Crayon Shin-Chan 2: Ora to Wanpaku Gokko Dazo
                                  Game Boy
                      Developer: ?  Publisher: Banirex
                             By: GammaBetaAlpha

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                              Table of Contents
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                       How to Play                 [HELP]
                       Walkthrough                 [WALK]
                       Mini-Games                  [MINI]
                       Donations/Amazon            [DONT]
                       Contact Info                [CONT]
                       Credits                     [CRED]

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                                  How to Play
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[HELP]

       Crayon Shin-Chan 2: Ora to Wanpaku Gokko Dazo is a platforming game
based off the Crayon Shin-Chan manga, mostly popular in Japan although
translated and published in a couple of other countries. The game is heavily
oriented towards platforming, but you will be fending off more enemies using
Shin-chan's bubble-based attacks in this game's 5 levels in comparison to the
previous game's 4.

       Shin-chan can hop onto the heads of the enemy humans that are
interspersed around each stage, as well as use the bubbles to knock them out. He
can also hop onto hooks and branches, and scale telephone poles and trees.

       There are also three mini-games in Crayon Shin-Chan along with a fourth
kind-of mini-game. Although all four mini-games are encountered in the course of
your playthrough, you can also access them from the title screen using the
second option presented to you.

       There is no longer a timer in this game. However, in each of the five
levels there are five Smileys for you to find, hidden behind poles or which you
will find by walking in front of places. If you get hit by an enemy, you _may_
lose one of your Smileys (blowbubble attacks for certain - other attacks merely
cost you a few Cannisters), and cannot recover it unless you restart the level.

       If you do not find all twenty-five Cannisters or lose one to an enemy
attack, you will not receive the Good Ending in the game. In the Good Ending,
you get some conversation with Shin-chan's young friends.


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CONTROLS
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A  - Jump
 + Down - Hop off trees/telephones, drop down one level on ledges and
          buildings

B - Use Blowbubble attack

Left/Right - Move around

Up - Cling to trees and telephone poles
  - Climb up trees and telephone poles
  - Hide behind store pillars
  - Enter storefronts for a conversation with the shopkeeper

Down - Crouch


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BLOWBUBBLE ATTACK
-----------------
       While this was only a temporary attack in the first game, the blowbubble
returns as a permanent attack in Crayon Shin-Chan 2. The effect is akin to the
Blowbubble Bottle from that game, NOT the Gun. When you press the B button,
Shin-chan blows a bubble out that travels straight fora while, and then goes
straight vertically up.


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ITEMS
-----
Mask - Transforms Shin-chan into a superhero-esque costume. During the time
      this costume is active, Shin-chan is invulnerable to damage, and he
      can shoot out large projectile bursts of energy

Bottle - Gives Shin-chan the ability to jump higher for a limited period of
        time

Cannisters - Collect 20 of these for an extra Life-Up

Life-Up - A Shin=chan doll that gives you an extra life


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                                 Walkthrough
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[WALK]


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STAGE ONE
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       Head right and hop onto the platform housing a tree. Press and hold the
Up button when standing right in front of the tree in the foreground and Shin-
chan will go behind the tree, and discover SMILEY #1 for this level. Continue
right on top of some benches to get two Cannisters.

       From here, hop up some platforms above you and go left to find a slide.
Hop up and run up the slide to jump off to the left for two more Cannisters.
Walk right from here until you get to some baskets hanging from ziplines. Jump
onto the first one, wait for it to go right, then drop down onto the rooftop of
the house below. Walk to the centre of the roof to claim SMILEY #2. Jump off the
right side for another pair of Cannisters.

       Return left and back up via the platforms and slide and into the first
basket, wait for it to go right and then leap onto a second basket. Drop down
onto a third basket, but stay on it until you go past the pole - you will
recover SMILEY #2 from the background automatically.

       Leap onto the fourth basket, then hop off at the end onto the small
platform to your right. Follow the consecutive short ledges to hop out into the
air at a Life Up (a doll of Shin-chan) and two more Cannisters.

       Return left from the base of the tree and head up two short platforms
and a slide. Defeat the boy on a pogo stick hopping around here using your
blowbubble attack (B button) to retrieve two more Cannisters, then fall off the
right side and walk right until you automatically enter a conversation.
Afterwards, you will be made to play a mini-game of Ring-Out.


       Following the game of Ring-Out, move right. Stop just shy of the vending
machine and backtrack to take out one boy with your blowbubble attack, then
continue right to take out another delinquent. Continue on, grabbing two more
Cannisters at the tree, and you shall automatically retrieve SMILEY #4 from the
background once you walk past the shed.

