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Koufuku o Yobu Game: Dora Dora Dora (Import) FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Koufuku o Yobu Game: Dora Dora Dora (also known as: Mahjong RPG: Dora Dora Dora)
  • Console: NES
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 2:14 AM 5/5/2013
  • File Size: 34.6 KB



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Introduction

Welcome to another one of my FAQs. This particular FAQ covers Koufuku o Yobu Game: Dora Dora Dora. This game, also known as Mahjong RPG: Dora Dora Dora, describes itself. While not having much creativity regarding nomenclature, mahjong RPGs are rather one of my newest weaknesses ever since I got involved with the NES FAQ Completion Project, for mahjong is such an addictive game - so much so I'm willing to delve into games that have languages that I can barely read.

It's been over twenty years since this game's initial launch back in 1990 by Natsume. And, since then, not a single FAQ has been written for it. Well, there's always a first time for everything, no? Ever since the start of the NES FAQ Completion Project on GameFAQs several years ago - a project designed to get a guide out for every single NES game out there - many people have now been helped because older, rarer, less popular games have gotten guides. So many games, in fact, that all of the North American games have been covered, as have the European games, leaving only those that are homebrews and mostly those released in Japan and the Koreas.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Basics of the Game

Traditional Mahjong

^l1|The game field. Firstly, we'll discuss the field layout. At the top are your opponent's tiles, and the bottom has your own. You have hands of 13 tiles each. Your goal is to make various melds with them, discussed later. At the right-center is the dead wall, atop which should be a "Dora" tile, which will determine the bonus tile. (The bonus tile is one more than the value of this tile). Above and below there are your opponent's and your scores, respectively - in general, you go up when you win, down when you lose, and the game is over when you hit zero or less. Finally, between your hand and your opponent's are tile "graveyards" of sorts. Tiles go here when discarded and will hold 18 at once. Once one fills up, on that person's next turn, the match ends and another begins if applicable. In the lower-right, where the arrow is pointing, you'll find tiles that you draw. At the far left of your hand will also be hands of tiles you stole and can no longer alter.

In mahjong, your goal is to use the 13 tiles in your hand, plus one that you can draw or your opponent can discard, to create some various hands. The end goal is to get "mahjong" - the use of all of those tiles in various hands or melds without "overlapping" the sets. These will obviously be based on two things. First is the tile's value - whether it is "one", "two", whatever. With the Circle and Bamboo suits, this is easy - just count the number of figures on there! With the Chinese and Honor suits, it's a bit more difficult. You can just look at the image below. It's not an exact representation of the in-game images, but it's close enough.

^l2|The tiles.

As for the various hands, there are four main ones.

Hand TypeDefinition Examples
Pair Any two tiles that are exactly alike. Two Bamboo 4's, two blank tiles.
Pung Any three tiles that are exactly alike. Three Circle 2's, three Character 1's.
Kong Any four tiles that are exactly alike. Four Circle 5's, four Bamboo 4's.
Chow Sequence of three tiles of same suit. Bamboo 1-2-3, Circle 4-5-6.

There are also several special hands. These don't actually seem to use the "use all 13 (+1) tile" definition, so take it with a grain of salt, because I've yet to confirm them.

Hand Type Definition
Thirteen Orphans 1 through 9 of a suit, each wind, each dragon, and one more of those used.
Heavenly Gates 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 9, 9 of any suit plus one of those used.
Hidden Pong Hand Four pungs you didn't steal.
Kong Hand Four kongs.
Honors Hand Hand consists of only wind and dragon (Honor-suit) tiles.
Pearl Dragon Three circle pungs/kongs, a circle pair, and a pung/kong of blank tiles.
Ruby Dragon The above, but uses the Chinese character set in lieu of circles.
Jade Dragon The above, but uses the Bamboo character set.
Great Dragons Three pungs of the Dragon tile set.
Great Winds Four pungs of the four Wind tiles.

When making the hands, there is but one other condition: you are only allowed to use one or zero pairs. The only exception is a hand made of seven pairs, though.

