slightly lower running and lifting stats from her son, but outdoing him with her high-jump. She was replaced in Super Mario Bros. 2 by Luigi, occupying the second slot.

Papa

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Papa.png SMB2 Toad.png

The original power character in Doki Doki Panic was Imajin's Papa, occupying the fourth slot, outrunning and outlifting his son, but having the worst jump height in the game. Super Mario Bros. 2 replaced him with Toad, now occupying the third slot, carrying over Papa's stats.

Animation Changes

Grass

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Grass.png SMB2 Grass.gif

In Doki Doki Panic, the patches of grass were static black graphics. In Super Mario Bros. 2, the patches of grass were animated with red leaves. The turnips still had their black leaves when uprooted, though.

Potion

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Magic Lamp.png SMB2 Potion.gif

As mentioned in the leftover graphics, the Lamp from Doki Doki Panic was changed to a Potion in Super Mario Bros. 2 and gained some animation as well.

Albatoss

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
With the strobe-light on With the strobe-light off

In Doki Doki Panic, the Albatosses have a two-frame animation, while their appearance in Super Mario Bros. 2 has a seven-frame animation.

Waterfalls

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Waterfall.gif SMB2 Waterfall.gif

The waterfall tiles in Doki Doki Panic (and by extension, the Super Mario Bros. 2 prototype) were manually animated in CHR RAM, and moved at 60 frames per second. As a side effect of moving all tile animations to CHR ROM in the final Super Mario Bros. 2, their speed was drastically reduced and varies slightly depending on the current area you're in. This also had the unintended side effect of reducing the risk of seizures, particularly in the second area of World 3-1 (pictured above).

Crystals

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Crystal.png SMB2 Crystal.gif

The crystal obtained from defeating Birdo had a shine animation added in Super Mario Bros. 2, where there was none in Doki Doki Panic.

Graphical Changes

Phanto

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Phanto.png SMB2 Phanto.png

Phanto has a simplistic design in Doki Doki Panic, based on an Italian-style mask from the original Dream Factory event's inspiration from the Carnaval do Rio de Janeiro. When it was changed in Super Mario Bros. 2, its design was made to look more psychotic. Interestingly, the Doki Doki Panic graphic made it into the Super Mario Bros. 2 manual.

Birdface

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Maskgate.png SMB2 Birdface.png

In Doki Doki Panic, the ending of each level were Mask Gates, keeping with the orignal Dream Factory event's Rio Carnival inspiration. These were changed into Birdface when it was converted into Super Mario Bros. 2, resembling giant versions of Pidgits while still being called a mask in the manual.

Stackable Blocks

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Mask Blocks.png SMB2 Mushroom Blocks.png

Continuing the trend of Doki Doki Panic's nods to the Dream Factory's Rio Carnival inspiration and the souvenir Italian-style masks from the event itself, the blocks that the characters can pick up and throw to stack or defeat enemies were all masks that could be purchased at the event. They were changed in Super Mario Bros. 2 to mushroom blocks, in order to avoid confusion with the redesigned Phanto. The first mask in DDP was replaced by the first and fifth mushrooms in SMB2.

Extra Life

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP 1Up.png SMB2 1UP Mushroom.png

Doki Doki Panic's way of representing a 1-Up was by way of a mask of your current character's head, ala Mega Man. In Super Mario Bros. 2, these were consolidated down to a 1-Up Mushroom for each character.

Koopa Shells

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Big Face.png SMB2 Koopa Shell.png

In Doki Doki Panic, some patches of grass contained shrunken Ganguro heads called "Big Faces". As this would look too much like a blackface stereotype, they were replaced by Koopa shells in Super Mario Bros. 2. This is ironic, given how Fuji TV wanted to represent cultures from around the world for the event.

Super Mushroom

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
SMB2-Heart.png SMB2 Super Mushroom.png

As noted in the unused graphics, the Heart was the way to increase your life meter in Doki Doki Panic. Super Mario Bros. 2 replaced this with the Super Mushroom, now sporting its standardized colors.

