I'm curious, the animated "cut scenes" that you showed while reading the USA book's story, where is that? That's not part of the game, who made those cut scenes?
Right? I knew next to nothing about Doki Doki Panic going into this particular episode, so it was crazy seeing the source material/inspiration for such an important piece of Mario's history
Thanks Vinny, always appreciate finding out you still enjoy my stuff. By the way remind me to hit you up on discord later to find out if you're going to PAX East
Still got the manual book for the Microsoft Flight Simulator 2000 here - A3 form factor, with 120 pages on the flight school alone. 240 pages overall. Two years later for the next version this all only came in pdf form :(
Also Link's Awakening they apparently just got away with throwing in a bunch of cameos without asking management since they weren't watched too closely.
@@PrincessOzaline it'd have been really cool if they had established that SubCon was a consistent thing in Nintendo lore. Could have been a major part of Smash Bros
I really appreciate how clear which version you're showing is with the flags present the entire time. While maybe less necessary for this game (the cast of Mario vs. Doki Doki Panic characters is a strong clue), it's a welcome improvement for the series as a whole. :) Thank you for an interesting episode!
26:23 The graphic was probably changed because it resembled a daikon radish, which could've confused players outside of Japan. It's the same deal as the whole "rice ball" fiasco.
Not really. Regardless of its shape, it still looks like a vegetable. Besides, Super Mario Sunshine didn't change the durians, and those are pretty much unknown to people in America and Europe.
I love how devs went the extra mile to add some Mario flavour to the game, specially the sleeping Mario animation which I absolutely adore (hence my pfp). It's not only the same game with Mario characters plastered over it, it's an overall improved experience.
@Daniel Mallory trying to smooth out someone else's sentence when your own make zero sense lmao..I can't even read what it is you're trying to say. The irony 🤣
i find it interesting that Ninjis quite quickly got redesigned after the first game by being much more based on their sprites rather than the artwork where they look like little goblins with fangs.
Yeah, I'm confused by the design discrepancy between the original sprite and the original artwork. Were the two white dots in the sprite meant to be two fangs? And whoever drew it for the manual only remembered one fang?
I'm 36 and found out that Doki Doki existed through your tweets. I had absolutely no clue and now it makes so much sense why Mario 2 was so odd. I ended up going down the TH-cam rabbit hole learning about the Yume Kojo convention. Very, very cool bit of history.
Interestingly enough, I remember it was revealed a while back that Doki Doki Panic was originally a Mario game prototype that they then made into DDP, and then made that into Mario 2. So, it most likely was always meant to be a Mario game. This makes sense when you consider that the POW block is a Mario Bros. item originally but is present in DDP. But I can't remember where that was, perhaps an Iwata Asks mentioned this.
@@GBDupree Not just the POW Block, but the Super Star as well. Both of these are very specifically Mario items, yet they still appeared in Doki Doki Panic.
I think calling Birdo Ostro was a mistake since the enemy that was called Birdo in the manual looks a lot like an ostrich which is almost certainly where the name Ostro came from.
It's pretty obviously an error, and while I'm not gonna search to confirm/deny it, but I am pretty sure that it has been confirmed to been a printing error. Plus, Birdo is called Birdo in all subsequent appearances.
Fun fact about the albatoss. There is one more animation frame stored on the NES cart. There is a simple error in the code making it loop on frame too soon. So it's animation should be even smoother. It is pretty easy to patch in with like a Game Genie I'm pretty sure.
I love the fact that "everyone knows about mario 2 and doki doki panic" is itself now an everybody-knows I think it's a shame we didn't get any more games following this basic gameplay, it would have been nice seeing it evolve over time.. not _instead_ of normal mario games,. but in addition.
Donkey Kong 94 and MvsDK1 use the standing on enemies and grabbing them mechanics of SMB2 Though those games are more puzzle platformers than a traditional Mario game like SMB2
There was also an interesting freeware game called Lyle in Cube Sector that someone made back in 2006 which had heavily SMB2 inspired gameplay but with a metroidvania style map layout. idk if it runs on Windows 10 but I remember it being a pretty fun game if a bit unpolished in places.
They did kinda implement some of the mechanics here into later 2D Mario games, but did alter them from how they were originally implemented in SMB2. Like, the picking up and throwing things with the run button returned in SMB3, but it was re-worked a bit and only applied to a few enemies and then that re-worked version is what stuck for the most part going forward. Super Mario World did expand a bit more on it again, now making Goombas grabbable and throwable too and stuff (which then got abandoned after that and later on in 3D world they ended up retconning them into different enemies, Galoombas), and then Yoshi's Island basically completed the fusion of SMB2 and the other 2D Mario stuff, but yeah, we never really saw the pure original style of implementation of those mechanics that SMB2 had again outside of the Mario vs. Donkey Kong games, and somewhat NSMBWii with carrying throwable objects above your head being brought back, though most people didn't realize you could do that with anything other than ice blocks. (Which is funny, because when I first got NSMBWii, I didn't know the "normal" way of carrying Koopa shells, so ironically carrying them SMB2-style in Mario Wii was the only way I knew how to carry them for a long time, while most people didn't seem to be aware you COULD carry them SMB2-style lol).
Mad respect for cutting straight to the chase and not insulting our intelligence with yet another "WHOA GAIZ DID U KNOOOOO???" approach to the Doki Doki topic. Yes, we know...we've ALL known. For like 20 years at this point. XD
3:38 The tweeter not being in this room in the NES version is actually a bug, not because Nintendo chose to remove it. If you scroll the screen down twice and jump back up using Luigi's super jump (which is tricky to do since you need to jump immediately after the second scroll and be holding the run button), the tweeter will spawn. This happens in SMAS as well, which is where I initially discovered this, but I tested for it in the NES PRG 0 ROM just now and can confirm it happens there as well. However, it's interesting to see that the tweeter actually shows up in DDP. That I did not know. I guess something Nintendo did in the process of turning DDP into SMB2 must have introduced this little oversight.
I always assumed Super Mario All-Stars was just ground-up remakes since the NES and SNES are such early consoles but considering how many programming quirks it has in common with the originals I'm legit interested to know if it was actually built off of NES code from the originals ported to the SNES
Interesting observation, though based on what you say could it be possible that they intended to remove it via dummying out the initial spawning in some way and the actual oversight was that they did not realize that your method for spawning it still existed? I could totally see that as a realistic scenario too, especially if they had to be quick on any changes they made between the releases. Pretty cool that it can be observed in SMAS, I love when you can see subtle differences like that between versions of games, like leaving a trail of traits that are building on the work of the versions that came before.
@@JoeContext The SNES processor uses the same instruction set as the NES processor, so it would only make sense for them to use the original code as a base, just changing what they needed to for the updated hardware.
@@JoeContext There's signs that they were ported over manually, but from the same code. The change between Mario 1 NES and SNES with how hitting a block works was due to a missing negative sign, an obvious typo.
Here's a fun fact you missed: The end credits music in _Doki Doki Panic_ isn't original! It's a cover of "Mary France" by early synthesizer pioneer Jean-Jaques Perrey, whose work has really gotten around. Some other stuff by him you might recognize: - "The Little Ships" (the "going to the store" viral video) - "Chicken on the Rocks" (the scene from _South Park_ where everyone's balls get huge and they bounce around town on them) - "Swan Splashdown" (sampled in Smash Mouth's "Walking on the Sun") - "Baroque Hoedown" (the main theme of the Disney Electrical Parade)
IT's very similar, but just enough notes are changed to avoid copyright problems. Similar to how Dr. Mario's Fever is a new notes away from being Lady Madonna
An additional fact about the Albatoss, it actually has an extra frame of animation that makes it look like the bird is lifting its wings back to the starting position. But due to a coding error, this is never seen in-game. Edit: you forgot to mention that the subworld isnt animated in Doki Doki where it is in SMB2.