Turns will go from you to your opponent and back again. There is a distinct process to this.


  • Assuming you have MP remaining in one of the storyline modes, you can first get rid of any of the thirteen tiles you possess for 1 MP each. Press the B Button to move on.

  • Firstly, if you want to steal an opponent's last-discarded tile, do so with Left/Right on the D-Pad. Note that you have to keep track of this yourself; unlike most games, you are not told when you can.
    • The only exception: If the tile you are about to steal will complete a mahjong hand, just press the B Button to call mahjong.

  • After that point, if you stole a tile, you'll need to discard one from your hand. Use the D-Pad to hover the cursor over one, and press the A Button to confirm.

  • If you didn't get the chance to steal a tile (normally your first turn), a tile will be drawn for you. This tile will be found in the lower-rightmost part of the screen, in the rightmost portion of your hand, barring any stolen hands.

  • Then you get to discard a tile - use the D-Pad to get the cursor over it and press the A Button.

  • This pretty much loops until the end. This can be upon mahjong being called, in most games. Here, you just pretty much loop in the first two modes from the title screen, or progress linearly in the third. If no mahjong is successfully called, another match is played.

  • As you play, you can call Tenpai. This takes away 1,000 points if successful. This means that you only lack a single tile from having a mahjong hand. You call it by pressing the Up Button on the D-Pad before the end of your turn. While most mahjong games then force you to only draw and discard until you get the tile that makes a mahjong hand, this game won't, so that note that you still will need to press the B Button to call mahjong. Also note that this tile can come from either the tile you draw or your opponent's last-discarded tile. Finally, this seems to not be allowed if you steal a tile.

After a match successfully ends, the scores are calculated appropriately. The main basises for this are the rarity of the hands you've gotten, and the "Dora" tiles. If you look at the dead wall on the right side during the match, you'll get to see it. That tile is one below the value of a bonus tile - for example, if the "Dora" tile is a Bamboo 5, then the bonus tile is a Bamboo 6. Got it?

Hands will generally end with everyone has discarded eighteen tiles, or someone successfully calls mahjong. After enough matches, an overall winner should be determined, and you'll be allowed to continue along. You'll win if your score is the highest; you lose if your score is the lowest, or, presumably, hits zero.



Strategies/Tips

  • Tiles in the suits (Bamboo, Characters, and Circles) tend to be best used for Pungs, Chows, and Kongs, whereas your other "Honor" suit characters are better left for Pairs, if anything.

  • Leave yourself with as many options as possible. For example, let's say you're trying to make a Chow. You have the Circles 3, 4, and 6. Instead of hoping, for some arbitrary reason, for a Circle 5 to come down and make an excessively long Chow, look at the hand. We already have 2/3 of the Chow in Circle 3 and 4, but only 1/3 in Circle 6. You may as well toss out the Circle 6 and let the other Circles get completed with Circle 2 or Circle 5, generally twice as likely to happen than just Circle 5.

  • Again, leave yourself with plenty of options! This is extremely, extremely important! The AI will never just hand over a win. You need to leave a lot of flexibility in your strategies! In this way, you can open up your "pre-mahjong" call and more easily win the matches because the penalties against your opponent will be steeper.

  • You may as well try forming your pairs (just one usually suffices, being one of the most versatile hands) as early as possible. Don't use suited ones for this, but try to use the "Honor" tile set. This also ties in to discarding tiles that are the least likely to form melds. Sure, it may not always work, but it's better than tarrying over which tile to remove from a more-likely meld!




Storyline #1 Walkthrough

Which One Is It?

^sr3|

After having chosen to play RPG mode from the title screen (Select Button to hover the cursor over it, then press Start), you will reach a screen with the nearby text on it. This is the storyline selection area. Here, we'll referencee the storylines by their oder here. For example, the line with the arrow pointing to it is Storyline #1, the one below it is Storyline #2, and the one further down is Storyline #3.

