Remember how everyone always feels the need to point out that Super Mario Bros. 2 was actually a conversion from Doki Doki Panic and therefore wasn't really a Mario game.
Well it looks like Doki Doki Panic actually started out as a Mario game and then became Doki Doki Panic which then became Super Mario Bros. 2 for the U.S. which then became Super Mario USA for Japan.
http://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.arsThe prototype, worked up by SRD, a company that programmed many of Nintendoâs early games, was intended to show how a Mario-style game might work if the players climbed up platforms vertically instead of walking horizontally, said Tanabe.
âThe idea was that you would have people vertically ascending, and you would have items and blocks that you could pile up to go higher, or you could grab your friend that you were playing with and throw them to try and continue to ascend,â Tanabe said. Unfortunately, âthe vertical-scrolling gimmick wasnât enough to get us interesting gameplay.â
The rapid-prototype development process on display here informs Nintendoâs design philosophy to this day. The company doesnât begin development with characters and worlds: It starts by making sure that game boasts a fun and compelling game mechanic. If itâs not perfect, Nintendo has no qualms about throwing it out.
Soon after he was hired by Nintendo in the mid-â80s, Tanabe sat down with his boss, Mario creator Shigeru Miyamoto, to look at this prototype together.
âThe game was mocked up (so that) when the player climbed about two-thirds of the way up the screen, it would scroll so that the player was pushed further down,â Tanabe said.
The game-design team led by Miyamoto was tasked with coming up with a game that used this trick of programming. But Tanabe and Miyamoto werenât too hot on the concept.
While the prototype featured two players jumping, stacking up blocks to climb higher, and throwing each other around, the technical limitations of the primitive NES made it difficult to build a polished game out of this complex action. And playing it with just one person wasnât very fun.
âMiyamoto looked at it and said, âMaybe we need to change this up,ââ Tanabe recalled. He suggested that Tanabe add in traditional side-scrolling gameplay and âmake something a little bit more Mario-like.â
âAs long as itâs fun, anything goes,â Tanabe remembers Miyamoto saying.
You start with one thing, it leads to another, licensing gets involved, it gets really popular, so you go to port it elsewhere, licensing doesn't really work there so you bring it back to where it started, and wahlah Super Mario 2 is a Mario game again.
Although the initial concept for the game had been scrapped, the development of that original two-player cooperative prototype inspired all the innovative gameplay of Super Mario Bros. 2, Tanabe said.
âPicking up blocks was the same thing as pulling out vegetables from the ground,â he said. By the same token, picking up the other player and throwing him turned into picking up enemy characters.
Doki Doki Panic was actually part of a deal with the Fuji corporation, in which Nintendo would produce a tie-in videogame for a media-technology expo called Yume KĹjĹ, or âDream Factory.â The mascot characters invented for this expo were the stars of the game.
âI remember being pulled over to Fuji Television one day, being handed a sheet with game characters on it and being told, âI want you to make a game with this,ââ Tanabe said.
Released in 1987, Doki Doki Panic was one of the biggest hits on Nintendoâs Disk System, a floppy drive that worked with the Japanese version of the NES. Since this hardware was not released in America, many Disk System games were ported to standard game cartridges for US release.
âBecause we had to make this change, we had the opportunity to change other thingsâ about the game, said Tanabe. âWe knew these Fuji TV characters wouldnât be popular in America, but what would be attractive in America would be the Mario characters.â
Tanabeâs team made many improvements to the original for its American debut, adding more enemy characters, throwing in some visual nods to the Mario games and greatly enhancing the animation and sound effects.
Because one of Marioâs most notable features at the time was his ability to grow and shrink when he ate magic mushrooms, this was added to the game. But the implementation was not without its issues.
âWhen the characters got shrunk down to a smaller version of themselves, it was easy to sneak through parts of the level that you werenât supposed to go through, so we made their heads bigger so they would get caught on those things,â Tanabe said.
The enhancements to Super Mario Bros. 2 were so great that the game was eventually brought back to Japan, retitled Super Mario USA.
So the next time someone decides to argue with you over whether Super Mario Bros 2 was actually a Mario game or not, you now where you can link them to so they can read it for themselves.