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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 11/29/07 | Search Guide | Bookmark Guide

    Sanrio Carnival(NES) FAQ/Walkthrough
    version 1.0.0 by schultw.andrez@sbcglobal.net
    (typo to discourage spam)
    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.
      2. CONTROLS
      4. CHEATS
      5. VERSIONS
      6. CREDITS
    Sanrio Carnival is one of those block drop games that are a lot like Columns, 
    where you drop 1x2 blocks that are combos of 6 possible squares. Line up 3 in 
    a row of any one block, and they vanish. However, it is interesting because 
    it has some quest stages where you need to go for specific combinations or 
    even 4 or 5 in a row. There are chains(1 combo before another) and x-
    folds(several combos at once.)
    The NES version has several advantages over the GB version. First, the play 
    field is 7x12 and not 6x8, leaving more room for silly errors. Second, the 
    piece you rotate around is highlighted, letting you concentrate even more on 
    the board below. Third, the controls don't stink, so you can push the piece 
    where you want it more easily. Finally, there are a few more levels, 
    challenges and ideas. There's also a stats meter saying how many of what 
    piece dropped, but that is not a functional improvement.
    Unfortunately, Sanrio Carnival NES accounts for this relative ease by just 
    making the combo quests too long, even at the later levels when pieces seem 
    to fall immediately. Unless you know good cheats. Then anyone with an ounce 
    of heart feels lousy cheating in a game with Hello Kitty regardless of how 
    unfair or tedious it is.
    This FAQ focuses on the quest/challenge aspect of the game. The rest of the 
    game is basically--get 3's when you can and set up whatever combos are most 
      2. CONTROLS
    This game wasn't translated by the same folks who translated the GameBoy 
    version, so to get to the puzzles, choose the 3rd-lowest option. Then you can 
    choose between 1 and 6 pretty easily. If you want to choose between 7 and 12, 
    hold down A and B on pad #2 and push A or start on pad #1. That gives you 7-
    12. The rest needs no translation. Thanks to odino for translating the screen 
    that showed this!
    I tend to select the blocks instead of the Sanrio characters, as the Sanrio 
    characters can be confusing to separate. They have obvious differences, but, 
    well, I'm more familiar with colors, and you probably are too.
    A rotates clockwise, B rotates counterclockwise. The highlighted block is the 
    one you want to use.
    When a piece hits bottom you have a split-second chance to move it 
    horizontally or rotate it, if physically possible. This is handy on later 
    levels. You also get a pause at the top to adjust a piece where you want. You 
    can push a piece down for extra points and even pause the game and still be 
    able to view it. 
        3-0. SPECIFIC SHAPES
    The first option in the original menu will get you to try several shapes:
    ...  .    . . .   .   .   . . ...
     .  ...   .  .   . .  ..  ..   .
     .   .  ... . . .   . . . . .  ..
    It is decent practice for the real games. You may need all 5 columns of the 
    5x6 board to create the ^. Most of the time you'll only need 3. Remember to 
    place the linking block--that makes the triads--lats. In the case of the +, 
    you need a monochrome block. This is a bit nasty as there are 25 
    possibilities(only 5 colors.) You can make these of any color--strawberries 
    are what pops up when you clear something.
    For the challenge levels, you get a picture for each one you solve
    1+7: Hello Kitty in a roller coaster
    2+8: Hello Kitty plus Pokopon the raccoon
    3+9: Tabo the boy appears by the planet at the top
    4+10: Keroppi the frog appears below the coaster
    5+11: Tangyodon the fish appears in the castle turret
        3-1. 30 LINES
    This is very easy as with 6 colors to spread out over 7 rows, you should have 
    plenty of ways to hack through things. You don't need any fancy tricks and, 
    in fact, given a monochrome block and a choice between making a 3- and a 4- 
    with it, you should go for the 3-. The less fancy the better. Always look to 
    the "next" to see 1) that you aren't blocking a triad it could make and 2) if 
    it, with your current piece, could make a triad. The probability you share no 
    colors in common is
    5/6*4/6*3/6=5/18=27.8%, so you can usually match 2 colors together, and 
    usually there will be a bunch of different colors at the bottom. You should 
    plan things that way. When possible, create a 2-link so that a 3-link will 
    work. Remember that at least 60% of your blocks should match something, 
    unless you get a combo, and try
    1. to keep columns balanced
    2. not to place a piece horizontally so it blocks squares below, unless you 
    can easily kick half of it out
    You'll probably only see horizontals first, and verticals are easy with a 
    monochrome block, but look for diagonals later on. They can help cut down an 
    unbalanced column without having to build up to it. You should also hack at 
    an unbalanced column from the side.