It also happens with almost every other animated sprite in the game: waterfalls, grass patches, clouds, sand, POW blocks, etc. Almost every animated item is missing its 8th frame of animation and it's REALLY jarring once you notice it.
Two frames of animation seems to be a weird standard for Japanese animators in general. IE, anime with it 2-frames-per-second framerate. They're just fucking lazy.
All tile animations in the game from plants to POW blocks have an unused frame of animation due to a bug. You can get them to show up the way they were intended with a game genie code. It makes everything look smoother and it’s really nice
@@dawnbreaker2912 obviously two frames of animation was a technical and/or time constraint. It’s hilarious to hear you call people lazy when they made an entire gigantic game for a festival that only happened one time
He did mention the subworld wasn't animated, he said earlier the cherries, vines, and bushes weren't animated and that applies to the subworld and main world
8:56 The different graphic on Phanto is not necessarily a mistake. Chances are that the sprite was changed very late in development and by that time the manual was already printed so changing it would have been an unnecessary cost (kinda like how some boxes of Super Mario Brothers 3 have a photo of a level that is not in the final game).
Can't say for sure, haven't found info of a prototype where phanto has the old graphic. But after looking a little it looks like it might be a mistake after all. The prototype has phanto's final sprite but the potions are still magic lamps and the manual mentions potions, so the change wasn't that late on development that the manual had to use the original sprite.
You can see on the screen before that the book has text on what would traditionally be the front of a book for languages that read left-to-right. It’s safe to assume that text is the title of the book since the other side has nothing on it, so the book is read left-to-right and what you’re seeing when the book is closed is the back of it. This would also make more sense narratively since you finished the game, so the book is over.
If that were true then the book itself would turn right to left. But we see it turns left to right. It does lead me to wonder why this is different than manga, which always read right to left.
@@ZipplyZane Japanese is all over the place when it comes to letter order. The right-to-left thing, nowadays, only applies to stuff that's written in vertical columns, with the columns themselves being arranged right to left. Somewhere around the early 20th century, they started adopting left-to-right rows like European languages, which is what you're going to see in any multilingual document (like a manual) and in pretty much all video games. Dialogue text in manga is still written in columns, so they probably arrange the speech bubbles and panels right-to-left for consistency.
You gotta hand it to the localizers for doing more than just slapping all the Mario characters onto the game and calling it a day. They actually made several improvements to make the game more polished and more enjoyable to play, if only slightly. No wonder they rereleased the Mario version in Japan. Hell, Doki Doki Panic has never gotten a rerelease there while Super Mario Bros. 2 has gotten several Virtual Console releases along with the All-Stars version (Though that may be due to DDP using copyrighted characters that Nintendo doesn't own, making a rerelease a legal nightmare).
DDP is made by Nintendo itself as far as I know so that is no issue. I think it's purely a popularity thing. Might shift if they ever add the ddp characters into Mario's world.
Uh, no. Those changes would have been made by Nintendo in Japan, not Nintendo of America and certainly not the localizers. Just like how Yoichi Kotabe made unique artwork for it.
@@Eucep Imajin and his family are the mascots of the Yume Koujo festival of 1987, so no, they are not owned by Nintendo, they are owned by Fuji TV. Doki Doki Panic was created by Nintendo for Fuji TV as a tie-in game for the festival, so everything else in the game is owned by Nintendo, but not the four playable characters nor the two children that got kidnapped.
Interesting tidbit about the a Birdo / Ostro naming switch in the booklet: There were at least 2 different versions of SMB2 released, with one being an update. In one version, the manual was exactly like the one you showed in the video. In the other, the names were swapped. This also occurred during the end-game credits. I know this because I had one of the versions and sent it back to Nintendo because of a glitch (I contacted them because my game spawned 2 Mousers during world 1-3 she they told me to send them the game and they would replace it). When I got the replacement, it had the changes in the game manual and in the end-game credits.
30:08 interestingly, they were going to use the underground theme from SMB1 as seen in a localization prototype, but they changed it back to Doki Doki Panic version for some unknown reason
Even though this is meant to be a regional differences video and including unused or prototype content is maybe making the scope a little too large, I feel like it's worth mentioning when it's relevant. Same as most of the animated aspects in Mario 2 lacking an extra 8th frame of animation due to an oversight.
Going with the TCRF theme we got going here, the prototype Starman music in SMB2 sounds closer to the original than the arguably preferred bongo madness we get in the final version.
17:08 The "ge" in Don Chulge (or Don Churuge) isn't pronounced like the "ge" in "charge" but rather like the "ge" in "get". There's some Japanese material that has Mouser voice-acted (such as the Bandai Satellaview Super Mario USA) and he pronounces his name "Don Choo-roo-geh".
I noticed this as well - Japanese hiragana/katakana characters ALWAYS have the same pronunciation, so when the words are represented in English letters (romanized) a letter will only have one possible pronunciation as well. In this case, the letters "ge" will always be pronounced as "geh". This sent me down the rabbit hole of "I wonder how Japanese people pronounce GIF". From what I can tell most of the time in Japan it appears in roman characters "GIF" but I saw a couple cases where katakana is used such as "ジフアニメ" (jifanime). I tried searching for "ギフアニメ" (gifanime) and only see results referencing ジフ (jif). So I think I have my answer based on shaky search engine results - it's "jif"... in Japan at least!
BS stood for Broadcast Satellite. Bandai had nothing to do with the Satellaview, that was just some... well, BS (the other kind) made up by clueless ROM sites.
@@bluebirdsigma Oh, huh, thanks for clearing that up. And "broadcast satellite" definitely makes sense, considering the audio was from a satellite broadcast.
at 17:24 that says "sanbo" not "sanpo", which means it's not supposed to mean walking but probably a shortened version of sanbon which just means "three of a kind", refering to its 3 sectioned body.
I was going to point that out, too! Additionally, the name is a corruption of サボテン (saboten), which means "cactus". Not really sure if it has anything to do with 散歩, which means "(a) walk".
1:33 Except there's a reversing frame that's accidentally not getting displayed, so the whole animation looks kind of wonky because it just snaps back to the beginning.
@@legoboy7107 Ah yeah, that was it! It's a global bug, but you probably don't really notice it outside of the Albatoss cause I figure not much stuff uses 8 frames.
@@markkoetsier6475 Yeah. You can notice it on things like the waterfalls and probably Pow Blocks too, but yeah, a lot of things don't really use 8 frames.
The long vegetable is a daikon. Its was likely changes because kids would have no idea what it was. Interesting that it was changed to a radish/onion thing instead of just colouring it and calling it a carrot.
Probably because the color palette it used was already an important part of some other sprites in the scene. The NES only had four to work with at a time, I believe.
I'm guessing Birdo and Ostro's names got switched in the US manual since their "Birdo" is an actual ostrich. I remember some bit of lore where Birdo preferred to be called Birdette but I forget which game it's from, but it's probably in reference to Katherine wanting to be called Kissy.
There was at least one version of the NES release which had that text in it; it was definitely in the version of the manual my friend had in 1988, but that version of the cartridge had the names swapped in the ending credits. I suspect that there were two versions of the US release with different manual translations, and maybe the second manual version "fixed" the names based on the mistake in the credits localization.
Very informative video! It was especially cool to see the manual for Doki Doki Panic! Awesome work from Skye! And I also wanna thank you for going through the story of SMB2. Many people don't realize that SMB2 isn't just a dream. Subcon is a real thing that exists (possibly a part of the Dream World introduced in Mario & Luigi Dream Team), and many of the characters you meet (such as Birdo) were from the real world beforehand, and invaded Subcon. SMB2 is such a cool game, and I'm glad it's left such a big impact on the Mario series. I can't imagine where we'd be without it.
