Door Door: Wikis


Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.

Did you know ...

More interesting facts on Door Door

Include this on your site/blog:


From Wikipedia, the free encyclopedia

Door Door
Door door famicom cover.png
Door Door's Famicom cover shows the protagonist Chun leading the aliens Amechan, Invekun, and Namegon into a trapped door.
Developer(s) Koichi Nakamura, Chunsoft
Publisher(s) Enix
Designer(s) Koichi Nakamura
Platform(s) NEC PC-8801, NEC PC-6001, Fujitsu FM-7, Sharp MZ-2000, Sharp X1, Fujitsu FM-77, MSX computers, Famicom, mobile phones
Release date(s) JP February 1983[1]
Genre(s) Puzzle, platform game
Mode(s) Single player
Media See ports and expanded editions section.
Input methods Keyboard, game controller

Door Door (ドアドア Doa Doa ?) is a Japanese-developed computer puzzle game designed by Koichi Nakamura and published by Enix. As Enix's debut title, Door Door first released in February 1983[1] for the NEC PC-8801 and was subsequently converted for other Japanese computers. The game's success prompted a Famicom port and an expanded edition in 1985 and a mobile phone release in 2004. In 2006, editors of the popular Japanese gaming magazine Famitsu placed the game among classics such as Super Mario Bros. and Donkey Kong in its listing of the best Famicom games;[2] despite its popularity, Door Door has never been released outside of Japan.



Door Door's blend of puzzle and platform game elements requires strategy, anticipation, and dexterity. Players control Chun, a small, spherical creature outfitted with a baseball cap. Chun is relentlessly pursued by a quartet of computer-controlled aliens traveling in unique deterministic paths. The most predictable aliens Namegon and Amechan follow Chun in the most direct path possible, Invekun deviates and follows roundabout paths using ladders, and Otapyon shadows Chun's jumps.

The player's objective is to trap the aliens behind sliding doors positioned throughout each level, courses composed of platforms conjoined by assorted ladders. To trap the aliens, players approach the door from the side its handle is on, open it by running across it, lure the advancing villains inside, and shut the door before they escape. Trapped doors cannot be opened again. Chun can jump to avoid the aliens, whose touch spells death. Bombs and nails, which sometimes appear on the screen, are also lethal. When the player dies (provided they have continues) they restart the level with previously trapped aliens vanished, and all doors are accessible again.

This looped animation demonstrates the basics of the game as Chun leads two aliens into a trapped door.

The status bar running along the top of the playing screen gives the player's score, the high score, the level number, and the number of lives remaining. Points are awarded for trapping aliens behind doors (with extra points going to players who corral multiple aliens behind one door) and collecting confectionery that intermittently appear and disappear on the playing screen, which include a striped piece of candy, an ice pop, a lollipop, a bowl of ice cream, a slice of cake, and a Mahjong tile. Players begin with three lives. Scoring 10,000 points awards the player an extra life; scoring intervals of 20,000 points thereafter awards the player more lives. If the player loses all lives, the game is over, forcing the player to restart from the first level.

As players advance, the levels become more complicated, many requiring abstract strategies. The eighth level pits Chun against a lone Otapyon alien; the player's strategy requires purposely allowing the Otapyon to shadow his jumps with the intention of guiding the unsuspecting Otapyon across the level's myriad platforms and into the doorway.

If an alien remains with all doors closed, the player is placed in a no-win situation. The ninth level, a flat expanse with two Namegon aliens and one door, illustrates this dilemma. Because they begin the level spaced far apart, it is initially impossible to guide both aliens in the single door without one escaping. Allowing one to escape, however, places it closer to its counterpart, in turn enabling the player to trap both. If the player traps only one, then he must sacrifice one life as the stage will be impossible to complete.

The 50th level requires such timing that failure at any part guarantees an impossible-to-win scenario. As in the previous case, the player's only option is to kamikaze to continue play. This is not a programming error, but another aspect of the game's difficulty level. This is a unique trait of Door Door as most games prevent such a scenario with a time limit (such as Super Mario Bros.) or physical restriction (such as Tetris). There is no ending in Door Door; after completing the final level, the game simply restarts at the first level, although the player keeps their allocated score and is allowed to build upon it with successive plays through the game.

