Sanrio Carnival(NES) FAQ/Walkthrough version 1.0.0 by email@example.com (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. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. DIFFERENT SUBGAMES 4. CHEATS 5. VERSIONS 6. CREDITS ================================ 1. INTRODUCTION 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 convenient. 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. DIFFERENT SUBGAMES 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 aaa bbb or a 4- or 5-wide(aaaa or bbbbb) or a simple chain b b aaa b 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 of b a v aa a ba 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: b x v c c bb c b a v aa bb b v ba b a a 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 b a v bb aa The solution is to go in for a 1-color double, along the lines of: ? a v aa .a. a.. 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. b- b- | -b| 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. c . v b b cc b 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 v yy yy 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: y .y .. yy .y. y.. 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. b v ac .a bbcc ...a a v ..b ..ca bbacc 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 ba b c ..aacc 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. dbc ccb daaa d..b Also, you can start things off with an overhead chain reaction ie b v ba b ..aa 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 problem. b a v b ba bb a. aa b. ..aab ..a.a 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 5=Berry 6=Tabo, Kid Otherwise 1=red 2=green 3=blue 4=yellow 5=light blue 6=pink 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. (0/1)F<>6 (0/1)E<>5 (0/1)D<>4 (0/1)C<>3 (0/1)B<>2 (0/1)A<>1 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 mine. 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 code.
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