The Japanese sure weren't aware of Epilepsy. The really used to love their rapid flashing and I'm amazed there aren't more incidents like there were with the banned Pokemon episode in Japan with all these games. This series is so damn good, I don't take the time to sit through many 40 min vids and drop a like on even less of them but Region Break I make an exception for on both counts.
man, I love watching your region breaks. I'm a sucker for manuals and as a 17-year-old, the oldest game I experienced when I was younger was Paper Mario 64 and Super Mario World. Seeing stuff I've never seen before and some familiar pieces of artwork makes me feel a certain way. please keep up that great work, Shesez!
Nice review, didn't expect so many changes. Although the original character look intresting, I am now glad we got the US version of the game just for the gameplay and visuals.
Great video! You broke everything down perfectly, and thanks to Skye for the translation of the manual! Having literally just played this one last week, there's a few things I'd like to add: 1) Some of the sound effects (the pulling out of vegetables, for instance) were created using the Famicom Disk System's expansion audio, which was sampled for the NES version using the base system's fifth sound channel. The sounds are a bit quieter and fuzzier on the NES since they were sampled. Both versions also borrow sound effects from other games: the potion drop in SMB 2 was first used in Kung Fu for the Dragon Jar hitting the ground, and the explosion and enemy death sounds in DDP were recycled from the FDS Zelda 1. 2) There's an extra heart in DDP in Chapter 5-3! To get it, you have to grab the lantern from the jar again, and take it all the way to a hill with three items to pull from the ground. It's a bit of a pain to do, so I see why it was taken out of SMB 2. 3) To continue on with your note about the lack of the B button run, I was unable to perform ANY of the Princess skips with Lina, even the one in 3-1 (which is still there). 4) Outside of Mama, none of the characters in DDP can easily jump off the chains while climbing, which means that an unintended skip the speedrunners use in 7-2 in SMB 2 to skip most of the stage is only possible with Mama. 5) The Ninji-2s have different jumps cycles in the two versions because the FDS has its own random number generator; the NES cartridge has simplified code to simulate that RNG (this also affects some enemy attacks in the two versions of Metroid). I hope these additional details are helpful, and thanks again for the excellent video!
I still remember picking this game up brand new with my mom when I was 5. I wasn’t allowed to open it until my brother got home from school so I just stared at the pictures on the box all day.
I need to have notifications on for this channel, it really feels like youtube tries it's hardest to hide all of these fantastic videos as they come out.
I remember in the second and third grade I *ALWAYS* had the instruction booklet to Zelda II and SMB2 in my backpack I brought with me to school everyday, including the foldout overworld posted of Dragon Warrior (along with the latest copy of Nintendo Power). This was around 1988-1989. Memories!
Yeah, aside from making the whole music harder to hear (which honestly seems like an odd choice when what you want is for us to listen to the music), there is actually a really nice harmony throughout that just disappears completely this way.
@@BoundaryBreak I find it hard to believe that Birdo and Ostro being swapped in the credits isn't ALSO a mistake. Aside from the fact that Ostro is clearly an ostrich, in Japanese, Ostro's name is "Daucho", a variation on "Dachou" (ostrich), in a similar way to how "Ostro" would be a variation on "Ostrich". Like it just seems way more of a stretch to say that its a retcon, rather than just that the in-game credits are also mistaken, especially when the in-game credits are also full of misspellings. Unless we're going to say that "Clawgrip" is a retcon, too, and that "Clawglip" was intentional.
@@AshleyTogepi Plus if I'm not mistaken, even though the Birdo/Ostro swap was also present in the Super Mario All-Stars version of Mario 2, it was finally fixed in the Super Mario Advance version.
@@AshleyTogepi not to mention SMB2 had a different booklet in its later life which calls Birdo "birdo" and ostro "ostro". And since that's the one the nintendo website and virtual console releases of the game still uses, it's gotta be the correct version
In my original instruction booklet when I was a kid (and in English too), it said that Birdo would rather be called Birdetta - and that's also referring to Birdo and Ostro by their correct names in the manual. It looks like the instruction manual may have had different versions, and the one featured in this video is the original version, and I must have had a later revision?
So the owner of a local indie game shop once brought in his Famicom and Disk System for shoppers to mess with. One game he has is Doki Doki Panic; I played some and I tell ya hwhat. The absence of a run button completely screwed my SMB2 USA muscle memory!
Man, I was _just_ on Buyee today, looking at those exact Chrono Trigger figurines. Crazy. I know it seems like everyone knows the story of Doki Doki Panic already, but so many of us are still fascinated by it. This video is very much appreciated, good sir.
It’s actually Doki Doki Panic’s 35th Anniversary this year so it’s wonderful to see it being talked about and compared to the later improved Super Mario Bros 2. Characters like Shy Guy, Birdo and Wart are turning 35.
I honestly think I like this show even more than Boundary Break (and I already love that show.) seeing such a clear comparison between versions is fascinating, and the way you organize the sections is so clear and keeps things engaging the whole way through. Thanks for the new series Derek, I’m loving it!
@@toguroMax I dunno, that tone's very subtle if it's there at all, don't think it had anything to do with the removal. I think it will remain a mystery
I analyzed the door to recreate it in a fan game and the crazy part is the door is a static tile. No traditional style animation: the left half of the door slides in, the player is placed behind the door tile, and then the left half slides back into place. All handled with code based motion and layering rather than animation frames.
I love every part of these videos, but the manuals are always my favorite bits. I miss when games had these amazing, colorful, and insightful manuals. I would have love to see manuals of these quality for games like the SoulsBorne games or Breath of the Wild.
>like the SoulsBorne games Oh man, I want so badly to know whether the incomprehensible symbols the PS3 version of _Demon's Souls_ used in the menus to represent stats were originally kanji. That would explain why they didn't have room to spell out their English translations.
I had the chance to play Doki Doki Panic (my brother collects old consoles and has a working famicom and a copy of this game). I knew a lot of the backstory before I got to play it, and after playing it, I really prefer to think that SMB2 is the "finished version" of DDP more so than the "US version".
Ok now i have to sub. Incredible video man! The improvements that SMB2 brings compared to Doki Doki are alot more then i expected. So much love put into that game.
26:25 looks like they changed the daikon radish to a more plump variant of radish, perhaps because daikon radishes are not as well known outside of Eastern Asia
I enjoyed the fact that you took the time to do a side-by-side comparison of the two games, outlining that SMB2 is way more than just a DDP reskin. It's nice to see any little differences that I may've not noticed, when I watched a full playthrough of DDP, as opposed to SMB2. Also, I like how SMB2 looks and feels like a much more polished game, than its Japanese counterpart, and how it brought so much to the Mario series.
Long time watcher, first time poster. Over the last few years you've made some really great, in depth content that I never even thought of. One detail: one does not 'run a gambit'. One 'runs the gamut', as in experiencing the complete range or scope of something. Sorry thanks.
As someone who has known about the SMB2 / Doki Doki Panic thing for years, lots of these were changes I never knew about! I’m pleasantly supervised that the two games were more different than I initially realized. Thanks Shesez!
7:30 Huh, the manual actually gets Toad's ability wrong. Toad is *faster* when he's carrying an item, so his speed (and maybe jump height?) do change when he's holding an item.
You videos are always top shelf... same quality as Summoning Salt, you can tell you really put a lot into them. It's not wonder you have almost 1 million subs!
