Sanrio World Smash Ball!(SNES) FAQ/Walkthrough
version 1.0.0 by schultw.andrez@sbcglobal.net

Please do not reproduce for profit without my consent. You won't be getting 
much profit anyway, but that's not the point. This took time and effort, and 
I just wanted to save a memory of an old game and the odd solutions any way I 
could. Please send me an email referring to me and this guide by name if 
you'd like to post it on your site.

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            OUTLINE

  1. INTRODUCTION

  2. CONTROLS

  3. WALKTHROUGH(KEROPPI)

  4. VERSIONS

  5. CREDITS

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  1. INTRODUCTION

Sanrio World Smash Ball! is a very entertaining game, if not very complex. 
You play 30 rounds of a little game where you kick a ball back and forth to 
get it in your opponent's goal. There are obstacles and even guardian 
dominoes, which you can hit several times before they disappear. One of the 
big parts of the game is figuring how things rebound and how  to scuff a shot 
or direct it, and yet at the same time it's pretty intuitive to figure this 
out.

You can play as Keroppi, Tabo, Hangyodon or Pokopon. Each has different power 
and speed. While the opponents are a bit on the dumb side(they even miss 
kicks outright, which you never do, and they can use power ups first thing, 
meaning they often slam the ball into the wall) and many levels can be won 
through volleying, you can still feel clever as you make it through the 
levels or realize a way to a quick win against passive play. Also, the 
continue feature is extremely generous. So overall it's just a lot of fun, 
which is what a game should be.

Romhacking.net has this available for translation, but at the later 
levels(26) you may find a few blips, so have save states ready. Or be ready 
to restart your emulator.

  2. CONTROLS

A=right kick
B=left kick
holding either down gets your power meter up--however, you cannot move and 
power up, and moving takes precedence over powering up.
X=power right kick. Remember you can use a double smash, but so can your 
opponent if he is powered up too. It's tricky to deflect a power kick at 
first, but with practice there should be no problem.
Y=power left kick

Where you kick and the ball's trajectory determines where it will go. If you 
kick with the left foot and the ball is on the right, it may go horizontally. 
This is not all bad, because it may give you a chance to tee up a power shot. 
There's no real way to kick a ball backwards, too, fortunately.

If you miss a power kick, you don't get another one--this works for your 
enemy too, so if he has power, kick him. Also, if you power kick once, you 
can stay in place and get another.

You should be able to win without the power meter filling up, but when 
possible, you will want to hold it down to get an easy shot in. Be sure not 
to scuff a shot when you've got your power meter at the top.

You can also pick up question mark power ups.

zigzag = take out opponents' dominoes
P = power full
paws = your speed (?)
flying disc = ball speed

  3. WALKTHROUGH(KEROPPI)

Court 1: Tabo

This is not hard to conquer. Just stand to the side of the ball and kick it, 
and it will probably move around Tabo to the back. Play back and defend, and 
you should have no real reason to need any tricks. You can almost win this 
one by accident, as Tabo tends to just miss the ball outright.

Court 2: Pokopon

The fans here make it difficult to guide an actual shot, so you may wish to 
try to kick the ball away from the enemy in order to build your power up. You 
can also try to scuff a shot to build up power, especially if he has more 
power than you do anyway. The fans are unpredictable, so it isn't worth it to 
angle a shot in any case. Dropping something in the general area should work 
fine. If you play pretty good defense and charge up, this should be pretty 
easy.

Court 3: Hangyodon

This underwater zigzag lagoon has walls that make things bounce strangely. 
You also have new dominoes: 1-1-0-0-2-2, so it is possible to get scored on 
from the opening tip. You will want to avoid the sides when trying for a shot 
on goal, but you will want to hit the sides to recharge your power. It's best 
to stay back until you are ready, then move up for the power shot. 
Concentrate on one side if you can. Fortunately Hangyodon is not very smart 
and does not understand the wall bounces either, so he may wind up scoring on 
himself after a few bounces if you just volley. You also have to account for 
balls in the center which cause the main disc to deflect at weird angles.

Court 4: Tabo

This Arkanoid style level requires you to just wait, but a trick here is to 
go up against the blocks and start kicking away. Tabo does not do this, and 
so you can get an advantage--you can often kick the disc from 2 squares 
behind. Just stay in front of it, and it'll be easy. But if you do break out 
of your area, be aggressive going forward and you can knock it past Tabo 
easily. There are no X's to stop you.

Court 5: Pokopon

Don't waste your power til the center is knocked out, or at the very least, 
the side you wish to kick the ball to. If you know the ball is going to hit 
your bumper, you can just load up, too. With all the bouncing around, there 
should be plenty of time to power up later on. You just need to plan which 
side to kick the ball to.

Court 6: Hangyodon

This is a bit tricky as you need to be able to bounce a UL shot from the DR, 
and in fact it's best 1) just to survive and 2) run up to your enemy once you 
get the ball out of your zone, as you can pretty much carry it behind the 
lines, since he does not use this strategy. Power-ups aren't terribly useful 
here because they will probably rebound on you.