BOMB

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Bom.png
SMB2 Bomb.png

The explosion graphic was spelled as "BOM" in Doki Doki Panic. "BOM" is essentially the Japanese onomatopoeia for "BOOM". Humorously, it was respelled as "BOMB" in Super Mario Bros. 2.

World 7 Turnip

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP W7 Turnip.png SMB2 W7 Turnip.png

The skinny World 7 turnips in Doki Doki Panic were fattened up and given bigger leaves for Super Mario Bros. 2.

The Dream Machine

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP Dream Machine.png SMB2 Dream Machine.png

The tiles that make up the base of the Dream Machine were changed between Doki Doki Panic and Super Mario Bros. 2. This also affects the floor at the entrance of the room and the platform that Wart stands on.

Bonus Chance

Doki Doki Panic Super Mario Bros. 2 Proto Super Mario Bros. 2 Final
DDP Bonus Chance.png Smb2 bonus proto.png Smb2 bonus final.png

Much like in the prototype version of Super Mario Bros. 2, Doki Doki Panic has a basic-looking Bonus Chance screen with a dashed border and green background. Only the Extra Life indicator was changed and the A in "Push A Button" was highlighted. Unlike in the final SMB2, the large turnips present in the slots of DDP change depending on the world the player is in compared to the single large turnip that appears in the slots of SMB2.

Gameplay Changes

Running

In Doki Doki Panic, the B button's only function was to pull objects from the ground or below you. Super Mario Bros. 2 added an additional function by allowing the player to run while holding the button down, allowing for shortcuts to be made in certain stages with both Peach and Luigi.

Down to One Hitpoint

Mario Peach Luigi Toad
SMB2 Small Mario.png SMB2 Small Peach.png SMB2 Small Luigi.png SMB2 Small Toad.png

In Doki Doki Panic, when the characters are down to their final hitpoint, they stay the same size as they were before. In Super Mario Bros. 2, the players have a set of sprites for when they are down to one hit, much like in Super Mario Bros. As such, the sound of the characters powering up and down is exclusive to SMB2.

Mama's/Luigi's Jump

DDP Mama SMB2 Luigi Jump Heights.png

While Luigi did indeed inherit Mama's high-jump, using a stack of blocks shows that Luigi's jump and power jump have more height than Mama's. The first number is the normal jump in pixels, while the second is the power jump. Luigi's jumping animation also has his legs flutter to give him the impression of kicking his legs to gain air and slow his fall.

Mama Standard Mama Power Jump Luigi Standard Luigi Power Jump
51 89 56 96

Game Over

In Doki Doki Panic, getting a game over presents the option to continue or save your progress and quit. Super Mario Bros. 2 removes saving entirely and gives the player limited continues. This was changed in Super Mario All-Stars, where players can have unlimited continues, as well as saving.

Layout Changes

World 5-3

Super Mario Bros. 2 took away a few blocks underneath the World 7 secret warp to make it more challenging to reach.

World 5-3 Boss

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
DDP 5-3 Mouser.png SMB2 W5-3 Clawgrip.png

In Doki Doki Panic, there were three fights against Mouser, with the third one in World 5-3 being a unique albino Mouser with twice as much health as the first two. The room also contained four patches of grass, a bombable wall, and two sets of spikes below Mouser, adding a bit of a challenge to the fight. In Super Mario Bros. 2, Mouser was replaced by Clawgrip, replacing the patches of grass with his pile of rocks, adding a second pit where the first set of spikes were, changing the platform and the second pit into a ramp for Clawgrip to stand on, and removing the bombable wall and overhang, in order for Clawgrip to make a longshot into the first part of the room. Clawgrip's hitpoints were reduced to five from Mouser's six in Doki Doki Panic. The purple bricks were also recolored red.