It's interesting that the changes really aren't that major, it feels more like they took a beta and then polished it. Like in the last 3 months the devs were working on animating all the scenery but then the publishers said "story books are out, let's make this a dream world"
@@mazionach "The changes in the animations were possible due to different hardware" No, the Famicom and the NES are the same hardware platform, which is why you can play Famicom cartridges on an NES with an adapter. In fact, some early NES cartridges contained Famicom PCBs with a NES adapter.
@@MaximRecoil Well, I think it is impossible to play doki doki panic on an NES because it is not a cartdrige, it is a diskette, but I dont know if there is an NES adapter for the fds xd The hardware difference I mention is that the fds uses ram to store it's graphics, but when te game was ported to a cartdrige, it switched to using rom, which is much easier to swap quickly to show animations
@@mazionach "Well, I think it is impossible to play doki doki panic on an NES because it is not a cartdrige, it is a diskette" You can put the ROM on a cartridge (if you know what you're doing) and it will work fine in an NES. The easiest way to do it though, is with a flash cartridge like the Everdrive, which supports all FDS games. "which is much easier to swap quickly to show animations" [citation needed]
It's interesting seeing how many Mario character quirks originated in the DDP reskin- such as Luigi's height, or Peach's floating ability, or the general gameplay differences between the main 4 in this game.
I also learned that the Albatoss is missing an animation in the final version of Super Mario Bros. 2, which another video tells you a Game Genie code that will help add this missing animation back into the Albatoss, this animation might or might not have been mentioned in the cutting room floor but it was discovered by someone who was analyzing the game's data and files of the game through an emulator
I still think my favorite thing about these games is how Mama replacement in Mario 2 was Luigi. He was Mama Luigi all along, and we just didn't know it!
Shesez, you had a million opportunities to not pronounce the full word "brothers" and i don't think you availed yourself of it even once. I'm proud of you.
On the music, I think it's also important to note that the SMB2 tracks are a bit more refined in subtle ways, not just added sections and tempo changes. There's more timbric variation, with the pulse channels (in charge of the lead melodies) more frequently alternating between their various available modes/duty cycles, whereas in DDP they would usually be stuck in just a single type of sound for the whole track. There are also a lot of very cool subtle echo-ish effects, where some notes will linger on at the lowest possible volume instead of completely cutting off, thus giving a greater sense of space.
Great video. I used to challenge myself to have all characters complete the same amount of levels in SMB2. I think the result is worth it, since everyone is cheering at the end.
I just assumed that they changed the vegetable because it could've originally been a Daikon Radish, but the SMB2 version of it changed it to a turnip? i mean the shape could have been there for more clarity, or maybe turnips are just more recognizable than the daikon?
That's what I was going to say as well. I had just moved to the US from Taiwan around the time this game came out. Most people in the US didn't know about daikons, but if you were to "translate" it to an US equivalent, you'd probably say the turnip or a radish.
Users that create an account through the link will get a 2000 yen (Approx. $20) off coupon on their first order on Buyee. bit.ly/Buyee-Shesez
Awesome Video
Ok
Ok
@selvi p Bot
Please do grabbed by the ghoulies please
I'm curious, the animated "cut scenes" that you showed while reading the USA book's story, where is that? That's not part of the game, who made those cut scenes?
I really enjoy seeing the regional differences in complete form like this. Such a good series.
Hi
Right? I knew next to nothing about Doki Doki Panic going into this particular episode, so it was crazy seeing the source material/inspiration for such an important piece of Mario's history
Thanks Vinny, always appreciate finding out you still enjoy my stuff. By the way remind me to hit you up on discord later to find out if you're going to PAX East
hi bingor
5
"And Doki Doki Panic's ending is going to say exactly what im going to say to all of you watching at home." *Press start to replay*
such kind words.
W A I T
@@Ashley6100 I kept waiting.
8)
@@Ashley6100 the projector in my class has this "WAIT" screen. I love it
is your projector running Yume Koujou: Doki Doki Panic?@@marixsunnyotp3142
I really liked the sequel, Doki Doki Literature Club. It really expanded a lot of the lore.
Lmao
Boy, bet nobody's made that joke before
I like the prequel, Doki Doki Universe
No
That sequel changed the gameplay so much, it feels like another game!
Man that Ninji - 2. What a strange guy! (I miss game manuals sooooo much)
Still got the manual book for the Microsoft Flight Simulator 2000 here - A3 form factor, with 120 pages on the flight school alone. 240 pages overall. Two years later for the next version this all only came in pdf form :(
Yeah what a strange guy indeed!!🤣🤣 Hi Garrulous64!!
Ninji should appear in more Mario games. They only recently appeared in Super Mario Run
@@ccricers they should shouldn't they? Ninji needs a reboot🤣
Only one recent game had one comes to mind, Sakuna: of rice and ruin
WHOA! I just realized that the reason Wart/Mamu appears in Link's awakening is because both games take place in a dream!
Also Link's Awakening they apparently just got away with throwing in a bunch of cameos without asking management since they weren't watched too closely.
@@PrincessOzaline it'd have been really cool if they had established that SubCon was a consistent thing in Nintendo lore. Could have been a major part of Smash Bros
Again, Alpha Dream missed a huge opportunity to include Wart in M&L: Dream Team.
@@Deaganus there is a Subspace in Smash Bros...
I always assumed Subcon is a real place that controls people's dream
I really appreciate how clear which version you're showing is with the flags present the entire time. While maybe less necessary for this game (the cast of Mario vs. Doki Doki Panic characters is a strong clue), it's a welcome improvement for the series as a whole. :)
Thank you for an interesting episode!
Even better when he features content outside these two countries
26:23 The graphic was probably changed because it resembled a daikon radish, which could've confused players outside of Japan.
It's the same deal as the whole "rice ball" fiasco.
*jelly donuts
Not really. Regardless of its shape, it still looks like a vegetable. Besides, Super Mario Sunshine didn't change the durians, and those are pretty much unknown to people in America and Europe.
@@otaking3582 You're forgetting about the weirdness that was 80's/90's culture
@@otaking3582
Thanks to _Breath of the Wild,_ not anymore. 😉
What’s wrong with a daikon radish? A radish is a radish
I love how devs went the extra mile to add some Mario flavour to the game, specially the sleeping Mario animation which I absolutely adore (hence my pfp). It's not only the same game with Mario characters plastered over it, it's an overall improved experience.
Not to be an hole but can you replace only with just as it reads better
@Daniel Mallory trying to smooth out someone else's sentence when your own make zero sense lmao..I can't even read what it is you're trying to say. The irony 🤣
@@danielmallory4687 No. "Only" works much better than "just".
i find it interesting that Ninjis quite quickly got redesigned after the first game by being much more based on their sprites rather than the artwork where they look like little goblins with fangs.
I always preferred the goblin designs.
Yeah, I'm confused by the design discrepancy between the original sprite and the original artwork. Were the two white dots in the sprite meant to be two fangs? And whoever drew it for the manual only remembered one fang?
I'm 36 and found out that Doki Doki existed through your tweets. I had absolutely no clue and now it makes so much sense why Mario 2 was so odd. I ended up going down the TH-cam rabbit hole learning about the Yume Kojo convention. Very, very cool bit of history.
Interestingly enough, I remember it was revealed a while back that Doki Doki Panic was originally a Mario game prototype that they then made into DDP, and then made that into Mario 2. So, it most likely was always meant to be a Mario game. This makes sense when you consider that the POW block is a Mario Bros. item originally but is present in DDP. But I can't remember where that was, perhaps an Iwata Asks mentioned this.
@@GBDupree Not just the POW Block, but the Super Star as well. Both of these are very specifically Mario items, yet they still appeared in Doki Doki Panic.
