User:Time Turner/unfinished

What is Yume Kōjō: Doki Doki Panic?
Yume Kōjō: Doki Doki Panic is, to make a long story short, a game that was altered to become Super Mario Bros. 2; though it did not originally contain any Mario subjects, Shy Guys, Pokeys, Bob-ombs, Birdo, and others all originate from this game. Due to the impact this game had on the Mario franchise, we cover it on the wiki, I think we can agree on that. At the same time, it currently exists in a limbo where we don't know to what extent we should cover it. There was a proposal that decided that covering the game's characters was too much, but at the same time, the article is a part of Category:Games not originally in the Mario series, with an emphasis on not originally; if it's currently a part of the Mario franchise, then we should cover it to that extent. Coverage doesn't even bring up the game, so there's no help there. Still, if we use the sections of the policy page as a guideline, we may be able to decide for ourselves what is Yume Kōjō: Doki Doki Panic. Here are the logical options:

Option 1: It is a full-fledged member of the Mario franchise. If this option is chosen, the game will be considered to be a member of the broad Mario franchise, albeit one that is not part of any specific series (similar to Super Princess Peach). Though it was not a Mario game at the time, you can think of it as having been retroactively included into the franchise. As such, any unique characters, items, and other subjects will also be given individual articles.

Option 2: It is a crossover with the Mario franchise. If this option is chosen, the game will be treated as a crossover between the Mario franchise and some other nebulous series (it'll end up in the same section as the Mario & Sonic series and the Super Smash Bros. series). This partially relies on the assumption that the Mario subjects within the game have retroactively become members of the Mario franchise and not something that the Mario franchise appropriated. Like option 1, all of its subjects will get articles; this just affects which categories it'll be slotted into and other such details.

Option 3: It only contains guest appearances of the Mario franchise. If this option is chosen, the game will be treated as containing guest appearances (à la Captain Rainbow and SSX on Tour). This is very similar to option 2, except the argument now is that the Mario franchise's impact on the game isn't substantial enough to constitute a crossover. As with other guest appearances, the game itself will be given an article, but none of its subjects will be given an article. In short, nothing much is actually affected beyond categories and other such details.

Option 4: It is part of a group unto itself. If this option is chosen, it shall be deemed that the game is not part of the Mario franchise, not a crossover, and does not feature guest appearances, yet all the same, it is something worth covering. Coverage will be updated with a short section under "What the Super Mario Wiki covers" that describes the game's historic role in the franchise while explaining why it is being covered on the wiki. A bit of time can also be spent explaining why similar games, such as Panel de Pon, aren't being covered on the wiki. I don't want this to be the "Yume Kōjō" exclusive section, but rather something that potentially leaves some open space for other games should they ever turn up (or Panel de Pon if we decide to give it its own article again). Since it's not a part of the franchise, the game will be treated like one of the guest appearances: only the game itself gets an article.

Option 5: It is perpetually in limbo (do nothing). If this option is chosen, nothing happens. Well, this proposal will be archived, but that's it.

If you're questioning why we need to decide where this game belongs, then I'll answer that it's better than having a game wrapped up in contradictions, existing someplace where nobody really knows what to do with it.

Proposer: Deadline: it is a mystery

Option 1 (fully part of the Mario franchise)

 * 1) We'll say it's been grandfathered in.

Option 4 (entirely separate)

 * 1) Since it's not technically actually a part of the franchise, this is the next best thing.