Use the D-Pad to choose a storyline, then use the A Button to confirm. Next, choose one of the three characters - this choice is mostly aesthetic, but also statistical, so it's up to you.

After that, the game begins...



Some Really Quick Notes

Like with the previous section, this is just another generic one so we know what we're covering.

Firstly, I cannot give much more than where to go and how. This is not me being lazy. Mahjong battles are wholly unpredictable from your point of view - I cannot tell you how to play them. I can tell you that, if you were to use a save state at the start, play the game to see the tiles you get, and reload said save state, it might work on a limited scale. But that's about it. For the most part, all that will be covered is where to go and how - battles are up to you.

If you were to press the A Button in the gridded overworld map, you'd find an action menu. That would be the top window given to you. I know not the translations, but from what I can glean, you can examine the current location, examine party stats, mess with items (first is "use", second is "discard"), and configure certain options (seems to be equipment). Checking an overworld area can, for example, bring up shops, and sometimes other things - you have to choose one of the options to see.

Battles are given mostly at random in the overworld, although some are obviously forced. (Some tiles actually force battles upon you; they're grayish in color.) They follow the rules outlined in the previous Traditional Mahjong section; note that HP is your health, lost if you take damage in battle, and MP is used to let you deal with the initial draw. As you win battles, you will earn EXP. (I assume) and level-up. This can result in an increase in your HP, MP, Strength, and Defense.

I suppose that's it. More will be covered as needed.



Character Analyses

Note that these are Level 1 stats, although they're a good indicator of how the character evolves throughout the game. I would include full level-up stats, but that would require about 100,000 battles total (three characters per three storylines, using ~6 EXP. to reach 65,535 EXP.), and you're not usually going to reach above Level 10 by the end, anyways.


Which One? Maximum HP Maximum MP Strength Defense
Left/First 90 0 20 10
Middle/Second 80 8 10 5
Right/Third 50 14 5 10

For this particular storyline, I recommend the first character. You are going to get into a lot of battles, so the high HP, Strength, and Defense all make pluses for you. While magic itself can be useful, most of time in this game, it simply comes down to pure skill over being assisted by the game. I tried once also with the rightmost character and still won without using magic.


First Continent

Near the castle from which you start, go south once and you'll find a house. Feel free to shop there or at the next house - both, also, have inns you can rest at to fully heal HP/MP. For now, head along towards the lake and past it onto the grayish tile. Defeat the lion enemy there. Given that he yields around 4 EXP., it's a good idea to battle him several times - I recommend being Level 4 before moving on. If you were to approach the bridge further ahead, you'd be blown back a tile. Hmm...

Go south to the stone building and check it out (top option). Within, you'll approach the pedestal and obtain a valuable. Suddenly, a monster will appear nearby for you to battle. After winning said battle, you'll seem to have gained some kind of new power. I suppose such is true, because you can now cross that bridge from before. Do so, being sure to heal in an inn along the way if you're low on HP. On the other side, you'll find that the arch to the north is impassable at the moment so, for now, go south. There's another, albeit squat, home there you can shop at, rest in an inn at, and speak with an old man at. (For reference, I did all three, just in case.)

To the north and east of there is another momument-like place where you'll find another valuable. This one seems to be coming much more easily - someone was already here, but has yet to take the valuable, so I presume they're watching over it. And that's when they decide to sic a rock golem on you. Oof.

After the battle, you'll freely leave and can go north through archway. Rest up in the house on the way if you feel like it, then go to the nearby monument. Like before, go into it and you'll find another valuable, and another thing to battle. Well, actually, two things - one rises up from the lava to beat you after the lizard. Afterwards, you'll snatch up the valuable and are free to leave.

^sr6|

Return to the previous house/inn combo and rest up there, then proceed further along to the next monument for a similar event. However, as a prelude to it, you have a sort of mahjong puzzle. There are a number of tiles spread out on a field, and you have to find two that match - to end the puzzle, they must be red keys. As far as I can tell, their locations are set, like in the attached screenshot. And, beyond that, there actually is not a battle, although you get another of those valuables. Woo.