I think calling Birdo Ostro was a mistake since the enemy that was called Birdo in the manual looks a lot like an ostrich which is almost certainly where the name Ostro came from.
Also its name in Japanese (DAUChO) is an anagram of DAChOU, which literally means ostrich. Assuming it's not just a typo.
Furthermore, some other European countries called ostro "ostro" from the beginning
It's pretty obviously an error, and while I'm not gonna search to confirm/deny it, but I am pretty sure that it has been confirmed to been a printing error.
Plus, Birdo is called Birdo in all subsequent appearances.
@@TheJared38 I also agree it's likely an error, but not a simple printing error since the same mistake is made in the credits at the end of the game.
@@smbcollector I think they fixed it in the All-Stars version ending
Fun fact about the albatoss. There is one more animation frame stored on the NES cart. There is a simple error in the code making it loop on frame too soon. So it's animation should be even smoother.
It is pretty easy to patch in with like a Game Genie I'm pretty sure.
I love the fact that "everyone knows about mario 2 and doki doki panic" is itself now an everybody-knows
I think it's a shame we didn't get any more games following this basic gameplay, it would have been nice seeing it evolve over time.. not _instead_ of normal mario games,. but in addition.
Donkey Kong 94 and MvsDK1 use the standing on enemies and grabbing them mechanics of SMB2
Though those games are more puzzle platformers than a traditional Mario game like SMB2
@@PALWolfOS ah I didn't know that!
There was also an interesting freeware game called Lyle in Cube Sector that someone made back in 2006 which had heavily SMB2 inspired gameplay but with a metroidvania style map layout. idk if it runs on Windows 10 but I remember it being a pretty fun game if a bit unpolished in places.
They did kinda implement some of the mechanics here into later 2D Mario games, but did alter them from how they were originally implemented in SMB2. Like, the picking up and throwing things with the run button returned in SMB3, but it was re-worked a bit and only applied to a few enemies and then that re-worked version is what stuck for the most part going forward. Super Mario World did expand a bit more on it again, now making Goombas grabbable and throwable too and stuff (which then got abandoned after that and later on in 3D world they ended up retconning them into different enemies, Galoombas), and then Yoshi's Island basically completed the fusion of SMB2 and the other 2D Mario stuff, but yeah, we never really saw the pure original style of implementation of those mechanics that SMB2 had again outside of the Mario vs. Donkey Kong games, and somewhat NSMBWii with carrying throwable objects above your head being brought back, though most people didn't realize you could do that with anything other than ice blocks. (Which is funny, because when I first got NSMBWii, I didn't know the "normal" way of carrying Koopa shells, so ironically carrying them SMB2-style in Mario Wii was the only way I knew how to carry them for a long time, while most people didn't seem to be aware you COULD carry them SMB2-style lol).
@@Bootleg_Jones I can confirm that Lyle in Cube Sector runs on Windows 10, and also Windows 11! Replayed it recently.
Mad respect for cutting straight to the chase and not insulting our intelligence with yet another "WHOA GAIZ DID U KNOOOOO???" approach to the Doki Doki topic. Yes, we know...we've ALL known. For like 20 years at this point. XD
3:38 The tweeter not being in this room in the NES version is actually a bug, not because Nintendo chose to remove it. If you scroll the screen down twice and jump back up using Luigi's super jump (which is tricky to do since you need to jump immediately after the second scroll and be holding the run button), the tweeter will spawn. This happens in SMAS as well, which is where I initially discovered this, but I tested for it in the NES PRG 0 ROM just now and can confirm it happens there as well.
However, it's interesting to see that the tweeter actually shows up in DDP. That I did not know. I guess something Nintendo did in the process of turning DDP into SMB2 must have introduced this little oversight.
I always assumed Super Mario All-Stars was just ground-up remakes since the NES and SNES are such early consoles but considering how many programming quirks it has in common with the originals I'm legit interested to know if it was actually built off of NES code from the originals ported to the SNES
Interesting observation, though based on what you say could it be possible that they intended to remove it via dummying out the initial spawning in some way and the actual oversight was that they did not realize that your method for spawning it still existed? I could totally see that as a realistic scenario too, especially if they had to be quick on any changes they made between the releases.
Pretty cool that it can be observed in SMAS, I love when you can see subtle differences like that between versions of games, like leaving a trail of traits that are building on the work of the versions that came before.
@@IrishmanAC I think the fact that it's in SMAS all but confirms that it was an intentional change to the level data instead of a bug.
@@JoeContext The SNES processor uses the same instruction set as the NES processor, so it would only make sense for them to use the original code as a base, just changing what they needed to for the updated hardware.
@@JoeContext There's signs that they were ported over manually, but from the same code. The change between Mario 1 NES and SNES with how hitting a block works was due to a missing negative sign, an obvious typo.
Here's a fun fact you missed: The end credits music in _Doki Doki Panic_ isn't original! It's a cover of "Mary France" by early synthesizer pioneer Jean-Jaques Perrey, whose work has really gotten around. Some other stuff by him you might recognize:
- "The Little Ships" (the "going to the store" viral video)
- "Chicken on the Rocks" (the scene from _South Park_ where everyone's balls get huge and they bounce around town on them)
- "Swan Splashdown" (sampled in Smash Mouth's "Walking on the Sun")
- "Baroque Hoedown" (the main theme of the Disney Electrical Parade)
IT's very similar, but just enough notes are changed to avoid copyright problems.
Similar to how Dr. Mario's Fever is a new notes away from being Lady Madonna
the elephant never forgets guy
An additional fact about the Albatoss, it actually has an extra frame of animation that makes it look like the bird is lifting its wings back to the starting position. But due to a coding error, this is never seen in-game.
Edit: you forgot to mention that the subworld isnt animated in Doki Doki where it is in SMB2.
It also happens with almost every other animated sprite in the game: waterfalls, grass patches, clouds, sand, POW blocks, etc. Almost every animated item is missing its 8th frame of animation and it's REALLY jarring once you notice it.
Two frames of animation seems to be a weird standard for Japanese animators in general. IE, anime with it 2-frames-per-second framerate. They're just fucking lazy.
All tile animations in the game from plants to POW blocks have an unused frame of animation due to a bug. You can get them to show up the way they were intended with a game genie code. It makes everything look smoother and it’s really nice
@@dawnbreaker2912 obviously two frames of animation was a technical and/or time constraint. It’s hilarious to hear you call people lazy when they made an entire gigantic game for a festival that only happened one time
He did mention the subworld wasn't animated, he said earlier the cherries, vines, and bushes weren't animated and that applies to the subworld and main world
8:56 The different graphic on Phanto is not necessarily a mistake. Chances are that the sprite was changed very late in development and by that time the manual was already printed so changing it would have been an unnecessary cost (kinda like how some boxes of Super Mario Brothers 3 have a photo of a level that is not in the final game).
Wasn't that proven to be the case in a prototype version?
Can't say for sure, haven't found info of a prototype where phanto has the old graphic. But after looking a little it looks like it might be a mistake after all. The prototype has phanto's final sprite but the potions are still magic lamps and the manual mentions potions, so the change wasn't that late on development that the manual had to use the original sprite.
38:41 Just a kind note. To a Japanese audience the "window" showing the game world would have been on the front cover of the book, not the back cover.
You can see on the screen before that the book has text on what would traditionally be the front of a book for languages that read left-to-right. It’s safe to assume that text is the title of the book since the other side has nothing on it, so the book is read left-to-right and what you’re seeing when the book is closed is the back of it. This would also make more sense narratively since you finished the game, so the book is over.
@@ado2836 Was just about to say that.
If that were true then the book itself would turn right to left. But we see it turns left to right.
It does lead me to wonder why this is different than manga, which always read right to left.
