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| Koro Koro Puzzle Happy Panechu! (Japan) |
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Gameboy Advance
Mini-FAQ & Menu Descriptions
by Titney [email protected]
2003-02-25 version 4.0


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| Notes |
=========

This game is all Japanese, and I don't know too much Japanese, so the
FAQ is mostly made from trial and error. Any additions, corrections
or more accurate translations are most welcome, just e-mail.


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| Updates |
===========

4.0
Included instructions for reversing controls for GBA SP.
3.0
More accurate names of the characters and modes. Added tilt settings.
Added link to store (see more info)


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| Game Features |
=================

- Tilt sensor (the cart is extra large to make room for this)
- 2-player link play with two carts
- Automatic level saving
- Typical crazy Japanese puzzle characters


========================================================================
| Overview |
============

The first Gameboy Advance game with a tilt sensor, that is, you control
the game by tilting or leaning the GBA.
You tilt the GBA to make freaky little critters called panechus slide
across the game screen.
When three or more panechus of the same colour gets cluttered together
they exclaim "happy" and disappear.
In the various modes there are also bombs, enemies and hindering boxes
on the playing field.
It's a huge game with five different playing modes and lots of stages
in each mode.
It automatically saves which stages you cleared.
All menus are in Japanese, but there is no text in the actual gameplay.
If you read this FAQ and go through the demos/training stages you
should have no problem playing it even if you don't know Japanese.


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| Characters |
==============

- Panechus
These are the cute little guys with big lips. They come in four
flavours, pink, yellow, blue and green. Get three or more of the same
colour together and they vanish.

- Bombs
These blacks guys are the real heroes of the game.
When they get together they stick to each other.
Two or more sticking together can be blown up with the B button,
erasing blocks or hurting enemies.
Stick four up in a square to make a big bomb, stick two big bombs
together to make an even bigger bomb, and two of those will get you
a mega bomb. Bigger bombs means more fire power.

- Hindering Blocks (Grey)
These are mainly in the way. They can be single blocks, or longer rows.
They don't stick together, and you can blow them up with bombs.
The bombs need to touch the block directly to blow it up.

- Magic Blocks (Transparent)
These are pretty much the same as the hindering blocks, except they are
nice and transparent looking. These appear in the Knock-Out mode.

- Diamonds
These babies are rare. When blown up with the B button they make all
blocks on screen vanish!
You can make them appear by shutting a panechu up inside a big bomb
(make a 3x3 bomb with a panechu in the middle).
There might also be other ways to make them appear...

- IQ Mode Blocks
IQ-Panechu (Big nose) Works like a normal panechu.
Wall Block (Nostrils) Forms an rigid block when stuck together.
IQ-Hinder Block (Grey Sleeping) Gets in the way.


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| Gameplay |
============

All modes except the IQ mode works basically the same.
Tilt the GBA to combine panechus of the same colour to make them
disappear.
To send more panechus onto the screen press A.
When the panechus disappear the bomb meter goes up.

The basic strategy is to first fill the screen with panechus and
then make them disappear to fill up the bomb meter.
Then combine the bombs into mega bombs to blow up the screen big time.

The bomb meter is the blue dotted field in the bottom right.
When you make panechus disappear you get black spots in this field,
these will be turned into bombs the next time you press A.

Try to make long combos for higher bomb scores.
A combo is when you make panechus disappear in a row without
interruption.
You can hear how good you're doing by the shouts from the panechus
as they disappear:
1 combo: happy
2+ combo: so happy
6+ combo: mega happy
and so on.
You can see at the top of the bomb meter how many bonus bomb points
you get (1+, 2+, 3+, 5+ etc)

If the field gets filled up a "DANGER!!" alert will come up, and you
get 10 seconds to clear things up or it's game over.


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| Playing Modes |
=================

Block Battle:
Set off bombs to send blocks to the AI opponents screen.
The first one to get a completely cluttered screen loses.
The left side will show you the opponent's status.

Knock-Out Game:
Blow up bombs next to the enemy platform in the middle to harm him,
bigger bombs means more harm.
The status bar to the left shows how much energy the enemy got left.
The enemy will send magic blocks into the playing field to hinder
you.