        3-2. 50K POINTS
    This requires you to perform a few tricks, because levels go up at a constant 
    rate, but even something like a 2-fold
    or a 4- or 5-wide(aaaa or bbbbb) or a simple chain
    Will get a lot of points. I found the best way to win this was just to have a 
    2-chain set up and, when you can, place something so it will drop to make the 
    3 chain if the right things happen. If you can link a few of these together, 
    especially at a later level, you can get several thousand a pop, which works 
    for you. Of course you can play defense if you need to, but you should get 
    comfortable with setting up 2-folds or chains. Chains are actually more 
    lucrative and easier than 2-folds, so try and play for them, while avoiding 
    4- and 5-folds unless they drop out at you clearly. And if you do get a 4- or 
    5-fold, try to make it so that it is at the end of a combination i.e. instead 
    aa a
    aa a
    Then match the b's later. If you can put a chain before the b's that is even 
    better. The basic chains are:
    aa bb
    As above, practice with horizontal/vertical but look for diagonal.
    The chains that need just one color from a block to work are the best.
        3-3. 10 DOUBLES
    Doubles are tricky as you need the right piece for making something of 2 
    different colors ie
    The solution is to go in for a 1-color double, along the lines of:
    Since you have 7 columns you can work on each side to drop something in, and 
    this will get done easily enough. Just remember if you get a lot of the same 
    color, don't go for a quick 3. Line it up and get a double.
        3-4. 5 5-WIDES
    In a 6-wide as the GameBoy has, this is nearly impossible. However, with a 7-
    wide there is a trick where you can proceed with 2 projects at once.
    aa aab-
    Here we can fit an a or a b in. Then we can proceed to build up whichever 5-
    wide has faltered. You will want to start out covering the bottom row for the 
    1st 5-wide but you may have to move up as the level goes on. Also look for 
    the possibility of a diagonal. Remember chains and 4-wides don't help you 
    here. You need space cleared out so columns will get imbalanced, making this 
    a bit tricky. I'd play aggressively to try to get a quick 5-wide on the 
    bottom, and if it doesn't work, just try again. You can always keep re-trying 
    til you get lucky.
        3-5. 10 CHAINS
    Chains are easier than doubles because they can be made with any two colors. 
    There are so many ways to get chains but the simplest involves making a 
    broken triad and using the square that breaks it in another triad. Avoid 
    impulsive triads unless needed to clear space. Also lining up pairs works 
    well as often you can get a chain you didn't see.
        3-6. TRIPLE AND 50 LINES
    The 50 lines aren't hard so concentrate on the triple. A good way to set it 
    up is:
    y y
    This takes a bit of time to build and you have to waste things, but it's best 
    to sort the triples out early on. They are the hard bits, and you don't want 
    to have to try for them when blocks come down quickly.
    Another possibility is:
    .. yy
    In general, find a good locus--it may be for blocks several squares away--and 
    build around or towards it. Note the locus must be in the middle 3 rows.
        3-7. 50 CHAINS
    See above. You need to be more efficient about not wasting stuff, and you 
    probably need to make a 2-chain or two. Those get you extra bonus lines.
    Try and visualize something. See where pairs are close by and maybe even 
    overlapping. Pause the game to draw it out the first time. Once you get the 
    triple, the lines are easy.
