A Guide to Super Mario Bros. 2/Yume Kōjō: Doki Doki Panic/Changes

There are several changes from Yume Kōjō: Doki Doki Panic to Super Mario Bros. 2, although the gameplay at large remains unchanged.

General changes

 * Character selection: In Doki Doki Panic, you can still choose from among four characters, but each character's progress through the game is tracked independently. While each character can beat the game, you will not witness the true ending of the game until all four characters have completed the game.  While you can change characters at any point after you die, the next character you choose can only continue from the furthest point in the game that they have completed.
 * Game saving: Because Doki Doki Panic was released on disk format, your progress through the game could be written and saved on the disk. Since you have to play through the game four times, once with every character, in order to see the true ending, saves were a must so that you were not required to play the entire game four times without shutting the machine off.
 * No running: In Doki Doki Panic, the B button is only used for picking up object or enemies, and throwing them. In Super Mario Bros. 2, the B button is also used to make your character run, just like in the first Super Mario Bros. game.
 * No shrinking: While primarily a cosmetic alteration, the characters of Doki Doki Panic have no "small mode" like the characters in Super Mario Bros. 2 do. Therefore, when you are reduced to one health point, you will not shrink, and when you gain a second health point, you do not grow.
 * A new boss: In Doki Doki Panic, you will face Mouser not twice, but three times in the game. In Super Mario Bros. 2, the third Mouser was replaced with Clawgrip, who does not appear in the original Doki Doki Panic.

Audio and visual
In contrast to the gameplay, a lot of visuals and sound effects within Doki Doki Panic were changed in the transition to Super Mario Bros. 2. The following is a list of features that were changed.

Other changes include the following: Sounds were also altered from the original version to the western release.
 * 1-Ups: In Doki Doki Panic, when a player uproots a 1-Up from the ground, they appear as the face of the player in question. In Super Mario Bros. 2, this was changed to a singular 1-Up mushroom that is identical for everyone.
 * Mushroom Blocks: The Mushroom Blocks of Super Mario Bros. 2 did not originally resemble mushrooms at all. Or blocks for that matter.  They were a series of masks that the players would pick up and toss around.
 * Albatoss animation: In Doki Doki Panic, the wing flap of the Albatoss was only animated across two frames. Several in-between frames were added in the western conversion to give Albatoss the far smoother animation that he has today.
 * Ambient animation: In addition to the animation of the grass explained in the table above, several other animated objects from Super Mario Bros. 2 were motionless In Doki Doki Panic. This includes the leaves on the vines, the cherries, POW blocks, bomb fuses, and the surface of water.  On the other hand, many of the waterfalls in the game animated at a much faster rate In Doki Doki Panic, and were slowed down for the western release.
 * Doki Doki Panic had shorter scores for the character select music and the overworld theme. Sub-space and invincibility music was entirely different.
 * 1-Ups originally made the same noise upon completing a level. This was changed to the traditional extra life noise from Super Mario Bros.
 * Several things generate different noises, including enemies when they are picked up and thrown, Birdo, Rockets, POW blocks, collecting cherries, potions/lamps, entering a door, gates opening, getting hit, whale spouts, and Stopwatches.