IQ Puzzles:
Clear the screen of panechus in the least possible number of moves.
Any panechus left on the screen and you lose.
Unlike the other modes you can't make more panechus appear with the
A button and there are no bombs or bomb meter.

High Score Game:
Gather as many points as possible in the set time by blowing up big
bombs.

Time Challenge:
Clear the screen in as short time as possible.
The top right meter ticks up, when it fills, new blocks falls onto the
screen.


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| Starting Up |
===============

When you first start up you will be asked to calibrate the tilt sensor.
Just hold the GBA flat.
You can recalibrate any time from the options menu.
You will be asked to enter a name. This name will be embossed on all
playing fields. This can also be changed in options.
You will be taken to a little practice example, go through it or press
start to cancel it out. This can also be found later.


========================================================================
| Tilt Sensor Tips |
====================

You don't have to callibrate the with the GBA flat, but the sensor
works best that way. Since the sensor is sat flat in the cart, it will
react strangely if it's callibrated at an angle. It will be much more
sensitive to tilting up than down (or vice versa,) and may become hard
to tilt at all.
But as the screen can become harder to see when helt completely flat
it's best to experiment to see what works best.
You can set the tilt sensor's sensitivity from the options menu.
At the slowest setting it takes quite a big tilt to rock the panechus,
while at the fastest setting it's hard to keep them still.


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| GBA SP Switching Instructions |
=================================

The cart slot is reversed on the GBA SP, so you have to reverse the
controls on the tilt cart or all the controls are backwards.
Luckily Nintendo had foresight enough to include a code to reverse
the controls.
Tilt games are actually much nicer to play on the SP since the screen
is lit and you don't have to worry about angling it right to catch the
light, and since the screen can be tilted you don't have to keep the
screen horizontal and hover over it.
To switch the controls to SP mode:
Choose "option" on the game select screen (the farthest right green icon)
Choose "tilt sensitivity" (the blue icon)
Press and hold in this order: Up on the pad, L shoulder, R shoulder, B.
The Gameboy will make a confirming chime, and a message will appear.
Then set the tilt sensitivity back where you want it (pressing Up
changed it)
Press A to confirm and exit the screen.
This setting will be saved even if you turn the GBA SP off.
To reset it back to the normal GBA controls just do the exact same
procedure over again.


========================================================================
| Demos/Training |
==================

The demos and training are the best way to learn how to play.
A lot of boxes with info in Japanese will pop up, if you don't know
Japanese, just ignore them and pay attention to what's happening.
You can exit the demos anytime by pressing start to pause and then
choose quit.


========================================================================
| Menu Descriptions |
=====================

- In-game Pause menu

1: continue
2: retry
3: quit

- Game Select (the first menu after the title screen)

1 green: single play
1 green: vs adventure
 select opponent, stars mark level, press start for demo
2 pink: vs enemy
 select enemy, start for demo
3 blue: IQ puzzles
 select stage
 stages will be marked with gold/silver/bronze statues based on score
 three screens with puzzles, easy/normal/hard, switch with L/R buttons
 press start for demo.
4 yellow: score challenge
 select how many minutes you want (3, 5, 10, or 20), start for demo
5 green: time challenge
 select stage, start for demo

2 pink: link play
1 green: ? (greyed out)
2 pink: ? (greyed out)
3 blue: ? (greyed out)
4 yellow: ? (greyed out)

3 blue: statistics/high scores

4 yellow: training
1 green: practice (the same that auto starts first time you run the
         game)
2 pink: demos
3 blue: training
 1: demo
 2: practice

5 green: options
1 green: change name
2 pink: calibrate tilt sensor
3 blue: set tilt sensor sensitivity
 1. sensitive
 2. mediate
 3. slow
4 yellow: sound test bgm + se (background music + sound effects)


========================================================================
| More Info |
=============

Nintendo's Official Site:
http://www.nintendo.co.jp/n08/khpj/index.html
Translate it with:
http://babel.altavista.com
Only store I found with this game in stock:
http://shop.himeya.com/


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| Copyright |
=============

Copyright Titney 2002-2003
All rights reserved. This document may be copied, in whole or in
part, by any means provided the copyright and credits sections remain
intact.
The data contained herein is provided for informational purposes only.


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