       Return back left to the bench and hop on top of the vending machine,
then up right to some more platforms and onto a platform that will move up and
left once you hop on. Jump onto the first platform that you come across, and go
left.

       Drop down afterwards and go back up the bench and vending machine and
platforms again until the movable platform returns. Hop onto it, then jump back
onto the platform to your left. When the platform returns right, wait until it
goes diagonally down-right to jump back on, and leap off once you get to the
next set of platforms. Crawl through three narrow crawl spaces for six more
Cannisters.

       Move back down to the ground, and walk all the way left again and back
up the bench and vending machine and take the moving platform again. Once you
start moving right, however, hop onto the top platform and jump over three
stable platforms as it moves right to stay on it. Once you get past those tree
platforms, you should pick up SMILEY #5 automatically in mid-air.

       Just shy of when you hit the end of the track, jump off to your left and
you can intercept-land on the other moving platform and jump off for a Power-Up
which allows you to shoot out large blasts and jump higher. However, do not
worry too much about getting that Power-Up: this is because once you drop down
and go right a little bit the level will end.



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STAGE TWO
---------
       You will notice a dog following you at the start of this level. Pay it
no attention as that is what is supposed to occur.

       Going right at the start, use your blowbubble attack to knock out
another boy and then jump over his own bubble attack, or simply climb the
treepole to stay out of trouble complete. Afterwards, climb the telephone tower
up and hop off to the roof to your LEFT.

       Jump onto the windowsill of the upper floor and walk across the balcony
railing for SMILEY #1. Head back to the telephone pole and climb up again to the
top (so that you are standing up again), this time leaping off to the right.
Walk right for two more Cannisters, and jump off at the end to claim two more.

       Move right to a second telephone pole and climb this one all the way to
to the top of the screen, and jump right onto another house. Go right a bit, and
pause when Shin-chan is right overtop the girl hanging out from the window.
Press Down + A to drop down to the balcony, taking out the girl and receiving
SMILEY #2 in the process.

       Head right for two Cannisters, then use Down + A to drop down a level
again and head left for two more Cannisters. Drop down and go right, and either
hide behind the telephone pole (press the Up button when right in front of it)
or jump onto it entirely and go up to avoid the large boy walking by, who takes
two hits instead of one to defeat. Jump off onto the roof of the building to the
right for another two Cannisters, then drop down after.

       Walk right until you get in front of the shopfront, then press the Up
button to enter for a conversation. Once the chitchat is over, and Shin-chan is
placed back outside, head right and go up to the top of the telephone pole after
retrieving two Cannisters and warding off another boy. Jump off to the left on
top of the shopfront you were just at. If you are at the top level, drop down
with the Down + A button combination and go to the center of the middle awning
for SMILEY #3.

       Leap back onto the telephone pole and climb back up to the top, this
time jumping off to the right side to retrieve one Cannister (the other is not
reachable from this position). On the ground again, head right, avoiding
blowbubbles from above, to retrieve two more Cannisters. Take out another boy
who takes two hits to defeat by the time you get to the two garbage cans.
Retrieve the two Cannisters from the garbage can (you will notice a power-up -
ignore that for the moment) and then walk right past the garbage cans for SMILEY
#4.

       Continue walking right until you get to another telephone pole, and this
time climb up to the top and then jump off to the left onto the top roof of a
house. Drop down onto the roof below to claim SMILEY #5, then drop down again
for another pair of Cannisters. Go back up the telephone pole and onto the top
roof of the household and jump off the left side for your power-up. You can now
go and retrieve the one Cannister from before that was unreachable.

       With all that done, head right to the far end of the level to initiate a
conversation automatically, and you will be made to play another mini-game,
Search the Park.

       Once finished with the mini-game, head back left all the way to the
Storefront and press Up to enter it. After another conversation, you will have
wrapped up Stage Two and move to Stage Three.


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STAGE THREE
-----------
       Throughout the duration of this stage, you will be constantly harassed
by one character who leaps around on a pogo stick and eventually disembarks and
starts running around on foot. No matter how many times you hit him with
blowbubbles or jump on his head, he will not go out (but he will stay knocked
down for several seconds).

       Run right at the start and press Up in front of the first pole for
SMILEY #1 and stay there until the boy moves LEFT from you, then immediately run
right to the next pole, getting a Bottle power-up in the process (it gives you
extra height when jumping), and press Up to hide in front of it as well. When
the boy moves on foot, wait until he gets to the left of you and you have a
clear distance, then jump out and shoot a blowbubble at him to knock him out.

       From the second pole, run right, automatically receiving SMILEY #2 in
the process. Continue walking. WHen you see a second Bottle power-up, ignore it
as you cannot reach it from here, and instead run underneath it on the ground
for SMILEY #3. Once you get to an elephant cut-out on the playground, climb up
the left side of it to the top.