Back outside, continue along the path south, east, and north. You'll find a wizard on the way - or at least a palette-swap of you - who will simply speak with you. Continue onto the gray tile at the end. There, you will part the ocean and continue on to the second continent.



Second Continent

Here, rest up in the first house along the path, then proceed along to the dragon blocking your path further ahead. Defeat him in a mahjong battle and he'll fly off to terriorize some other village or something.

^l7|

When you eventually proceed into the cavern, its layout will be like that above here. Try to avoid gray tiles as much as possible here, for they may end up triggering rocks to fall, blocking your path. You first need to go to the four small buildings around the big white structure and, within, you'll place the valuables you found on the first continent. Do so, again, for each of those smaller four structures before entering the big one.

There, two other characters approach the guard in front of it and fail in their efforts to win. You approach and engage in battle. Right after beating him, you'll proceed on to the next boss. Defeat it and you'll finish off this storyline.





Storyline #2 Walkthrough

Which One Is It?

^sr4|

After having chosen to play RPG mode from the title screen (Select Button to hover the cursor over it, then press Start), you will reach a screen with the nearby text on it. This is the storyline selection area. Here, we'll referencee the storylines by their oder here. For example, the line with the arrow pointing to it is Storyline #1, the one below it is Storyline #2, and the one further down is Storyline #3.

Use the D-Pad to choose a storyline, then use the A Button to confirm. Next, choose one of the three characters - this choice is mostly aesthetic, but also statistical, so it's up to you.

After that, the game begins...



Some Really Quick Notes

Like with the previous section, this is just another generic one so we know what we're covering.

Firstly, I cannot give much more than where to go and how. This is not me being lazy. Mahjong battles are wholly unpredictable from your point of view - I cannot tell you how to play them. I can tell you that, if you were to use a save state at the start, play the game to see the tiles you get, and reload said save state, it might work on a limited scale. But that's about it. For the most part, all that will be covered is where to go and how - battles are up to you.

If you were to press the A Button in the gridded overworld map, you'd find an action menu. That would be the top window given to you. I know not the translations, but from what I can glean, you can examine the current location, examine party stats, mess with items (first is "use", second is "discard"), and configure certain options (seems to be equipment). Checking an overworld area can, for example, bring up shops, and sometimes other things - you have to choose one of the options to see.

Battles are given mostly at random in the overworld, although some are obviously forced. (Some tiles actually force battles upon you; they're grayish in color.) They follow the rules outlined in the previous Traditional Mahjong section; note that HP is your health, lost if you take damage in battle, and MP is used to let you deal with the initial draw. As you win battles, you will earn EXP. (I assume) and level-up. This can result in an increase in your HP, MP, Strength, and Defense.

I suppose that's it. More will be covered as needed.



Character Analyses

Note that these are Level 1 stats, although they're a good indicator of how the character evolves throughout the game. I would include full level-up stats, but that would require about 100,000 battles total (three characters per three storylines, using ~6 EXP. to reach 65,535 EXP.), and you're not usually going to reach above Level 10 by the end, anyways.


Which One? Maximum HP Maximum MP Strength Defense
Left/First 120 2 65 20
Middle/Second 200 4 20 12
Right/Third 105 6 47 15

For this storyline, I recommend the first character. This mostly is because his Strength is very high, a plus in battling. While his HP is far from the highest, his Defense is, so that compensates somewhat - besides, such high Strength will shorten battles. In theory, since the middle character has around one-third of the Strength, battles last three times as long - whereas the first one would, for example, take 75 damage in a battle, then the middle one would take 225. See the point?


First Continent

When you start, take note that the tile you initially are standing on is actually a town where you can use an inn. If you head to the east, a man will basically push a shop on you, if you want to buy something, although none of it is really needed. On the next tile, which kind of looks like a bowl, you'll want to use the first menu option to investigate the second area. There, you'll find yourself at a dungeon-like area. During the conversation, say "Yes" (the first option in the dialogue box) to initiate a battle.