Development and history

Inspired by the popularity of personal computers in the United States, Yasuhiro Fukushima decided to set up Enix, a PC business, in 1982. Fukushima wasn't a programmer himself, and Enix, in a broad sense, was simply intended to be a publishing company.[3] To pool the talent of individual game designers, Enix sponsored a national programming contest.[3] Three hundred programs were entered into the contest, and the first prize went to programming prodigy and high school student[4] Koichi Nakamura for his puzzle game, Door Door.[3] Yuuji Horii placed in the finals of the same contest with a computer tennis game;[3] both were subsequently hired by Enix and the rights to Door Door became property of Enix. Enix published the game on a wide range of Japanese computers, including NEC's PC-8801, Fujitsu's FM-7, and Sharp's MZ-2000. With sales exceeding 200,000 copies,[3] Door Door was a huge success. The popularity of the budding console market prompted a 1985 release on Nintendo's Famicom. In 1986, Enix's third Famicom production and first console role-playing game made Hori and Nakamura household names in Japan: Dragon Quest.[5]

Enix's unique approach as a game company - contracting talent for game development, then publishing the games - started a new trend in the computer and video game industry.[3] Like publishing companies and writers, Enix established the concept of royalties between them and their contractors. In 1984, Nakamura created a relatively exclusive contracting company, christened Chunsoft in honor of Door Door's diminutive hero.

For the mobile phone version, the game's director Shinya Orchiai became a specialist of this version. His subordinate, Kazuchi Watanabe, frequently played this game to check for bugs and glitches. So often, he probably knows more about Door Door than anyone else in Japan. He memorized the movements of the aliens and cleared all 50 levels countless times.[6]

Ports and expanded editions

Platform Media Release date
NEC PC-8801 5 1/4-inch DD floppy disk February 1983
Sharp MZ-2000 Cassette tape 1983
Fujitsu FM-7 3.5-inch floppy disk 1983
NEC PC-6001 Cassette tape 1984
Fujitsu FM-77 3.5-inch floppy disk 1984
MSX computers Cartridge 1984
Famicom Cartridge July 18, 1985[7]
NTT DoCoMo FOMA 505i and 900i series of mobile phones Paid download March 1, 2004[8]

An expanded version of the game, branded Door Door mkII, was released three years after the original in February 1985. The game was ported to MSX computers, NEC's PC-6001, PC-6001mkII, PC-6601, PC-8801, PC-8801mkII, and PC-8801mkIISR models, Sharp's MZ-2000, and Fujitsu's FM-7. It features 100 levels and the option to start the game from the new set of levels (beginning with level 51). Encouraged by the rapidly increasing popularity of video game consoles in Japan, Enix also ported Door Door to Nintendo's Famicom. In March 2004, Chunsoft celebrated their 20th anniversary by releasing a version of Door Door for Japanese mobile phone networks. A faithful reproduction of the Famicom version, the application is available for the NTT DoCoMo FOMA 505i and 900i series phones, and can be downloaded from i-chunsoft for ¥300 per month.[8] To the right is a table of all licensed ports of Door Door.

Not all ports of the game are perfect reproductions across the board. Few of the ports reproduce the original version's color scheme exactly; often the types of aliens sport different colors, and in the PC-6001 version of Door Door the background color is blue instead of black. Other versions, such as those released for MSX computers, suffer from a slower framerate due to hardware limitations. Fujitsu's FM-7 port doesn't support the game's native sound format and is plagued by inferior sound quality. The gameplay is limited by the computer's memory capacity; as a result, older computer models (such as NEC's PC-6001) featured only 40 levels in comparison to the Famicom's 50 and the PC-8801's 100. The Famicom port is the only version to feature a competitive two-player mode.

Pirated copies

Like nearly all Famicom games, the game's ROM image is readily available for free (albeit illegal) download over the World Wide Web. The game also appears in all versions of the "Power Player" brand of Famiclones, unlicensed hardware duplicates of Nintendo's Famicom game console. Door Door is just one of seventy five games built into the system.[9] Because the game relies on very little text (of which is entirely in English), Door Door is easily accessible to people of all languages.



