This is the Moero! Justice School: Nekketsu Seisyun Nikki FAQ v0.4 By Mark Green Email address for submissions/comments: mark [at] antelope [dot] demon [dot] co [dot] uk The latest version of this FAQ will always be available from http://www.gamefaqs.com. ----------- wwwwwwwwwww If the block of characters on the left has a straight mmmmmmmmmmm right-hand edge, you are using a monospaced font. iiiiiiiiiii This FAQ looks far better viewed in a monospaced font. OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE 12345678901 to view this file. ----------- ---------------------------------------------------------------------- **************************** LEGAL BITS ****************************** ---------------------------------------------------------------------- Neither the author of this FAQ, nor any person who distributes it in any way, shall be responsible or liable for anything that results from using this FAQ for any purpose, including but not limited to damage to your Dreamcast, controllers, hands, eyes, sanity, or the irretrievable corruption of your mind due to exposure to animated violence. This FAQ may be freely distributed provided that it is kept unmodified and in its entirity. This FAQ may not be sold, or included as part of a publication that is sold, without the author's express permission. Moero! Justice Gakuen and Nekketsu Seisyun Nikki are (c) and (tm) of Capcom Enterprises 2000. The use of trademarks within this guide is not intended to represent a challenge to their validity. ---------------------------------------------------------------------- ******************************* INDEX ******************************** ---------------------------------------------------------------------- 1 - Introduction 2 - Setup 3 - Game concepts 3.1 - Game Objective 3.2 - Parameters 3.3 - Hit points 3.4 - JustCharas and Friendships 3.5 - The Bingo Timetable 3.6 - The Board 3.7 - Cards 4 - Gameplay 4.1 - Phases 4.2 - Start Phase 4.3 - Menu Phase 4.4 - Movement 4.5 - Event Phase 4.6 - Battle 4.7 - Math Effects Phase 4.8 - Cards 5 - Aftermath 6 - Edit character menu 7 - Engine 7.1 - Starting parameters 7.2 - Dialogue choices 8 - Dialogues 9 - Credits ======================================================================== 1. Introduction ======================================================================== Just like the original Rival Schools game, Moero! Justice Gakuen (also known as Project Justice) contains a subgame which is used to create your own game characters. In the original, the subgame was a interaction/dating simulator as popular in Japan and practically unknown everywhere else. As such, it, together with the capacity to edit characters, was removed from the non-Japanese releases, and a variety of prefabricated edit characters were added instead. In Moero!, the subgame is a board game with elements of dating/ interaction thrown in. As before, how you behave within it will affect the moves and statistics of the character you generate. Unfortunately the Japanese level in the board game is quite intense; this guide attempts to straighten things out a bit. By the way, "Nekketsu Seisyun Nikki" means "Diary of zealous youthful days." That's alright, then. ======================================================================== 2. Setup ======================================================================== The first menu you see (with the drawn picture and super-deformed characters) is: New game Load game Selecting Load Game will take you to the standard memory card interface to load your game. When you start a new game, you get the following prompts: - The first screen asks you to choose the number of players involved. The icons make this obvious. - You then set up each player in turn: - First you are asked to enter the name of the player. Choose the second blue option on the left for the English character set. - Secondly you are asked to enter the name of the character they'll play. This is also the name of the character that'll be