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=== ''Doki Doki Panic'' === An early prototype with vertical scrolling was developed by [[Kensuke Tanabe]],<ref name="director">{{cite interview |url=http://www.nintendoworldreport.com/interview/2181 | url-status=dead | archive-url=https://web.archive.org/web/20131105143103/http://www.nintendoworldreport.com/interview/2181 |archive-date=November 5, 2013 | interviewer1=Jonathan Metts |interviewer2=Daniel Bloodworth |interviewer3=Matt Cassamassina | first=Kensuke | last=Tanabe | subject-link=Kensuke Tanabe | title=Interview – Kensuke Tanabe Talks Metroid Prime 2: Echoes |date=May 18, 2004 |publisher=Nintendo World Report |access-date=January 11, 2014}}</ref><ref name="gpara">{{cite web |url=http://www.gpara.com/contents/creator/bn_101.htm |title=クリエイターズファイル 第101回 |date=February 10, 2003 |publisher=Gpara.com |access-date=January 11, 2011 |archive-date=September 30, 2011 |archive-url=https://web.archive.org/web/20110930045013/http://www.gpara.com/contents/creator/bn_101.htm |url-status=dead }}</ref> designed by a team led by [[Shigeru Miyamoto]], and programmed by Nintendo's frequent partner, SRD, shortly after Tanabe was hired in April 1986.<ref name="Secret History of SMB2" /> The first prototype's gameplay emphasizes vertically scrolling levels with two-player cooperative action: lifting, carrying, and throwing each other; lifting, carrying, throwing, stacking, and climbing objects; and incrementally scrolling the screen upward when reaching the top. Dissatisfied so far, Miyamoto then added the traditional horizontal scrolling, saying to "make something a little bit more Mario-like",<ref>{{Cite magazine|url = https://www.wired.com/2011/04/super-mario-bros-2/|title = The Secret History of Super Mario Bros. 2|magazine = Wired|last1 = Kohler|first1 = Chris|access-date = July 2, 2021|archive-date = December 28, 2016|archive-url = https://web.archive.org/web/20161228000622/https://www.wired.com/2011/04/super-mario-bros-2/|url-status = live}}</ref> and saying "Maybe we need to change this up ... As long as it's fun, anything goes". However, the prototype software was too complex for Famicom hardware at the time, and the gameplay was still considered lacking, especially in single-player mode.<ref name="Secret History of SMB2" /> Unwilling to compromise on gameplay, Tanabe suspended development of the prototype until eventually receiving instruction to use the Yume Kōjō festival mascots in a game. He recalls, "I remember being pulled over to Fuji Television one day, being handed a sheet with game characters on it and being told, 'I want you to make a game with this'." Tanabe re-implemented that prototype's elements in his new game, and released the [[advergame]]-themed ''Yume Kōjō: Doki Doki Panic'' for the [[Family Computer Disk System]]<ref name="Secret History of SMB2">{{cite magazine | url=https://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.ars | title=The Secret History of Super Mario Bros. 2 | date=April 3, 2011 | first=Chris | last=Kohler | via=[[Ars Technica]] | magazine=[[Wired (magazine)|Wired]] | access-date=May 6, 2019 | archive-date=April 5, 2011 | archive-url=https://web.archive.org/web/20110405175127/http://arstechnica.com/gaming/news/2011/04/the-secret-history-of-super-mario-bros-2.ars | url-status=live }}</ref> in Japan on July 10, 1987.<ref>{{cite web |title=夢工場ドキドキパニック |trans-title=Dream Factory Pounding Panic |url=https://mediaarts-db.bunka.go.jp/id/M727630 |website=Media Arts Database |publisher=[[Agency for Cultural Affairs]] |access-date=17 June 2021 |archive-date=June 24, 2021 |archive-url=https://web.archive.org/web/20210624200103/https://mediaarts-db.bunka.go.jp/id/M727630 |url-status=live }}</ref> The title {{nihongo foot|''Yume Kōjō: Doki Doki Panic''|夢工場ドキドキパニック|Yume Kōjō Doki Doki Panikku|lit. ''Dream Machine: Heartbeat Panic''|lead=yes|group=lower-alpha}} is derived from "doki doki", a Japanese [[onomatopoeia]] for the sound of a quickly beating heart. The title and character concept were inspired by a license cooperation between Nintendo and [[Fuji Television]] to promote the broadcaster's Yume Kōjō '87 event, which showcased several of its latest TV shows and consumer products.<ref name="Secret History of SMB2" /> The Yume Kōjō festival's mascots became the game's protagonists: a family consisting of the boy Imajin, his girlfriend Lina, and his parents Mama and Papa. The rest of the game's characters, including the main villain named Mamu, were created by Nintendo for the project. ''Yume Kōjō: Doki Doki Panic'' takes place within a book with an [[Arabian Peninsula|Arabian]] setting. All four characters are optionally playable, though the game is not fully completed until the player clears all levels using each protagonist.
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