Bonus game: Ebaribuu

Here you have to hit Ebaribuu with the discs that are chucked at you. It's 
good practice for testing angles. Your best bet though is actually to scuff a 
kick, which takes longer but is surer to hit the enemy bouncing back and 
forth.

You get 5 points for a hit and 2 points for a rebound, and you seem to get a 
power-up no matter what. I go with power the first time, then speed. Power 
gives you one more quick swing, and I've found three are handy enough to 
knock out 2-dominoes. Speed is important later so I can recover quickly on 
defense as eventually you can get power anyway. There seem to be a maximum of 
20 hits/rebounds you can get, making a maximum score of 140, except they make 
a ceiling of 100.

Court 7: Tabo

Power up as the ball bounces back and forth at the start, but don't use it 
til you have a clear shot. See which way the ball goes and go that way and 
start kicking away. The opponent will stay back. The ? domino isn't worth too 
much though you do have to watch for if it causes your back row to disappear.

Court 8: Pokopon

This is another level where you can just kick it to the other side, then 
power up as the opponent muddles about--or, if you are able to kick the 
stuffing out of the ball as you go forward, eventually you can push it past 
the enemy. You can't be too bullheaded, but when you make some space and the 
enemy loses track of the ball for a bit, you can nip in to destroy the back 
line.

Court 9: Hangyodon

This is not a bad level either. You can charge up while the ball is in the 
center, and when it breaks out and goes to the side, you can take a power 
shot. The computer does not charge up. If you volley, be sure to defend the 
back bit since there is a hole in goal when you start.

Court 10: Tabo

This is another level where having the serve is NOT an advantage. You may hae 
to sacrifice knocking out a few blocks to get the ball on the other side. You 
can walk through the windmill and then kick the ball to death to get it by 
Tabo and his goal.

Court 11: Pokopon

A pretty simple looking level with just one bend, but you can use it to your 
advantage. Scuffing a shot is great here to build up power, and if you know 
the ball is going to hit your question mark, let it go. You can usually plow 
the enemy with a straightforward power shot, and often he will wind up 
banging his own into the side wall. Follow up a power shot by running forward 
and then kicking after the rebound, and you can often win pretty quickly.

Court 12: Hangyodon

At the start, you will want to watch for the (?) power ups and make sure 
Hangyodon does not get one that destroys your goal wall. After that, about 
all you have to do here is sit back, recharge and kick when you're powered 
up, horizontally centered and on the ball. It will rocket to the top. 
Hangyodon tends to waste his power ups kicking the ball into the wall.

Court 13: Tabo

Nothing really new here as you can't run in to tap the ball in, so try to 
kick the ball around and power up and shoot forward when you are behind the 
X's. Remember to stand in front of Tabo if he is powered up, since you don't 
have great defensive dominoes.

Court 14: Pokopon

Those weird squares are spikes that are up half the time. Pokopon isn't very 
good at defending that side, so you can try to sneak a power shot in there 
when the spikes are down for an easy win. Taking out the UL is harder since 
the fans get in the way, though if you feel more comfortable firing up the 
left X's accurately, then you can also win that way pretty quickly with two 
power shots. You should have a lot of time to regenerate with the fans 
blowing shots to the side. Don't try for a power shot on the spike side 
unless you know it'll win.

Court 15: Hangyodon

A weird little diagonal board where you can crowd the bumper area the ball 
goes--stay on your side til it is out--and push the ball towards the other 
guy's goal with a bunch of kicks in a row. He generally backs up and it is 
then a kicking match.

Court 16: Ebaribuu, the big pig

Ebaribuu misses a lot of shots, so you can just keep kicking away and it 
should work. But your best bet is to go with a power shot after a scuff. That 
can usually finish him with a 1-2.

Court 17: Tabo

The bottleneck here makes it tricky to get the ball past without a power 
shot, but the physics are such that the ball doesn't move to the other side. 
Touching the inner edge of the fans works best, and power ups should be sent 
through the fan. Tabo will miss on his power kicks. Having the ball in his 
court messes Tabo up badly here, but it's tricky for you, too. Also, watch 
for the corners if a ball hits where the hourglass bends in. Those are the 
hardest to defend, but you are most likely to get a soft shot that bounces 
there, too.

Court 18: Pokopon

Funny level, with you unable to play safety standing by your goal. You have 
to be aggressive here. Surprisingly, Pokopon is. If you knock the ball into 
the back(try to herd it along the diagonals) then often you can wait for it 
to kick it back on the other side, making the level easy. But getting there 
is hard. It's a kick war til then Basically you just have to kick it all 
around the diagonals as you can--if you are in the UL one try to kick it UR, 
as usually you will take out a lot with one kick, or nothing at all. Pokopon 
is not so aggressive on the follow up if a ball gets to the back side, so 
shepherd it around the edges if it goes to your goal. He is also not good at 
collecting power-ups. The domino smasher is obviously rather good here.