created in the fighting game. You can ONLY use English characters for this. If you leave the name blank, your name will be set to "SEIGI" (Justice). - You will now begin character generation. This will set up your parameters for the start of the game. A full explanation of the parameters is given in 3.2. - Choose the gender of the character - top for male, bottom for female. - Choose which school your character goes to: Taiyo Gorin Pacific Gedo Justice Seijyun Gedo is a boys' school and Seijyun is a girls' school; whichever school doesn't match your character's gender will be ghosted. - Choose your registered school course. General Course Physical Education Industrial Course Course Housekeeping Course Performing Arts Course - Pick the three words that are your character's favourites. Authority Ruthless Cowardice Reason Effort Love Honest Guts Sudden change Wild Genius Opportunism Modesty Determined Laziness Friendship - Confirm your definition. - Set up your character's appearance. After you have done this for each human player in the game, you'll then be asked where you want the computer players to get their characters from: Random Load Finally, the game will assign the turn order of the players randomly, then controller assignment will take place. As the pointer moves next to each player's name, that player should hit the A button on their controller. The game will then begin. The first dialog in the game is Natsu asking if you want to know the rules. You probably don't (bottom option) because you'll only get them in Japanese anyway. ======================================================================== 3. Game concepts ======================================================================== 3.1 Game Objective ~~~~~~~~~~~~~~~~~~~ The objective of the game is to create the best possible character for the fighting game, to score the most points, and to reach the Happy Ending. The game consists of two stages: the Board Game and the Tournament. The Board Game is the main section in which you will play and make your character. You score points for certain actions in the board game. After the Board Game is complete, the Tournament will take place. In the Tournament, the characters you've created fight against each other (controlled by the CPU) and points are awarded for placement in the tournament. To win the game, you need to have the most points. To reach the Happy Ending, you need to have the highest possible Friendship Rating with a JustChara. Creating a good character for the fighting game will be based on the statistic upgrades and special moves you collect while playing the board game. 3.2 Parameters ~~~~~~~~~~~~~~~ Your character's abilities are defined by their "parameters" (stats for RPG fiends, but the game calls them parameters) appear at the top left of the screen when it's your turn. The big bar at the top is your HP bar. The other stats are laid out as follows: Attack Strength (Atk) Willpower (Wil) Defence Strength (Def) Latent Strength (Lat) Physical Strength (Str) Intelligence (Int) Atk: Affects the strength of your attacks. Def: Affects the effectiveness of your blocking. Str: Affects the size of your health bar and the difficulty of dizzying you. Wil: Affects the speed of increase of the Burning Vigor gauge. Lat: Affects the initial value of the Burning Vigor gauge. Int: Affects how well the CPU will play your character. Each one of these has two values tracked: the Value and the Level. The Value is the actual number used by the fighting game, and the Level is used by the board game only. When you increase the Value in the board game, it will go up by a random amount, but the LEVEL WILL ONLY GO UP BY ONE. Hence, in the Fighting Game it matters how much the values went up, but in the Board Game it only matters HOW MANY TIMES YOU RAISED THEM. The same applies to lowering the Value and losing Levels. 