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Any of you actually ever sit down and play Doki Doki Panic!? It's Different.

Purple

(She/Her)
So just on kind of a random whim, I just found an emulator that had FDS support and decided I'd actually play some Doki Doki Panic!

The first thing I noticed is that the intro theme is a horrible tinny garbage tune that hurts my ears and I never want to hear it again.

This was followed by learning that playing anything on the FDS is a royal pain since the disks are double-sided and this emulator recreates the magic of having to let that intro load, then before even getting a "press start" immediately having to eject the disk and flip it.

The next thing I learned though is...

There is no run button in Doki Doki Panic!

B is exclusively used for picking things up and throwing them, and has no effect at all on your velocity. You just kinda have to deal with having 2 speeds. Stop, and go.

The first effect this has on things is that if you've played SMB2 extensively, your muscle memory is going to betray you constantly and you're to mistime everything and maybe jump down some pits. But also, hey, there's hard limits on platforming abilities now. A jump you can't make without a running start in SMB2 is one you just can't make at all in DDP. Granted, there's like... maybe 2 points in the game where that even matters, but it's a heck of a thing, and increases the worth of hover-jumping.

The other biggest mechanical difference is that the 4 characters' progress and life counts are all tracked separately. You can't beat world 1 as Imajin and then switch to Papa for world 2. Papa's still back in world 1 and has to get there on his own. And of course, getting the real ending thus requires you to do a full clear with each character alone.

Past that, I'm mostly surprised by how little is different? The music is the same except the 2 recycled SMB tracks, but slightly faster tempo than SMB2. Monsters scream when killed. There's more of a masquerade motif, with different in place of mushrooms/bird doors/turtle shells (I... dislike the way shells look). And... vases are generally less interesting? I swear SMB2 added more variety to their contents.

Oh and Phanto doesn't shake and fly off the wall when you grab a key, just swoops out after you leave with it.
 

Becksworth

Aging Hipster Dragon Dad
Well, there is a reason they always use Super Mario USA in their emulation services. Yes, that’s technically licensing issues primarily, but still.
 

Purple

(She/Her)
Does anyone actually hold onto the copyright of a random mascot family from a one-off cultural festival type thing?

Also I forgot to mention but chain bounces off throws do not seem to be a thing, at all.
 
Does anyone actually hold onto the copyright of a random mascot family from a one-off cultural festival type thing?

It was an event run by an enormous media conglomerate in 1987, so I don't see any reason why they wouldn't still own the rights to all the intellectual property involved.

It's like . . . Comcast still owns the rights to whatever obscure stuff NBC did in 1987, even parts no one remembers or cares about.
 

Purple

(She/Her)
Picking this up again, some further observations:

Luigi does NOT use Mama's physics as-is. Luigi got some extra jump height she doesn't have. I think she does go one block higher than everyone else but WOW is this just different enough to utterly throw me off.

I'm pretty sure there's no warp zones anywhere, and yet the places they would be are still in the game. Just, inaccessable by any of THESE characters for lack of Luigi-jumps/running, or because most pots are boring and not worth entering here (with SMB2 mixing them up a bit in general). Playing SMB2 after this feels like it'd be a pretty fun treat considering.

You know that thing where if you throw something and it wedges up against a wall but you were heading to the same point and so now you're stuck ducking with this key or whatever bouncing on your head, and you have to wait forever as it gradually bounces higher and higher until you can break free? That bouncing higher and higher bit is a change made for SMB2. Here, that's a soft-lock.

I assume the original FDS release has some manner of progress saving and doesn't force you to marathon through all 4 characters in a single sitting for the good ending but if so, the emulator I'm using isn't saving it right so guess who had an unfortunate learning experience on that previous point right after looping and had to redo an ENTIRE run-through with Imagin after already beating it with him?
 

Phantoon

I cuss you bad
That's fascinating. I was always disappointed by SMB2 as a kid, but I can't deny it's a great game. Finding out how it came to be SMB2 is really interesting.
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
I'm pretty sure there's no warp zones anywhere, and yet the places they would be are still in the game. Just, inaccessable by any of THESE characters for lack of Luigi-jumps/running, or because most pots are boring and not worth entering here (with SMB2 mixing them up a bit in general).

All the warp zones are present, in the same places, and accessible to any character. The terrain around the one in 5-3 was actually changed in SMB2 to make it harder to reach without Luigi:


dokipani-5-3-warpcomparex2.gif
 

Phantoon

I cuss you bad
Why'd they change the earth tile graphics? The grass was a great change, but the earth tiles is a strange one
 

Purple

(She/Her)
Because the original tiling pattern creats visible line patterns on the tile edge, and that's something you want to avoid.
 

Dracula

Plastic Vampire
(He/His)
Oh hey I somehow missed this thread! Doki Doki Panic was one of the first games I got when I purchased a Famicom Disk System back in 2014 or so. It was neat to experience these changes for the first time. I still haven't completed a runthrough with all four family members. The lack of dash makes it a little bit more difficult, IMO.
 

q 3

here to eat fish and erase the universe
(they/them)
I thought it was that dating sim where Mario develops sentience and begins stalking the player?
 
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