@@ZipplyZane Japanese is all over the place when it comes to letter order. The right-to-left thing, nowadays, only applies to stuff that's written in vertical columns, with the columns themselves being arranged right to left. Somewhere around the early 20th century, they started adopting left-to-right rows like European languages, which is what you're going to see in any multilingual document (like a manual) and in pretty much all video games. Dialogue text in manga is still written in columns, so they probably arrange the speech bubbles and panels right-to-left for consistency.
@@stevethepocket I knew the first part, but that's an interesting theory on why manga are handled differently.
Dude, I love this series. I can only imagine how much work went into this video. Fantastic work, man!
You gotta hand it to the localizers for doing more than just slapping all the Mario characters onto the game and calling it a day. They actually made several improvements to make the game more polished and more enjoyable to play, if only slightly. No wonder they rereleased the Mario version in Japan. Hell, Doki Doki Panic has never gotten a rerelease there while Super Mario Bros. 2 has gotten several Virtual Console releases along with the All-Stars version (Though that may be due to DDP using copyrighted characters that Nintendo doesn't own, making a rerelease a legal nightmare).
DDP is made by Nintendo itself as far as I know so that is no issue. I think it's purely a popularity thing. Might shift if they ever add the ddp characters into Mario's world.
@@Eucep No, the main characters in DDP are copyrighted.
Uh, no. Those changes would have been made by Nintendo in Japan, not Nintendo of America and certainly not the localizers. Just like how Yoichi Kotabe made unique artwork for it.
@@Eucep Imajin and his family are the mascots of the Yume Koujo festival of 1987, so no, they are not owned by Nintendo, they are owned by Fuji TV. Doki Doki Panic was created by Nintendo for Fuji TV as a tie-in game for the festival, so everything else in the game is owned by Nintendo, but not the four playable characters nor the two children that got kidnapped.
Doki Doki Panic was a Mario prototype before the deal with Fuji Television.
Interesting tidbit about the a Birdo / Ostro naming switch in the booklet:
There were at least 2 different versions of SMB2 released, with one being an update. In one version, the manual was exactly like the one you showed in the video. In the other, the names were swapped. This also occurred during the end-game credits. I know this because I had one of the versions and sent it back to Nintendo because of a glitch (I contacted them because my game spawned 2 Mousers during world 1-3 she they told me to send them the game and they would replace it). When I got the replacement, it had the changes in the game manual and in the end-game credits.
30:08 interestingly, they were going to use the underground theme from SMB1 as seen in a localization prototype, but they changed it back to Doki Doki Panic version for some unknown reason
Even though this is meant to be a regional differences video and including unused or prototype content is maybe making the scope a little too large, I feel like it's worth mentioning when it's relevant. Same as most of the animated aspects in Mario 2 lacking an extra 8th frame of animation due to an oversight.
Going with the TCRF theme we got going here, the prototype Starman music in SMB2 sounds closer to the original than the arguably preferred bongo madness we get in the final version.
for some unknown WHAT
@@quadpad_music reason. I must have been tired
@@ongakuwotabeta what did it say before?
17:08 The "ge" in Don Chulge (or Don Churuge) isn't pronounced like the "ge" in "charge" but rather like the "ge" in "get". There's some Japanese material that has Mouser voice-acted (such as the Bandai Satellaview Super Mario USA) and he pronounces his name "Don Choo-roo-geh".
I noticed this as well - Japanese hiragana/katakana characters ALWAYS have the same pronunciation, so when the words are represented in English letters (romanized) a letter will only have one possible pronunciation as well. In this case, the letters "ge" will always be pronounced as "geh".
This sent me down the rabbit hole of "I wonder how Japanese people pronounce GIF". From what I can tell most of the time in Japan it appears in roman characters "GIF" but I saw a couple cases where katakana is used such as "ジフアニメ" (jifanime). I tried searching for "ギフアニメ" (gifanime) and only see results referencing ジフ (jif). So I think I have my answer based on shaky search engine results - it's "jif"... in Japan at least!
Also "DAUChO" is a pun on DAChOU which means ostrich. DODORIGESU is most likely dodo + Rodriges etc..
This is the problem with the inconsistent spelling in English.
BS stood for Broadcast Satellite. Bandai had nothing to do with the Satellaview, that was just some... well, BS (the other kind) made up by clueless ROM sites.
@@bluebirdsigma Oh, huh, thanks for clearing that up. And "broadcast satellite" definitely makes sense, considering the audio was from a satellite broadcast.
00:50 - Enemies
05:17 - Boxes (SM2)
12:19 - Boxes (DDP)
19:19 - Field
27:11 - Music
32:07 - Heroes
34:29 - Misc.
at 17:24 that says "sanbo" not "sanpo", which means it's not supposed to mean walking but probably a shortened version of sanbon which just means "three of a kind", refering to its 3 sectioned body.
Just a small correction: at 17:35, the cactus enemy's name in Japanese is Sanbo (ボ), not Sanpo (ポ).
I was going to point that out, too! Additionally, the name is a corruption of サボテン (saboten), which means "cactus". Not really sure if it has anything to do with 散歩, which means "(a) walk".
@@justapickedminfan it does, however. It’s a mashup of Sanpo and Saboten.
A good localized version of the pun name could be Cactrot.
Also Pal, I’m glad I’m not the only one who caught this!
Please don't forget TCRF is "just a wiki", so if something is missing: Everyone here can contribute and make it better! :)
1:33 Except there's a reversing frame that's accidentally not getting displayed, so the whole animation looks kind of wonky because it just snaps back to the beginning.
Yeah, SMB2 has a bug where the 8th animation frame of basically every sprite with 8 frames of animation is skipped.
@@legoboy7107 Ah yeah, that was it! It's a global bug, but you probably don't really notice it outside of the Albatoss cause I figure not much stuff uses 8 frames.
@@markkoetsier6475 Yeah. You can notice it on things like the waterfalls and probably Pow Blocks too, but yeah, a lot of things don't really use 8 frames.
The long vegetable is a daikon. Its was likely changes because kids would have no idea what it was. Interesting that it was changed to a radish/onion thing instead of just colouring it and calling it a carrot.
Probably because the color palette it used was already an important part of some other sprites in the scene. The NES only had four to work with at a time, I believe.
I'm guessing Birdo and Ostro's names got switched in the US manual since their "Birdo" is an actual ostrich. I remember some bit of lore where Birdo preferred to be called Birdette but I forget which game it's from, but it's probably in reference to Katherine wanting to be called Kissy.
There was at least one version of the NES release which had that text in it; it was definitely in the version of the manual my friend had in 1988, but that version of the cartridge had the names swapped in the ending credits.
I suspect that there were two versions of the US release with different manual translations, and maybe the second manual version "fixed" the names based on the mistake in the credits localization.
Katherine, from what I've heard, is a boy name is some Asian countries.
Birdo sounds rather gender neutral to me, kind of like Barbro..!
I think it's because "Birdo" is a bit more masculine, and Birdo doesn't like being referred to as a guy since he's, I guess, trans?
@@TeruteruBozusama And where did you hear that?
@@goatbone a website discussing names and how they changed who they were for and meaning over the years. Was 20 or so years ago.
That fluid bird animation in SMB2 kinda blew my mind a bit there. You rarely see animations as smooth as that on the NES.
Very informative video! It was especially cool to see the manual for Doki Doki Panic! Awesome work from Skye!
And I also wanna thank you for going through the story of SMB2. Many people don't realize that SMB2 isn't just a dream. Subcon is a real thing that exists (possibly a part of the Dream World introduced in Mario & Luigi Dream Team), and many of the characters you meet (such as Birdo) were from the real world beforehand, and invaded Subcon.