DKC:TF
Hazards


 * Carnivorous Plantlife: "The local plantlife in Donkey Kong Country is aggressive, to put it plainly. These angry fellows are much like the tooth-toting carnivorous plants that sport platforms at their base. The main difference here is that these hungry plants do not help you access routes or gain entry to secret areas. They pretty much just want to devour your entire body whole."
 * Collapsible Wooden Platforms: "These wood-plank platforms start to shiver and shake the second you step your hairy foot upon them. Be sure to take care of your business and make haste before the planks give way and you fall to your doom."
 * Decaying Vines: "These vines at first sight can blend in with the regular structurally sound vines. At a closer look, they can be identified by the brown discoloring at the top of the vine. When you grab onto these vines, you will only have a limited time before they break under your intense weight. This is a grab-and-go situation, so grab hold of the vine and jump to the next before the old vine makes fools of the lot of you."
 * Electrified Anemones: "While they look beautiful in the dark of the ocean, these will shock DK to the core. They hold items beneath them, and at first glance, you may not know how to defeat these anemones. Close by are smaller fish that will glow if you Corkscrew through their school, which will cause the anemone arms to retract finally allow you to access the items below."
 * Fire Floor: "These fire floors can be identified by the hot coals burning just below the surface. The real danger is standing in one spot for too long, as that agitates the earth, allowing flames to come to the surface that will most certainly burn you. Usually there are Water Sacks around; throw them at the ground to extinguish the flames and create a much more safer walkway. "
 * Flaming Falling Totem Poles: "These totem poles are intent on crushing the bananas out of you. They have a flaming core with fire that flickers out from the eye and mouth holes. Besides adding to the incredible tension, these are another hazard to keep you on your toes. Quickly jump back or roll forward to avoid a crushing defeat."
 * Flaming Vines: "These vines look like the decaying vines, but they will immediately ignite and burn up rather quickly. Other vines will already be on fire when you approach. Extinguish them before climbing. These vines can also be connected to platforms, making it much simpler to quickly jump to safety. Remember to act swiftly and be light on your feet!"
 * Giant Spiked Nuts: "A form of this type of hazard is introduced in the third island and will become a headache-inducing nuisance. These large spiked nuts drop from trees and roll towards you, with the intention of filling you full of holes. They cannot be destroyed by any means, so leap over the obstacles and continue on your way as best you can."
 * Giant Underwater Fans: "The giant fans certainly make traversing through underwater levels difficult. In some instances, the current they produce is too powerful to Kong to swim through on his own. Grab Dixie Kong if you can and use her Ponytail Propeller move to easily pass through the strong currents."
 * Hanging TNT: "This is quite simple really. Touch the dangling cluster of concentrated destruction to go BOOM! Avoid the dangling destruction and live to tell the tale."
 * Lightning Bolts: "When you encounter lightning bolts, they may give you a hard time at first, but they can be avoided quite easily if you follow the pattern. Before the real shock comes from the main bolt, several lesser bolts will strike in quick succession; they are harmless. Use that time to run or roll past the strike zone before the actual bolt rains down on your parade."
 * Proximity Mines: "The mines underwater pack a punch and will begin to time their detonation the closer you get. Some secret areas must be opened by the mines, so you may need to carefully draw near one to time the charge, then quickly swim away before it explodes. Remember that these mines eject pieces of shrapnel that will take a heart away if they come in contact with you, so be careful!"
 * Spiked Floor: "Spiked floors can be a real pain in the buttocks—literally. The best way to traverse this hazard is to bring old man Cranky Kong along with you and pogo across the spikes with his cane. This will also help you access the items lying on the spikes and to get to hidden areas to collect Puzzle Pieces."
 * Tornados: "These wind tunnels can either help or hinder your path to the end of the level. At times these tornados can launch you upward to access certain items, but get too close to an edge and the wonder of nature might just launch you like a rag doll. Tip: The trick to using the tornado to spring you forward is to jump into it at the very top of the funnel. Jumping into the lowest portion or the middle causes it to shoot you backward and possibly straight into harm’s way."

Special Moves
Bold – Has article Italics – All info is there Underline – Updated image * – Has article, but may be split ? – Shares name with unrelated article

SSB4 Images

 * Color TV-Game 15
 * Nightmare
 * Barrel
 * Crate
 * Daybreak
 * Dragoon
 * Food
 * Party Ball
 * Rocket Belt
 * Rolling Crate
 * Spring
 * Team Healer
 * Treasure chest
 * Trophy
 * Clubberskull
 * Cucco
 * Fly Guy
 * Glire
 * Iridescent Glint Beetle
 * Koopa Troopa
 * Poppant
 * Spiny

Look for official English names