World 7-1

In Doki Doki Panic, the shortcut to skip a section of World 7-1 is much easier.

Localization Changes

In order for the game to fit in with the Mario series, the localization team at Nintendo of America did away with the Rio Carnival and Arabian Nights themes present in the game.

Intro

Doki Doki Panic Super Mario Bros. 2/Super Mario USA
SMB2 Story1.png SMB2 Story2.png

The intro for Doki Doki Panic is elaborated upon in the manual: One day, Piki and Poki were reading a book about the Muu People, who determined the quality of dreams and determined the quality of the next day's weather. Because of this, the Muu citizens invented a dream machine so they could always have good dreams. One day, Wart invaded the land of Muu and twisted the dream machine into a nightmare machine. However, the Muu people learned of his weakness to vegetables and used them to defeat him. While the twins were reading under the supervision of their pet monkey Rusa, they end up fighting over who gets to turn the page, accidentally tearing out the ending. Wart, now freed from his doomed canon, pulls the twins into the book himself as a new world conquest. Rusa rushes to the family of the twins and Lina, all jumping into the book to rescue them.

The game's version of the intro shows the bit where Wart pulls them in, and Rusa getting their family to rescue them, before the game prompts the player to flip to Side B.

In Super Mario Bros. 2, the intro and manual story state that one night, Mario has a dream where he climbs up a long staircase before opening a door overlooking the land of Subcon, now under Wart's control. A faint voice from the imprisoned Subcon tells him that they have been cursed and that he must save them from his tyranny, with a brief mention of Wart's weakness to vegetables. Mario wakes up the next day with Luigi, Peach, and Toad having a picnic in the mountains, where Mario tells them of his strange dream, with the others stating that they all had it too. Upon arriving at their picnic spot, the group notice a small cave, which led to the same exact scenario as their dream the night before.

Ending/Credits

In Doki Doki Panic, all four characters must defeat Wart to complete the game and view the full ending. Super Mario Bros 2. drops this requirement; it only has one ending. The staff credits were also replaced with a character cast roll.

Names

Enemies

Although Tweeter, Spark, and Flurry debuted in Doki Doki Panic, they were unlisted in the manual and were unnamed until the release of Super Mario USA.

DDP Romaji Translated Name SMB2
トンドル Tondoru Tondor Albatoss
ターボン Tābon Tābon Autobomb
トンダリヤ Tondaria Tondaria Beezo
ボブ Bobu Bob Bob-Omb
ガラゲーロ Garagēro Garagēro Cobrat
ナカボン Nakabon Nakabon Flurry
ターペン Tāpen Turpen Hoopster
ハックン Hakkun Hakkun Ninji
ダウチョ Daucho Daucho Ostro
ポンキー Ponkī Ponkī Panser
カメーン Kamēn Kamēn Phanto
ドドリゲス Dodorigesu Dodoriguez Pidgit
サンボ Sanbo Sanbo Pokey
ハリマンネン Harimannen 10000-Year Needles Porcupo
ヘイホー Heihō Hey-Ho Shy Guy
ムーチョ Mūcho Muu Militant Snifit
スパーク Supāku Spark Spark
トトス Totosu Totosu Trouter
リートン Rīton Rīton Tweeter

Bosses

Clawgrip was not present in Doki Doki Panic, but was given a Japanese name in Super Mario USA.

DDP Romaji Translated Name SMB2
キャサリン Kyassarin Catherine Birdo
仮面 Kamen Mask Birdface
ドン・チュルゲ Don Churuge Don Squeek Mouser
ガブチョ Gabucho Gabucho Tryclyde
ヒーボーボー Hībōbō Hībōbō Fry Guy
チョッキー Chokkī Chokey Clawgrip
マムー Mamū Muu Terror Wart

Audio Changes

Super Mario Bros. 2 made extensive alterations to Doki Doki Panic's music and sounds. A few tracks like the invincibility jingle are completely different.