This place is pretty interesting, in that if you want, you can keep coming back to battle ever-stronger, ever-more-EXP.-yielding monsters, although it seems to also cost an increasing amount of gold. Anyways, when you're done, proceed east and north into the town there and you'll end up fighting a monster in another mahjong battle. Win and you can peruse the town for its inn, shop, and so on.

Afterwards, head west into the cave. As you do, you'll end up fighting a monster. Beat it and you'll progress into the cave, where you'll want to simply proceed to the stairs for now to exit. On the other side of the cave, go south to have a shop pushed onto you again, for whatever reason, then go east and into the town. There, use the inn - you kinda have to, I think.

When you do, you'll end up in a castle's dungeon and, like the story of Daniel from the Bible, you'll find this to be a lion's den. Although, this time, you settle this with a mahjong battle. Afterwards, you'll find yourself back on the overworld map, just north of the place you used the inn in. You can re-enter this bowl-like area with the dungeon - first, you'll do a battle, then can peruse it like the previous one for training purposes.

Return to the town and feel free to use it as normal, then, when getting the dialogue box giving you the choices (inn, shop, pub, old man's place), opt for the fourth option. He'll go into some dialogue featuring a blue-armored knight before you're forced to battle with a monster. Afterwards, the man who forced a shop on you earlier will move aside, so you can progress along the path two tiles south of the cave. Do so. There's a house on the way you may want to use.

Progress onward and, past the volcano, you'll come into a battle with a blue-armored knight, on the tile just past said volcano. Beat 'im and move on. From there, simply head on into the next town. From there, go east and train in the bowl-area for a few battles (second option, then top options during dialogue) for a bit. Eventually, go west to the previous town and speak with the pub owner (last option) there, and use the last option of that dialogue, which should disappear. Return to the bowl-area you just went to and battle, and, this time, you'll fight a boss.

Now, in the town to the north, you'll see a man standing by there. He'll give you a boat ride if you walk onto his boat, so do so.



Second Continent

Here, rest up in the first house along the path, then proceed along to the dragon blocking your path further ahead. Defeat him in a mahjong battle and he'll fly off to terriorize some other village or something.

^l8|

When you eventually proceed into the cavern, its layout will be like that above here. Try to avoid gray tiles as much as possible here, for they may end up triggering rocks to fall, blocking your path. Unlike the first storyline, there's no point in going to the four structures around the big one, so just head along to the big one.

There, two other characters approach the guard in front of it and fail in their efforts to win. You approach and engage in battle. Right after beating him, you'll proceed on to the next boss. Defeat it and you'll finish off this storyline.





Storyline #3 Walkthrough

Which One Is It?

^sr5|

After having chosen to play RPG mode from the title screen (Select Button to hover the cursor over it, then press Start), you will reach a screen with the nearby text on it. This is the storyline selection area. Here, we'll referencee the storylines by their oder here. For example, the line with the arrow pointing to it is Storyline #1, the one below it is Storyline #2, and the one further down is Storyline #3.

Use the D-Pad to choose a storyline, then use the A Button to confirm. Next, choose one of the three characters - this choice is mostly aesthetic, but also statistical, so it's up to you.

After that, the game begins...



Some Really Quick Notes

Like with the previous section, this is just another generic one so we know what we're covering.

Firstly, I cannot give much more than where to go and how. This is not me being lazy. Mahjong battles are wholly unpredictable from your point of view - I cannot tell you how to play them. I can tell you that, if you were to use a save state at the start, play the game to see the tiles you get, and reload said save state, it might work on a limited scale. But that's about it. For the most part, all that will be covered is where to go and how - battles are up to you.

If you were to press the A Button in the gridded overworld map, you'd find an action menu. That would be the top window given to you. I know not the translations, but from what I can glean, you can examine the current location, examine party stats, mess with items (first is "use", second is "discard"), and configure certain options (seems to be equipment). Checking an overworld area can, for example, bring up shops, and sometimes other things - you have to choose one of the options to see.

