Crayon Shin-chan: Great Adventure In Henderland

Crayon Shin-chan: Great Adventure In Henderland

Year: 1996

Runtime: 97 mins

Language: Japanese

Director: Mitsuru Hongo

AdventureFantasyAnimationComedy

The Futaba Kindergarten kids are so excited for their trip to the Henderland amusement park, but Shin-chan soon learns there are evil forces at play!

Warning: spoilers below!

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Timeline – Crayon Shin-chan: Great Adventure In Henderland (1996)

Trace every key event in Crayon Shin-chan: Great Adventure In Henderland (1996) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Ms. Yoshinaga introduces the legend to the class

Ms. Yoshinaga narrates the fairy tale of Prince Gorman, Princess Mimori, and a dragon, setting up the events that follow. The story is presented to her students as a legend they will explore. This introduction foreshadows the adventures that will unfold in Henderland.

Day School
2

Field trip to Henderland begins

The school organizes a field trip to Henderland, a parodied Disneyland based on the tale. The students, including Shinnosuke, head to the magical park. The trip promises encounters with talking dolls and enchanted wonders.

Day Henderland
3

Shinnosuke meets Toppema in the restricted section

In the park's restricted section, Shinnosuke becomes separated from his group and meets Toppema Mappet, a dancing doll. He winds her key, bringing her to life and letting her speak like a human. The encounter introduces the magical stakes of the story.

Evening Henderland
4

Revealing Mimori as a real princess trapped

The smaller doll tells Shinnosuke she is real and that the larger doll hides Princess Mimori trapped inside a glass case. Shinnosuke learns that the fairy tale heroine is imprisoned by dark forces. This revelation deepens the mystery and sets up the quest.

Evening Henderland
5

Dangerous foes confront Toppema: Cre.G.Mad and Chokirin

Two other magical dolls, the werewolf Cre.G.Mad and the femme fatale Chokirin, confront Toppema and try to silence her. A magical duel ensues, and Toppema is seemingly defeated. The danger shows that the park's magic is real and perilous.

Evening Henderland
6

Shinnosuke is called away and returns home

Shinnosuke is summoned by his teachers to leave the park and return home. The separation marks a temporary pause in the adventure. Back with his family, the story takes on a darker, real world turn.

Night Kasukabe
7

Toppema reveals the reality of Henderland and the magic cards

That night, Toppema explains that Henderland is a real land and that Joma and Makao command dark magic. She explains that magical cards can unleash their full power only when wielded by a living being, and that she has stolen them to threaten the villains. She asks Shinnosuke for help, but he refuses and she leaves the cards with him.

Night Kasukabe
8

Snowman is sent to retrieve the cards

Joma and Makao dispatch Snowman to reclaim the magical cards. Snowman arrives in Kasukabe posing as a Department of Education official with forged documents. He wins the trust of Shinnosuke's teachers, friends, and parents and stays overnight, attempting to steal the cards.

Night Kasukabe
9

Snowman leaves behind tickets to Henderland

Snowman escapes leaving a letter containing tickets to Henderland. Shinnosuke pleads with his parents to understand the danger, but no one believes him. The lure of the tickets sets the stage for the family to return to the park.

Night Kasukabe
10

Shinnosuke's parents vanish into puppets

Before leaving, Shinnosuke's parents travel to Henderland but behave strangely and demand the magical cards. Upon their return, they transform into enchanted puppets and fall into the bathtub. Toppema deduces that Misae and Hiroshi were captured in Henderland.

Day Kasukabe
11

Preparation for the quest and night assistance

Shinnosuke agrees to help Toppema and spends the next day preparing for the journey. Toppema explains she can only assist at night due to Chokirin's magic. He steels himself for the mission.

Day Kasukabe
12

Arrival at Henderland and Cre.G.Mad encounter

Shinnosuke arrives at Henderland in the evening and is ambushed by Cre.G.Mad. Using the magic cards, he calls Action Kamen, Kantam Robot and Buriburizaemon and even transforms into a steam train. Buriburizaemon's plan to reroute Cre.G.Mad fails until Toppema intervenes to alter the track, sending the wolf into the water.

Evening Henderland
13

Mind control revelation and Chokirin ambush

Cre.G.Mad's shirt transforms into Hiroshi, revealing he has been mind controlled by Joma. The trio press toward Joma and Makao's base but are ambushed by Chokirin. Toppema's fight with Chokirin ends with Toppema growing weaker and Chokirin's bra transforming into Misae.

Evening Henderland
14

Dance duel and card game triumph

The group reaches Joma and Makao's palace and is challenged to a dance duel; Joma and Makao perform a dazing ballet while the Nohara family perform a traditional Japanese dance and win. They are then challenged to a regular card game and win again. Shinnosuke learns from the magical cards how to defeat Joma and Makao.

Night Joma and Makao's Palace
15

Final battle ends in peace and celebration

Joma and Makao are defeated and their castle crumbles, forcing the Nohara family to flee to a beach. Snowman confronts them at the shore, but Princess Mimori arrives and melts Snowman, revealing Prince Gorman. Mimori then reveals herself to be Toppema and explains that Joma and Makao trapped their souls inside the doll and the snowman; a celebration of Mimori and Gorman's marriage seals the peace.

Ending Beach

Last Updated: October 09, 2025 at 10:52

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