SMB2 is such a cool game, and I'm glad it's left such a big impact on the Mario series. I can't imagine where we'd be without it.
The grey shy guys would be amazing to see in a modern game, with the chasing and all.
But we have seen them- Super Mario RPG for SNES may have had them just because they were dropped previously
@@jongameaddict I'm referring to a 2D platformer.
@@gameyfirebro9645 EYAHAHA
Yess!!! More Region Break! Would love to see some information about the regional differences in the Yo-kai Watch or Puyo Puyo series covered!
The Japanese sure weren't aware of Epilepsy. The really used to love their rapid flashing and I'm amazed there aren't more incidents like there were with the banned Pokemon episode in Japan with all these games.
This series is so damn good, I don't take the time to sit through many 40 min vids and drop a like on even less of them but Region Break I make an exception for on both counts.
Well in the 80s video games were at an all time low so it'd have a lot less people noticing. And in ports or rereleases they tone down the flashing
Epileptic Japanese people were probably aware of it...
I love the flashing
Thanks for the seizure warning, it's absolutely unreal how they let the waterfall run that fast and say "yeah, looks good, ship it out"
The bombs are pretty bad too, those flashes hurt my eyes and I'm not even photosensitive
@selvi p Go away, bot
That, and it just looks atrocious for people who aren’t light sensitive. They actually look like waterfalls in SMB2.
I think it looks fine, but then again, Nintendo properties are no strangers to epileptic seizures
@@otaking3582 Also no stranger to ear-piercing beeps. I seriously wonder why they seem to want their players to suffer.
man, I love watching your region breaks. I'm a sucker for manuals and as a 17-year-old, the oldest game I experienced when I was younger was Paper Mario 64 and Super Mario World. Seeing stuff I've never seen before and some familiar pieces of artwork makes me feel a certain way. please keep up that great work, Shesez!
Nice review, didn't expect so many changes.
Although the original character look intresting, I am now glad we got the US version of the game just for the gameplay and visuals.
How badly did Brazil lose to Germany? 23:42
Great video! You broke everything down perfectly, and thanks to Skye for the translation of the manual! Having literally just played this one last week, there's a few things I'd like to add:
1) Some of the sound effects (the pulling out of vegetables, for instance) were created using the Famicom Disk System's expansion audio, which was sampled for the NES version using the base system's fifth sound channel. The sounds are a bit quieter and fuzzier on the NES since they were sampled. Both versions also borrow sound effects from other games: the potion drop in SMB 2 was first used in Kung Fu for the Dragon Jar hitting the ground, and the explosion and enemy death sounds in DDP were recycled from the FDS Zelda 1.
2) There's an extra heart in DDP in Chapter 5-3! To get it, you have to grab the lantern from the jar again, and take it all the way to a hill with three items to pull from the ground. It's a bit of a pain to do, so I see why it was taken out of SMB 2.
3) To continue on with your note about the lack of the B button run, I was unable to perform ANY of the Princess skips with Lina, even the one in 3-1 (which is still there).
4) Outside of Mama, none of the characters in DDP can easily jump off the chains while climbing, which means that an unintended skip the speedrunners use in 7-2 in SMB 2 to skip most of the stage is only possible with Mama.
5) The Ninji-2s have different jumps cycles in the two versions because the FDS has its own random number generator; the NES cartridge has simplified code to simulate that RNG (this also affects some enemy attacks in the two versions of Metroid).
I hope these additional details are helpful, and thanks again for the excellent video!
I still remember picking this game up brand new with my mom when I was 5. I wasn’t allowed to open it until my brother got home from school so I just stared at the pictures on the box all day.
I need to have notifications on for this channel, it really feels like youtube tries it's hardest to hide all of these fantastic videos as they come out.
People mad that the ending was a dream and called it a cop out? But the Manuel literally says it is..
I know Manuel very well, he's a longtime family friend. And he has said no such thing. You take that back.
I remember in the second and third grade I *ALWAYS* had the instruction booklet to Zelda II and SMB2 in my backpack I brought with me to school everyday, including the foldout overworld posted of Dragon Warrior (along with the latest copy of Nintendo Power). This was around 1988-1989. Memories!
28:40 if you jump like that, you sacrifice an istrument of the melody.
Yeah, REALLY bugged me to. Like dude, how am I supposed to listen to the music when you won't stop jumping.
Yeah, aside from making the whole music harder to hear (which honestly seems like an odd choice when what you want is for us to listen to the music), there is actually a really nice harmony throughout that just disappears completely this way.
23:27 "Interestingly, the design of the Kool-Aid Man is preserved across both versions of these games."
33:04 - That's MAMA LUIGI to YOU, Shesez! -- As I went back to make sure of the time, I saw the Luigi frame xD
Although this story has been told multiple times, I found it great to see both games side by side like this! Thanks!
10:20 is it a retcon really? Ostro aludes to ostrich, which the manual "birdo" is. I think they just made a mistake and mixed them up on the manual
Birdo is also referred to as Ostro in the games credits
@@BoundaryBreak I find it hard to believe that Birdo and Ostro being swapped in the credits isn't ALSO a mistake. Aside from the fact that Ostro is clearly an ostrich, in Japanese, Ostro's name is "Daucho", a variation on "Dachou" (ostrich), in a similar way to how "Ostro" would be a variation on "Ostrich". Like it just seems way more of a stretch to say that its a retcon, rather than just that the in-game credits are also mistaken, especially when the in-game credits are also full of misspellings. Unless we're going to say that "Clawgrip" is a retcon, too, and that "Clawglip" was intentional.
@@AshleyTogepi Plus if I'm not mistaken, even though the Birdo/Ostro swap was also present in the Super Mario All-Stars version of Mario 2, it was finally fixed in the Super Mario Advance version.
@@AshleyTogepi not to mention SMB2 had a different booklet in its later life which calls Birdo "birdo" and ostro "ostro". And since that's the one the nintendo website and virtual console releases of the game still uses, it's gotta be the correct version
@@BoundaryBreak Which is clearly also a mistake
In my original instruction booklet when I was a kid (and in English too), it said that Birdo would rather be called Birdetta - and that's also referring to Birdo and Ostro by their correct names in the manual. It looks like the instruction manual may have had different versions, and the one featured in this video is the original version, and I must have had a later revision?
A little messed up that decades later, Nintendo still uses Birdetta's deadname.
Birdo is a cross-dressing male. The original Super Mario Bros 2 says so.
I'm so early the video isn't public yet!
Also, didn't think there would be this many differences.
Hi
sup dude
So the owner of a local indie game shop once brought in his Famicom and Disk System for shoppers to mess with. One game he has is Doki Doki Panic; I played some and I tell ya hwhat. The absence of a run button completely screwed my SMB2 USA muscle memory!
I really love how the segments of Shesez telling the story of SMB2 and Doki Doki Panic are animated. Such a nice attention to detail right there.
Great video!!
This is still my absolute favorite Mario game ever. So the attention to detail in this video was a joy to watch!
Thank you!
I never imagined there'd be this many differences between the two. Such a great and thorough video!
I just want to say I'm loving this version differences videos. They're so detailed and I have always enjoyed longer videos.
"Doki Doki Panic's ending is going to say exactly what I was going to say to all of you watching at home:
Push Start to replay."
;)
I find the gameplay very funny, it's very obvious that Shesez is trying to play both games at once with the same inputs xD
You made THE PERFECT CHOICE TO DO THIS ONE
A sequel to this has been pretty much my most wanted game for over 30 years.
Man, I was _just_ on Buyee today, looking at those exact Chrono Trigger figurines. Crazy.
I know it seems like everyone knows the story of Doki Doki Panic already, but so many of us are still fascinated by it. This video is very much appreciated, good sir.