       Jump onto the balloon to your right, then leap off it with an extra
bounce to the small wooden platforms to your left. From here, follow left until
you can retrieve the Bottle power-up. Head back right past the elephant and past
the swing and into an area with two trees that have branches.

       Climb up the branches of the second tree (you should have no problem
with reaching since the Bottle should still be active, giving your jumps extra
height), and make your way over to the top-right branch. From here, jump up to
the left side of the upper left wooden platform hanging in the air for SMILEY #
4.

       Continue right. When you get to the jungle gym, jump up along the jungle
gym, and then up even further to spot a Shin-chan character doll for a Life Up.
Keep moving up and right so that when you get past a tree and a long wooden
ledge in the air, you can drop down onto the roof of a parking garage. On the
roof, go slightly right of centre for SMILEY #5, then drop down to the right and
walk a bit further to conclude the level.


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STAGE FOUR
----------
       Walk right once you begin the level and climb up the telephone pole.
Jump off to the left to about the middle level of the house and hop onto the
balcony to go and retrieve two Cannisters. Return to the telephone pole and jump
off to the right at about mid-level to obtain two more Cannisters. Return to the
pole and climb up all the way to the top to hop off onto the rooftop of the
right house and go right for a total of four Cannisters.

       Climb down the pole to the right, and press Up at the bottom to sneak
behind the pole and discover SMILEY #1. Climb back up to the top and proceed
right along some more houses, grabbing another pair of Cannisters. Once you get
to the last rooftop proper, drop down to the mid-level for two more Cannisters,
then drop down once more to be in front of an open door that will give you
SMILEY #2. From here, head right to initiate a conversation and a soccer mini-
game.


       Following the soccer mini-game, head right and retrieve six Cannisters
off the first table. Continue all the way to the shelf at the end and jump up to
obtain another couple of Cannisters off the upper right corner of the room.
Backtrack a little to a pole and jump and cling onto it, and scale upwards into
a mechanical room area.

       Hop off to the left and walk left, taking out a small boy, until you get
to the end for SMILEY #3. Return and continue right, taking out a large boy (who
requires two hits to eliminate). Head right to get two more Cannisters, and drop
down the next large opening into a shopping aisle area.

       Go left to the end of this corridor for SMILEY #4, then continue right
for a conversation. There is a response option here, but the author is unaware
of any ramifications of picking different responses. Afterwards, continue right
until you get to another pole, and climb up to go back into a second section of
the above-floor mechanical room.

       Hop off to the left for two Cannisters, then go to the right end and
jump over the gap for SMILEY #5. Go down the gap onto an awning, and use Down +
A to move to the ground floor. Take out a boy to your left to be able to crawl
around for two more Cannisters, then head right and off-screen to conclude the
penultimate level.


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STAGE FIVE
----------

       Head right and climb the tree branch to start and hop off onto the
wooden platform to your left to jump off for two Cannisters. Return to the tree
and climb up the tree itself and then move onto the right branch. Leap off onto
a cliff for two more Cannisters and walk right along the jagged top. Falling off
at the end, crawl left through the top narrow passageway for two Cannisters,
then crawl left along the bottom of the two narrow passageways for SMILEY #1.

       Come back from the passageways, and go right along the small wooden
poles to your right. Hop onto the next cliff and climb up while dodging
blowbubble fire from the left end. Continue right over the wooden platforms and
press Up in front of the tree for Shin-chan to look behind it and find SMILEY #
2. Continue right over a couple more platforms and automatically initiate a
conversation near the end for another mini-game, this time of Rock-Paper-
Scissors.


       Once the match of Rock-Paper-Scissors is over, go right up the hill
slightly and then move back down to lure another boy down with you, and take him
out with a blowbubble attack.

       Continue right and hop onto the first large wooden platform you see, and
it will move, carrying you down and right. Move up and left and hop onto another
big wooden platform and it will take you back up and left to the start of the
hill. Jump back on it for it to return back next to the wooden pole.

       Climb up the wooden pole and take the platform to the left. Where it
goes up and right, take the lower of the two platforms to go down and right next
to an underground cavern area. Crawl through the lower left tunnel for two
Cannisters and the lower right crawlspace for SMILEY #3. Return back out and
head right along the top level, taking out the blowbubble boy when he comes by
with your own bubble (crouch to avoid his attacks).

       Head right once the way is cleared out and jump up the platforms, and
leap off to the right. Hop over to the right side and grab two Cannisters from
underneath the first pole. SKip over the second and third pole, jump over the
blowbubble boy to knock him out, and fall down the fourth pole (second from the
right) for SMILEY #4.