Battles are given mostly at random in the overworld, although some are obviously forced. (Some tiles actually force battles upon you; they're grayish in color.) They follow the rules outlined in the previous Traditional Mahjong section; note that HP is your health, lost if you take damage in battle, and MP is used to let you deal with the initial draw. As you win battles, you will earn EXP. (I assume) and level-up. This can result in an increase in your HP, MP, Strength, and Defense.

I suppose that's it. More will be covered as needed.



Character Analyses

Note that these are Level 1 stats, although they're a good indicator of how the character evolves throughout the game. I would include full level-up stats, but that would require about 100,000 battles total (three characters per three storylines, using ~6 EXP. to reach 65,535 EXP.), and you're not usually going to reach above Level 10 by the end, anyways.


Which One? Maximum HP Maximum MP Strength Defense
Left/First 90 9 50 26
Middle/Second 100 4 9 17
Right/Third 75 12 41 40

Here, I recommend the rightmost character, the octopus. His HP and Strength are only marginally lower than the Lion's, the otherwise-best character - the octopus allows for a decent balance, in magic and physical prowess. Not to mention he's the most resilient of the three.



First Continent

During this storyline, you'll be able to rest on tiles looking like grassy, hilly plains - if you move off the tile you initially stand on, you'll find one just like it. As far as I can tell, these rests are free, so take use of them whenever possible.

Anyways, go south and along this linear path for a bit and you'll soon run into a skeleton along the side of the path. Examine it as you would a town in previous storylines to find that this is a big skeleton, and probably had a stomach full of animals upon its death. As you do, you quickly enter battle against some kind of wooly mammoth - either worn out, given its patchy fur, or risen from the dead. (I can't tell - I can't read Japanese.) Regardless, it seems both you and he know mahjong, and so you battle.

After the events here, proceed northward along the linear path from before to come in contact with some type of hunter - if anything, it looks like the blue knight from the second storyline. Whatever - defeat the dude. Continue north of there to the mountain; speak with the animals there via both dialogue options, one presumably acting like an inn, before moving on. As you do, you'll soon come across another one of those gray tiles, where there will be a brief conversation before a battle.

After winning, you'll find yourself standing on one of the bowl-like areas from the previous storyline. Examine it and you'll do a battle. Move on to the hilly area and rest up there. Proceed into the cave.



Second Continent

Unlike the other storylines that gave some kind of special way of crossing the ocean to the next continent, you'll find there's one through that cave. Makes the others' journeys seem a little moot, no? =P

Anyways, the idea here is the same as before. Rest up in the hilly area just southeast of the cave, then proceed along to beat the dragon, who will go off somewhere else. There's not much to do in the town to the southwest of there - mostly just terriorize the four establishments there, if you want. You'll eventually need to head into the cavern to the east, though.

^l9|

When you eventually proceed into the cavern, its layout will be like that above here. Try to avoid gray tiles as much as possible here, for they may end up triggering rocks to fall, blocking your path. Unlike the first storyline, there's no point in going to the four structures around the big one, so just head along to the big one.

There, two other characters approach the guard in front of it and fail in their efforts to win. You approach and engage in battle. Right after beating him, you'll proceed on to the next boss. Defeat it and you'll finish off this storyline.





Credits

In no particular order...


  • Wikipedia
    • The derived images of the tiles.
    • The various special hands.

  • GuardMaster & Bass_X0:
    • Helping me to find this game.

  • Momotarou Densetsu: The Legend of Peach Boy & Mahjong Taisen:
    • Two games I used in learn some of the various Japanese things through prior translations from KingMike and Devin Morgan, respectively.

  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.00:
    • General preformatting, but basics are complete.
    • Time: 11:25 PM 5/1/2013.


  • Final:
    • All three walkthroughs are complete.
    • Time: 2:14 AM 5/5/2013.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

ゥ 2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
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This is the end of KeyBlade999's Koufuku o Yobu Game: Dora Dora Dora (NES) FAQ.

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