Court 19: Hangyodon

It's very easy to get frustrated here by kicking the ball into the wall too 
much, so try for side kicks til you power up, and only make a power kick 
right after the one wall goes down. Hangyodon actually does rather well here 
not making big mistakes, but for the first bit you're more likely to score on 
yourself than Hangyodon. It's the first level where you really have to be 
patient. Remember to try to keep under the ball even when the fence is up on 
that side. It's tough to remember the fence's timing.

The best bet here is to get a ball bouncing horizontally, power up and fire 
up quickly.

Court 20: Ebaribuu

This level is a bit confusing with all the dominoes, but once you find a weak 
spot, you know what to defend/attack. Ebaribuu is strong but he is not very 
good at defense. So sacrifice some dominoes on the side if need be, but 
defend the center. Best bet here is to power up and shoot past the single 
dominoes in the center. Again a scuffed shot works well to line things up. 
You need to be accurate, though, as if you kick to the side, you'll wind up 
hitting a 3-domino.

Court 21: Tabo

Oo, a smiley face. Wait back for the power-up and then use it up the center 
once things are cleared and Tabo is out of position chasing a ball going 
diagonally. The bumpers muddy things a bit, but you should still be able to 
hack through.

Court 22: Pokopon

Here you want to power up while defending. In fact, you can start out and sit 
around and just power up, as your opponent tries to break through right away. 
If a ball goes into a fan, power up and then move forward and fire away when 
you have a clear shot up. If possible, kick the ball to one side as this 
confuses the enemy and causes him to scramble, leaving him less time for 
defending. Note it's a bit tough to get up the sides, but you don't 
necessarily have to. Just kick it that way. It's worth saving your power-up 
for when the enemy is absent from the sides, too. Finish the job with one set 
of kicks.

Court 23: Hangyodon

Again you can just sit around and power up while Hangyodon kicks around, then 
power kick when he is not there to guard. It will probably take two times, so 
just sit back and defend til it works. Note Hangyodon has a lot more defense 
than you to start, so you can't be too reckless going forward.

Court 24: Ebaribuu

Ebaribuu is still very powerful but very clumsy. You have to stand in the 
center to see which way he will go, but once the ball is on one side, just 
volley and build up strength. Unleash a power shot down either side to win 
quickly--2 away from the sides is a quick win and even worth sacrificing some 
defense at the start to get to, especially if you get a scuff. Also, you can 
use time when the ball will bounce against the metal barriers to power up.

Court 25: Tabo

Here you can't get back to defend your own goal, so again try to scuff things 
and stay in front of Tabo. Be sure to use time when you can't save the ball 
anyway to power up, and if necessary, wait for a ball to come right down the 
center. Two hits will take care of him. Also, try to angle the ball so that 
he is behind the bumper wheh he tries to power it. That wastes his power-up.

Court 26: Pokopon

Here while Pokopon is going crazy bashing the ball while the gates are up, 
you can recharge your power, then hit something down the center once the 
gates go down. You can just defend passively with them up.

Court 27: Hangyodon

There are three places where you need to guard, but in the sides, you get two 
hits before the ball comes through. So it is sufficient to power up while 
guarding the center before you release an unstoppable shot.

Court 28: Ebaribuu

You can use your power shot here when lined up with one of the ones. Scuff a 
shot or play pong with Ebaribuu until you are powered up, then get him to the 
wrong side and fire away.

2-2-1-1-?-1-1-2-2 is how things stack up at his goal. You may even be able to 
blast the ?.

Court 29: Ebaribuu

Here you want to curl the ball into the corners, and the best way to do that 
is to kill the dice at the center when you can. If you can knock out stuff to 
the side on the way, you will be more easily able to power up as well. You 
need to guard the corners while you power up, as there is nothing protecting 
the goals here. Play passive defense til you have space, then expand. Beware 
of Ebaribuu's power, though. If you try to shoot through him, he will be able 
to repel you and even score a goal if you try to go through him up the sides. 
Fortunately he's a still bit dumb and can score some alarming own goals when 
it is his serve or when you scuff a shot.

Court 30: Ebaribuu

Here you need to sneak the ball past the Xs and the best way is to kick with 
your right foot on the left and with your left on the right. Try to get as 
close as possible. A lot is random here with how the ball bounces off the 
bumper, so you just need to be able to get the ball by Ebaribuu and in the 
back, and that is the best way to do it. Power shots aren't worth much here.

Enjoy the credits.

End of FAQ Proper

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  4. VERSIONS

1.0.0: sent to GameFAQs 12/12/2007, complete

  5. CREDITS

Thanks to the usual GameFAQs gang, current and emeritus. They know who they 
are, and you should, too, because they get/got some SERIOUS writing done. 
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow 
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and 
others I forgot. OK, even Hydrophant in his current not-yet-banned message 
board incarnation. I am not part of his gang, but I want him to be part of 
mine.
Thanks to romhacking.net and the translators, Suicidal Translations.