       Fall down the middle pole and you will receive a Mask power-up in the
process. Immediately go left and crawl down through the tunnel for SMILEY #5.
Head back out right and you will face this game's de jure final boss.

       You are invincible to him while you have your power-up, so blast away at
him with your projectile. If you can get the timing down for when he gets back
up, you can knock him back down as soon as he stands back up and save time on
your power-up.

       You will not be able to totally defeat him with your power-up active, as
he takes around a dozen hits to defeat. Once your power-up wears off, you CANNOT
use the blowbubble attack on him as he will not be fazed by it. Instead, you
need to jump on him. Once he is down, move far away from him. He also has a
nasty habit of hiding behind the three poles (which you cannot) so do not try to
walk by him when he is behind it.


       Once you defeat him, you can get a Good Ending if you found all twenty-
five Smileys, and a Normal Ending if you did not. The Good Ending includes a
conversation with Shin-chan's young friends.


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                                  Mini-Games
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[MINI]

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RING-OUT
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       The author does not really know how this game is supposed to work.
Pressing the A and B button sees your avatar bend over sideways occasionally,
but otherwise Shin-chan moves on his own.

       If anybody has any idea how Ring-Out is supposed to work, feel free to
mail the author at his email at the bottom of this guide.


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SEARCH THE PARK
---------------
       The author is quite unsure of what you are supposed to actually do here.
You can wander around a bit and then after some text the mini-game will
automatically end on its own. If you search the bench that is the second object
from below on the left side, or the lowest object on the right side of the park,
a person will come out in either case and the mini-game will automatically
adjourn. This mini-game does not count towards your ending, unlike the original
Crayon Shin-Chan game, however.



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SOCCER
------
       This is a 'Kick-the-ball-into-the-net'-esque game, with one person in
goal, and one person kicking the ball. As Shin-chan, you start kicking the ball
and then rotate in to play goalie. As far as I can tell, you play three times at
each position, regardless of score.

       When kicking the ball, you need to press and HOLD the A button, and the
meter will fill up. If the meter goes all the way to the top and overflows, it
shall reset to the bottom 'empty' position and move back up to full again. The
closer you are to having a 'full' meter when you release the A button, the
better a chance of getting a goal once Shin-chan finishes his stumbling around
and kicks the ball.

       When defending in net, you can move left and right at any time as soon
as the other boy begins to move. Press the A button to make a jump into the air.
If you are standing still Shin-chan merely jumps up, but if you are moving left
or right he also dives in that direction.


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ROCK-PAPER-SCISSORS
-------------------
       After a bit of text, you and the other boy will shake their hands ad
infinitum until you select your choice of either rock, paper or scissors. Your
choices are controlled by the D-Pad buttons.

       Selecting the Left button gives you Rock

       Selecting the Up button gives you Scissors

       Selecting the Right button gives you Paper


       After each choice, press any of the D-Pad buttons, and the loser of that
match will look in the direction of the D-Pad direction you chose, and then the
next match will begin.

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                               Donations/Amazon
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[DONT]

       I don't really care too much about donations, but if you are feeling
generous, feel free to send one via PayPal to gammabetaalphafaqs AT gmail DOT
com

       Alternatively, if you ever order any items from Amazon.com, go to the
link below. You do not have to buy anything right away, but (if you do not clear
browser cookies often) any items you buy within the next 90 days will count as a
'referral order' to me, meaning I get anywhere from 4-6% as a referral/affiliate
payment of what you ordered (ie. order $100 worth of stuff, I get $4-6 from
Amazon.com)

www.amazon.com/?&camp=212361&linkCode=wsw&tag=raofavigafa-20&creative=391881

       Other than that, considering this FAQ is for an obscure old game, if you
have any other obscure old games that you do not play anymore, consider sending
them to me (I will even pay the shipping cost!). I write FAQs for plenty of
obscure old games with no FAQs, and having a physical copy of the game (and even
better, a manual) is superior to not. You can email me if interested at
gammabetaalphafaqs AT gmail DOT com

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                                Contact Info
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[CONT]

       Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com

       If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com

       If you wish to host this guide, or use information from it, consider the
FAQ semi-public domain: you can host it without asking and derive information
from it word-for-word if you wish, but keep the document unchanged if hosting it
and give credit where due if using information

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                                   Credits
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[CRED]

Thanks go to the atwiki website for information on this game, which
included the game passwords:

       http://www14.atwiki.jp/gball/pages/499.html

Another thanks goes to this NicoVideo user whose video playthrough I used
for assistance and double-checking my own work:

       http://www.nicovideo.jp/user/9381574

       http://www.nicovideo.jp/watch/sm19699293

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©2013 GammaBetaAlpha FAQs