Doki Doki Best Ending
Upon grabbing the Star, an Arabian-sounding tune plays in Doki Doki Panic, while the standard Super Mario Bros. Star fanfare plays in Super Mario Bros. The player must beat the game with all four characters to view the ending in Doki Doki Panic, unlike Super Mario Bros. Doki Doki Literature Club - The Fulfilling Ending Step #1 - Fixing the Broken Game. Skip if you already have a clean game ready to play. Step #2 - Sayori Run. The way to achieve the dev's special ending is to get all. Step #3 - Natsuki Run. This run you will do pretty much the exact same way.
Get True, Good or Secret Ending: Doki Doki Literature Club. What is important for the second ending is all cut scenes (CGs). You must have seen this before the credits appear. So you have to work 'save' and the 'reload game'. In total there are 10 CGs in the game: 3 CGs with Sayori, 3 CGs with Natsuki, 3 CGs with Yuri and one CG with Monika.
Doki Doki Literature Club Endings Guide
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Yume Kōjō: Doki Doki Panic (translated as Dream Factory: Heart-Pounding Panic and usually referred to as Doki Doki Panic) is a Japan-only video game developed by Nintendo in cooperation with Fuji Television for the Family Computer Disk System to promote its event called Yume Kōjō '87 (translates to Dream Factory '87). It was later released outside of Japan in an altered format under the name Super Mario Bros. 2, since the original Japanese Super Mario Bros. sequel, Super Mario Bros.: The Lost Levels, was deemed too similar to the original and too difficult for overseas players. Eventually, the altered Mario version of Doki Doki Panic was released in Japan as well, under the title Super Mario USA.
Story[edit]The game takes place inside a book. The book's story tells of the land of Muu, where the quality of dreams determined the quality of the weather the next day. Because of this, the Muu citizens invented a dream machine so they could always have good dreams. One day, an evil toad named Mamu (whose name was changed to Wart for Super Mario Bros. 2) invaded the land and twisted the dream machine into a nightmare machine. However, the Muu people learned of his weakness to vegetables and used them to defeat him. The book had found its way into an Arabian family. Their pet monkey, Rusa, gives the book to twins Poki and Piki. However, the twins quarrel and end up ripping out the last page of the book, causing its ending to be erased. Mamu, freed, reaches through the pages and grabs the twins, pulling them into the book. Rusa gets the twins' parents, Mama and Papa, their brother, Imajin, and Imajin's girlfriend, Lina[1], and they enter the book to rescue them. Impact on the Mario franchise[edit]The Doki Doki Panic engine started as a Mario-style tech demo using vertical-scrolling mechanics as opposed to side-scrolling mechanics[2]. Shigeru Miyamoto suggested the inclusion of side-scrolling mechanics to make it more of a Mario concept. Nintendo entered a licensing deal with Fuji Television, and the game's development proceeded with Yume Kōjō characters. Shigeru Miyamoto, as a result, was more involved with the development of Doki Doki Panic than he was in what eventually became the original Super Mario Bros. 2. Many of the game's enemies have become generic Mario enemies, though many were not intended to be that at the time of their creation. This includes Shy Guys, Birdos, Pokeys, Bob-ombs, and numerous others. Of particular note is how Mario, Luigi, Toad, and Princess Toadstool's skills and attacks have been shaped by the skills of the characters they replaced. Some Mario elements had already been in place prior to the overhaul for America - both POWs (from Mario Bros.) and Stars (from Super Mario Bros.) are frequent and powerful items that serve the same purposes as in their games of origin. Differences between games[edit]Several changes were made in order to make the game appropriate for the Mario franchise. Graphical changes were made for certain enemies and characters. Additionally, the cream white Mouser boss was replaced with Clawgrip. This change was in tune with the decision to release the edited Doki Doki Panic in place of the Japanese Super Mario Bros. 2, which Nintendo of Japan feared was too hard for European and American gamers.[3] Characters[edit]
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Yume Kōjō '87[edit]Doki Doki Panic was based on Yume Kōjō '87, an event sponsored by Fuji TV held from July 18th to August 30th, 1987. On the last day of this event, there was a grand finale to celebrate all the good times they have brought on to the people of Japan.[6] It was meant to represent a new generation of media that would arrive in the years to come, with various technical displays, as well as advertise Fuji TV's fall lineup of shows. Elements from the event carried over to the game include the characters of Papa, Mama, Imajin, Lina, Poki and Piki, the blimp on the title screen and the use of masks as a visual motif. Staff[edit]
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