        3-8. 10 2-CHAINS
    See above for how to make a 2-chain. Do so quickly and don't waste a lot of 
    just single triads. Dropping in something from overhead may be useful to 
    start ie
    b  c
    This is pretty easy to visualize, and while it takes away area, you have 
    places to dump other blocks. While doing so, keep like colors together so you 
    can dump even more over there. The tough part is being able to create 2 
    different possible 2-chains at once while still working through stuff. Use 
    diagonals in the UR in the example above for that to start working okay.
        3-9. 5 3-CHAINS
    Again you need to visualize in advance how to do this. This is as good a way 
    as any, though you want to make sure you have at least one diagonal in there. 
    If a horizontal tips off a vertical, you will have no way to continue things.
    Also, you can start things off with an overhead chain reaction ie
    etc. This allows you a little more space to create a 3-chain.
        3-10. 1 7-FOLD, 100 LINES
    There's a lot of restriction on how to get a 7-fold. First, you need to have 
    2 different colors in a block, and they need to be the right ones. Second, 
    you need to have things set up right. You'll have a lot of failures even if 
    you do things right, so here is my suggestion--basically a 4-fold with 1 
    color and a 3-fold with another. Once you've got this the 100 lines are no 
    bb a.
    aa b.
    You have a 1/18 chance your piece will fall at the right time. That's if you 
    get this set up. You have gutters to the side, but you also need to make sure 
    that the a's are in place and the b's come down. Very tricky and you may need 
    to use the side rows to weed out a few quick triads. Leave the empties on the 
    right side.
        3-11. 1000000 POINTS
    See above about efficiency. You will get the most points by constructing 
    chains when it's going fast. So pause a lot then and plan things out. You 
    always have time to move something into place, though your reflexes may wig 
    out every so often, so back up the save state when you do something right.
        3-12. LEVEL 99
    Not much here other than use your survival instincts, view the next when a 
    piece falls into place to see how to use 2 pieces in a row, and pause the 
    game frequently once you are about to place 1 piece and have a next. This 
    really takes forever, so see the cheats to get around it.
      4. CHEATS
    Cheating what you need to do is pretty easy.
    0x220 = level - 1
    0x221 = what you have left of what you need to do. 0x61 also gives this info 
    but relies on 0x221. You can adjust this to 15 in level 12 if you are lazy 
    and want to see the ending.
    0x222 = stage - 1
    0x224-0x226 = your score, where that is tracked
    0x261 = what you have left of the other thing you need to do. For instance, 
    in stage 10 you have 1 7fold and 100 lines. Set 221 to 0 and this to 1 to do 
    2 lines.
    Cheating the playfield is rather complicated as you have to write out the 
    board twice, but it can be done. The top row is at 0x330, and the bottom is 
    at 0x3e0.
    Bytes 0-6 and 8-e determine the playfield. 7/f are not used.
    Byte x must match x+8 for any row, where 0<=x<=6.
    When I say match,
    ((Byte x) & 0xf) - 9 = (byte x+8)
    If you are playing with character blocks, bytes 0-6 will have a high nibble 
    of 1.
    1=Hello Kitty
    2=Frog, Keroppi
    4=Fish, Tangyodon
    3=Pokopon, Raccoon
    6=Tabo, Kid
    5=light blue
    Fortunately this is not as hard to remember as it sounds as you match (letter 
    of alphabet) with (place in alphabet) and you leave the high nibble the same.
    If you do not adjust both sides of the data, then you get weird blank pieces 
    and spaces all over.
    You can make x-folds easily by putting a lot of the same colors together. The 
    game checks for matches ANYWHERE after things fall down.
    End of FAQ Proper
      5. VERSIONS
    1.0.0: sent to GameFAQs 11/29/2007, complete
      6. 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 
    Thanks to the NES Completion Project folks for keeping it going.
    Special thanks to odino for notifying me about this game AND for translating 
    the screen that tells you how to choose 7-12, and for letting me post the 

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