External links


General resources


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

Door Door
Box artwork for Door Door.
Developer(s) Enix
Publisher(s) Enix
Japanese title ドアドア
Release date(s)
Genre(s) Puzzle
System(s) NEC PC-6001, NEC PC-8801, Fujitsu FM-7, Famicom, MSX, Mobile
Players 1

Door Door is a Japanese-developed computer puzzle game designed by Koichi Nakamura and published by Enix. As Enix's début title, Door Door first released in February 1983 for the NEC PC-8801 and was subsequently converted for other Japanese computers. The game's success prompted a Famicom port and an expanded edition in 1985 and a mobile phone release in 2004. In 2006, editors of the popular Japanese gaming magazine Famitsu placed the game among classics such as Super Mario Bros. and Donkey Kong in its listing of the best Famicom games. Despite its popularity, Door Door has never been released outside of Japan.



Door Door is played through 50 levels with the goal of trapping aliens to score points. Each level consists of platforms and doors, with enemy aliens chasing you. The basic strategy is to open a door while an alien is following you so that it enters the room beyond, then close the door to trap your enemy. Doing so results in scoring points, and the amount of points increases with each alien you trap behind the same door. Once an alien has been trapped behind a door, it can no longer be opened.

You start the game with three lives, and you lose a life whenever an alien touches you, when you fall off a ledge or you touch a green spike. You gain lives by accumulating points. Besides trapping enemies, you can also gain points by picking up items. Every level has a place where the item is generated, but which item will be generated is randomly selected.

Game Element Interaction

Can be opened from either side or both, depending on where the door handles are located.

Blue Ladders
You can climb up and down these, but enemies can't.

Blue Pegs
These are sticking out of walls, and you and enemies can both climb them.

Only enemies can climb these.

Green Spikes
If you touch one you will die, but they do not hurt enemies.
White Walls You can go down these, but not back up.


Button Action
A button or B button Jump
A button Left dpad or B button Left dpad Jump Left
A button Right dpad or B button Right dpad Jump Right
Left dpad or Right dpad Move Left or Move Right
Up dpad or Down dpad Climb Up or Climb Down
Continue in the same direction you are facing
Start button Pause / Unpause



As the player, you control Chun. Your goal is to trap every single enemy behind a door. Once you close a door behind an enemy, you can never open that door again. If a door possesses two doorknobs, then it can be opened from either direction. Otherwise Chun must approach the door from the side that possesses the doorknob in order for him to open it. Chun will lose a life if he ever collides with any of the enemies, or if he falls down a gap in the floor.


Also nicknamed Kyoro Kyoro, Namegon is a slug that takes which ever path is best in order to chase Chun. While he is the most dangerous because he takes the most direct path, he is also the easiest to trap behind doors.


Also nicknamed Biyo Biyo, Invekun is a jellyfish who is compelled to climb every set of stairs that he encounters. Even if going straight would get him closer to Chun, he will climb the stairs anyway.


Also nicknamed Gucha Gucha, Amechan is a jelly that will usually climb every set of stairs that he encounters unless Chun is on the opposite of a set of stairs that he is considering. In this way, Amechan acts very similar to Namegon.


Also nicknamed Pyon Pyon, Otapyon is a tadpole that has the ability to jump whenever Chun jumps. Because of this, Otapyon can never be jumped over, and must be completely avoided.

Point Structure

Trap these… or get these… to earn this!
1 Enemy Candy 100 points
2 Enemies Popsicle 500 points
3 Enemies Lollipop 1,000 points
4 Enemies Ice Cream 3,000 points
5 Enemies Cake 5,000 points
6 Enemies Mahjong Tile 10,000 points


This section is a stub. Help us expand it, and you get a cookie.

Item Locations

Level Location Level Location Level Location
R-00 Center of the platform. R-17 R-34
R-01 To the right of where you start, on the same platform. R-18 R-35
R-02 Just to the left of center on the second platform from the top. R-19 R-36
R-03 In the middle of the second platform from the top. R-20 R-37
R-04 To the right of the wall with blue pegs on the platform second from the top. R-21 R-38
R-05 Between the left two blue ladders. R-22 R-39
R-06 On the left side of the bottom platform. R-23 R-40
R-07 In the middle of the top platform. R-24 R-41
R-08 On the top platform, right above the fence. R-25 R-42
R-09 R-26 R-43
R-10 R-27 R-44
R-11 R-28 R-45
R-12 R-29 R-46
R-13 R-30 R-47
R-14 R-31 R-48
R-15 R-32 R-49
R-16 R-33 R-50


Got something to say? Make a comment.
Your name
Your email address