It’s actually Doki Doki Panic’s 35th Anniversary this year so it’s wonderful to see it being talked about and compared to the later improved Super Mario Bros 2.
Characters like Shy Guy, Birdo and Wart are turning 35.
I honestly think I like this show even more than Boundary Break (and I already love that show.) seeing such a clear comparison between versions is fascinating, and the way you organize the sections is so clear and keeps things engaging the whole way through. Thanks for the new series Derek, I’m loving it!
23:32 Man, I just don't understand why they changed "Big Face" into a koopa shell. Truly, a mystery we shall never resolve.
They probably changed it due to the racist tone of it.
@@toguroMax ...you don't say.
@@toguroMax I dunno, that tone's very subtle if it's there at all, don't think it had anything to do with the removal. I think it will remain a mystery
You still got it as usual, shesez. It's stuff like this that helps keep gaming history, and by proxy, iwata's legacy, alive. I love to see it!
The door opening animation is weirdly smooth.
I analyzed the door to recreate it in a fan game and the crazy part is the door is a static tile. No traditional style animation: the left half of the door slides in, the player is placed behind the door tile, and then the left half slides back into place. All handled with code based motion and layering rather than animation frames.
I love every part of these videos, but the manuals are always my favorite bits. I miss when games had these amazing, colorful, and insightful manuals. I would have love to see manuals of these quality for games like the SoulsBorne games or Breath of the Wild.
>like the SoulsBorne games
Oh man, I want so badly to know whether the incomprehensible symbols the PS3 version of _Demon's Souls_ used in the menus to represent stats were originally kanji. That would explain why they didn't have room to spell out their English translations.
I had the chance to play Doki Doki Panic (my brother collects old consoles and has a working famicom and a copy of this game). I knew a lot of the backstory before I got to play it, and after playing it, I really prefer to think that SMB2 is the "finished version" of DDP more so than the "US version".
Ok now i have to sub. Incredible video man! The improvements that SMB2 brings compared to Doki Doki are alot more then i expected. So much love put into that game.
26:25 looks like they changed the daikon radish to a more plump variant of radish, perhaps because daikon radishes are not as well known outside of Eastern Asia
I enjoyed the fact that you took the time to do a side-by-side comparison of the two games, outlining that SMB2 is way more than just a DDP reskin. It's nice to see any little differences that I may've not noticed, when I watched a full playthrough of DDP, as opposed to SMB2. Also, I like how SMB2 looks and feels like a much more polished game, than its Japanese counterpart, and how it brought so much to the Mario series.
Okay, that story animation was pretty cool
Incredible work! Funny how these changes for such a popular game haven't been so thoroughly discussed before. I should watch more of your series.
Out of the characters available to change, they made Mama into Luigi. 😆 I appreciate the frame from the cartoon you chose to insert.
Long time watcher, first time poster. Over the last few years you've made some really great, in depth content that I never even thought of. One detail: one does not 'run a gambit'. One 'runs the gamut', as in experiencing the complete range or scope of something. Sorry thanks.
As someone who has known about the SMB2 / Doki Doki Panic thing for years, lots of these were changes I never knew about! I’m pleasantly supervised that the two games were more different than I initially realized. Thanks Shesez!
7:30 Huh, the manual actually gets Toad's ability wrong. Toad is *faster* when he's carrying an item, so his speed (and maybe jump height?) do change when he's holding an item.
You videos are always top shelf... same quality as Summoning Salt, you can tell you really put a lot into them. It's not wonder you have almost 1 million subs!
It's interesting that the changes really aren't that major, it feels more like they took a beta and then polished it. Like in the last 3 months the devs were working on animating all the scenery but then the publishers said "story books are out, let's make this a dream world"
The changes in the animations were possible due to different hardware, but yeah, changes like those are what today we fix with downloadable updates.
@@mazionach "The changes in the animations were possible due to different hardware"
No, the Famicom and the NES are the same hardware platform, which is why you can play Famicom cartridges on an NES with an adapter. In fact, some early NES cartridges contained Famicom PCBs with a NES adapter.
@@MaximRecoil Well, I think it is impossible to play doki doki panic on an NES because it is not a cartdrige, it is a diskette, but I dont know if there is an NES adapter for the fds xd The hardware difference I mention is that the fds uses ram to store it's graphics, but when te game was ported to a cartdrige, it switched to using rom, which is much easier to swap quickly to show animations
@@mazionach "Well, I think it is impossible to play doki doki panic on an NES because it is not a cartdrige, it is a diskette"
You can put the ROM on a cartridge (if you know what you're doing) and it will work fine in an NES. The easiest way to do it though, is with a flash cartridge like the Everdrive, which supports all FDS games.
"which is much easier to swap quickly to show animations"
[citation needed]
This should be a really great episode.
Still waiting for a small episode on all the differences between Metroid Japan and USA/EU.
It's interesting seeing how many Mario character quirks originated in the DDP reskin- such as Luigi's height, or Peach's floating ability, or the general gameplay differences between the main 4 in this game.
and how staple Mario enemies (Bob-omb, Shy Guy, Pokey) weren't even MEANT to be Mario enemies!
That was brilliant! I knew a lot of that already but there was still new stuff to learn. Your videos are great, please keep it up
I also learned that the Albatoss is missing an animation in the final version of Super Mario Bros. 2, which another video tells you a Game Genie code that will help add this missing animation back into the Albatoss, this animation might or might not have been mentioned in the cutting room floor but it was discovered by someone who was analyzing the game's data and files of the game through an emulator
Very well made and thorough! I didn’t know a lot of the differences but knew it was basically the same game. Loved this!
Always funny to think about how Mario 2 is basically just a rom hack of a tie-in game.
Excellent and informative video that I enjoyed every minute of. My favorite part was the split second frame of Mama Luigi.
"here is the music change" *cut of mario jumping over and over
Very in-depth look - excellent work! 👌
I still think my favorite thing about these games is how Mama replacement in Mario 2 was Luigi. He was Mama Luigi all along, and we just didn't know it!
I just came to this realisation and had to come back to these comments to see if anyone noticed lol
Doki devs: Nothing animated. All static
Also doki devs: SONIC SPEED WATER ANIMATION
Shesez, you had a million opportunities to not pronounce the full word "brothers" and i don't think you availed yourself of it even once. I'm proud of you.
You guys nailed it, playing the chrono music during the ad. I couldn't bring myself to fast-forward.
On the music, I think it's also important to note that the SMB2 tracks are a bit more refined in subtle ways, not just added sections and tempo changes. There's more timbric variation, with the pulse channels (in charge of the lead melodies) more frequently alternating between their various available modes/duty cycles, whereas in DDP they would usually be stuck in just a single type of sound for the whole track. There are also a lot of very cool subtle echo-ish effects, where some notes will linger on at the lowest possible volume instead of completely cutting off, thus giving a greater sense of space.
Amazing video! I always love how much time and effort you put into these
Love the content, man. Keep up the great work 👍🏻❤️
Great video.
I used to challenge myself to have all characters complete the same amount of levels in SMB2. I think the result is worth it, since everyone is cheering at the end.
Birdo/Krissy is the original trans girl icon. Can't take it back now, Nintendo.
I love the Booster's Tower tune you have playing in the background :) Such good times :)
I just assumed that they changed the vegetable because it could've originally been a Daikon Radish, but the SMB2 version of it changed it to a turnip? i mean the shape could have been there for more clarity, or maybe turnips are just more recognizable than the daikon?
That's what I was going to say as well. I had just moved to the US from Taiwan around the time this game came out. Most people in the US didn't know about daikons, but if you were to "translate" it to an US equivalent, you'd probably say the turnip or a radish.