3.3 Hit points ~~~~~~~~~~~~~~ The HP bar isn't anything to do with your health in the fighting game. Instead it controls your actions within the board game. All characters have 20 HP. If you ever run out of HP, you will be forced to miss a turn to recover 10 HP. 3.4 JustCharas and Friendships ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As well as the players, there will be other characters wandering around on the board with you during the game - characters actually taken from the fighting game itself. These are called JustCharas. By interacting with them, you can make friends with them. On the Status screen a list of all JustCharas is shown together with a face indicating their attitude to you. The brighter and happier the face, the more the JustChara likes you. Having friends can help you score in various ways, and it's essential for the Happy Ending. 3.5 The Bingo Timetable ~~~~~~~~~~~~~~~~~~~~~~~~ You will be given a timetable for the school. It is shown to you on the Status screen. You attend a Lesson by visiting an appropriate square, and when you do, you collect a Signoff from that Lesson. If you get the Signoffs for all the Lessons in a horizontal, vertical, or diagonal line of five on the Bingo Timetable, you will get a bonus. The stinger is: only ONE player can get the Signoff from each Lesson! If an opponent gets it, you'll have to fight them and take it from them. The Bingo timetable shows the bonuses available for each line. The bonuses usually are: - Two complex characters: Completing the line gives you an extra Super move. - Two simpler characters: +1 level to ALL your Parameters. - Heart: +1 Friendship with ALL JustCharas. In addition, completing a line on the Bingo Timetable gets you 50 points. 3.6 The Board ~~~~~~~~~~~~~~ This section shows a translation of the board. The effects of the squares are explained in detail later on. The starting square is marked with a cross on the map below. The "areas" are used by some cards. Note that the top areas of the board - the floors and rooftop area - are shown actually above each other in 3D. This is purely a visual effect and all controls and movement rules are the same. ----------------------------------------- ROOFTOP ÝDrwÝArtÝSpcÝIntÝEngÝParÝDefÝSocÝWilÝStrÝ AREA ÝCrdÝ 2 ÝQ PÝUp Ý 2 ÝTrdÝUp Ý 1 ÝUp ÝUp Ý ----------------------------------------- ====================ÝDefÝ=======================ÝLatÝ============ ÝUp Ý ÝUp Ý ----------------------------------------- 3F AREA ÝJapÝLatÝIntÝEngÝDrwÝSplÝMthÝSpcÝIntÝ???Ý Ý 1 ÝUp ÝUp Ý 4 ÝCrdÝCrzÝ 2 ÝQ KÝUp Ý 1 Ý ----------------------------------------- ====================ÝParÝ=======================ÝDrwÝ============ ÝDwnÝ ÝCrdÝ ----------------------------------------- 2F AREA ÝStrÝParÝMthÝAtkÝSPCÝWilÝSocÝIntÝDefÝArtÝ ÝUp ÝTrdÝ 3 ÝUp ÝaQPÝUp Ý 2 ÝUp ÝUp Ý 3 Ý ----------------------------------------- ====================ÝWilÝ=======================ÝParÝ============ = 1F AREA ÝUp Ý ÝTrdÝ --------=========---------------------------------------========= ÝParÝSpc=DefÝLat=SciÝDefÝAtkÝJapÝIntÝParÝ3x Ý3x ÝIntÝPE =LatÝSpcÝ ÝCrzÝD P=Up ÝUp =3 ÝUp ÝUp Ý 4 ÝUp ÝDwnÝCrdÝCrdÝUp Ý3 =Up ÝB KÝ --------=-------=========================================-------- ÝLatÝ =StrÝ ÝIntÝ ÝAtkÝ ÝWil= ÝUp Ý =Up Ý ÝUp Ý ÝUp Ý ÝUp = ----- =-------------------------------------------------------= ÝDefÝ =IntÝAtkÝParÝWilÝStrÝSpcÝLatÝDrwÝLatÝWilÝIntÝDefÝSpcÝSci= ÝUp Ý =Up ÝUp ÝDwnÝUp ÝUp ÝQ PÝUp ÝCrdÝUp ÝUp ÝUp ÝUp ÝaQPÝ 4 = ----- =-------------------------------------------------------= ÝParÝ =???Ý ÝDrwÝ ÝDefÝ ÝParÝ ÝDrw= ÝDwnÝ = 2 Ý ÝCrdÝ ÝUp Ý ÝTrdÝ ÝCrd= ----- =----NORTH ----- ----- ----- ----= ÝAtkÝ =LatÝGROUNDSÝSocÝ ÝWilÝ ÝEngÝ ÝAtk= ÝUp Ý =Up ÝAREA Ý 3 Ý ÝUp Ý Ý 1 Ý ÝUp = ----- =---- ----- \ ----- / ----- ----= ÝIntÝ =DefÝ ÝDrwÝ \ ÝAtkÝ / ÝParÝ ÝPar= ÝUp Ý =Up Ý ÝCrdÝ \ÝUp Ý/ ÝTrdÝ ÝTrd= ----- =-------------------------------------------------------= ÝStrÝ =WilÝAtkÝSpcÝLatÝStrÝIntÝParÝStrÝDefÝAtkÝWilÝLatÝSpcÝStr= ÝUp Ý =Up ÝUp ÝaBKÝUp ÝUp ÝUp ÝTrdÝUp ÝUp ÝUp ÝUp ÝUp ÝB PÝUp = --------========================================================= ÝWilÝPar=LatÝ /ÝWilÝ\ ÝJap= ÝUp ÝTrd=Up Ý / ÝUp Ý \ Ý 3 = --------=---- / ----- \ ----= OFFICE? =DefÝ ÝLatÝ SOUTH ÝDef= AREA =Up Ý ÝUp Ý GROUNDS ÝUp = =------------ ----- AREA ----= =MthÝWilÝDrwÝ ÝSciÝ ÝSpc= = 1 ÝUp ÝCrdÝ Ý 2 Ý ÝaQK= =------------ ----- ----------------= =IntÝ ÝDrwÝ ÝStrÝ ÝSocÝParÝStrÝAtk= =Up Ý ÝCrdÝ ÝUp Ý Ý 4 ÝTrdÝUp ÝUp = ============= ----- ----- ----------------= ÝSpcÝDefÝStr= ÝIntÝ ÝSpcÝ ÝDrwÝ ÝPar= ÝaQPÝUp ÝUp = ÝUp Ý ÝD KÝ ÝCrdÝ ÝDwn= ------------= ----- ----- ----- ============= ÝPE Ý ÝSpc= ÝDrwÝ ÝIntÝ ÝLatÝ =WilÝSciÝStr= Ý 4 ÝG ÝD P= ÝCrdÝ ÝUp Ý ÝUp Ý =Up Ý 1 ÝUp = -----Y ----= ----- ----- ----- =-----------= ÝParÝM AÝPar= ÝArtÝ ÝAtkÝ ÝStrÝ =EngÝP ÝMth= ÝDwnÝ RÝTrd= Ý 1 Ý ÝUp Ý ÝUp Ý = 3 ÝO AÝ 4 = ----- E----=---------------------------------------- =----O R----= ÝSpcÝ AÝSpc=LatÝDefÝAtkÝSpcÝStrÝParÝWilÝAtkÝSpcÝPE Ý =ParÝL EÝSpc= ÝQ PÝ ÝR P=Up ÝUp ÝUp ÝaRPÝUp ÝTrdÝUp ÝUp ÝHBPÝ 1 Ý =TrdÝ AÝQ K= ------------=============================================-----------= ÝSpcÝ???ÝAtk= =JapÝParÝPE = ÝQ KÝ 3 ÝUp = = 2 ÝDwnÝ 2 = ============= ============= 3.7 Cards ~~~~~~~~~~ As well as the Board, you also have a hand of cards. You can play these cards at the start of any turn. You can have a maximum of six cards in your hand at one time. If you ever have more, then immediately after the event that gave you more cards, you will be asked to select cards to discard to bring the total count back under six. ======================================================================== 4. Game play ======================================================================== 4.1 Phases ~~~~~~~~~~~ Each round of the game is as follows: - Players Move - JustCharas Move And each turn is divided as follows (Magic players will have flashbacks here): - Start Phase (not listed in the manual, but there is one!) - Menu Phase - Movement Phase - Event Phase - Math Effect Phase The game lasts a fixed time of 40 turns. On turn 30, Natsu will warn you that the game is closing and the sky will change to a sunset colour. 4.2 Start Phase ~~~~~~~~~~~~~~~~ In the Start Phase, the following events will occur: - If you have no hit points, you will gain 10 hit points and all remaining phases in your turn will be skipped. - You gain 1 hit point from natural healing. - If the turn number ends in 5 or 0, Raizo will give you two cards. If this brings you above six cards, you'll have to discard cards until you're at six. Raizo will always give you *two* cards regardless of the number in your hand. - On the very first turn of the game, Natsu will light a Bonus Lesson square. The first player to get there gets +50 points. 4.3 Menu Phase ~~~~~~~~~~~~~~~ In the Menu Phase, you will be given the menu to select from. The menu is as follows: Spinner Card Status Map Options SPINNER: Takes you to the Movement Phase with the standard Spinner motion type selected. CARD: Lets you play a card from your hand. The card takes effect immediately. Some cards will send you to the Movement Phase or end your turn immediately, but most will not. STATUS: Lets you see your status. The submenu has two options: Board game status Edit character Status MAP: Lets you pan around the board. In this mode, use the A button to toggle the description window; the Y button to change the zoom level; and the X button will display your Bingo Timetable. While the Bingo Timetable is showing, press the R trigger to change the cursor from moving around the map to moving around the Timetable; the map will pan to show the square needed to collect the appropriate lesson on the Timetable. The description window shows: Area (in Orange) Name (in White) - this is the name of the square, for example, "Classroom C-2" or "Principal's Office"; they're not significant to the game and not all squares have them Effect (in Yellow) Explanation of effect (in White, at bottom) OPTIONS: Takes you to the options submenu, which offers save options and similar. 4.4 Movement ~~~~~~~~~~~~~ In the Movement phase, you will move your character. If you have played cards or similar to affect your movement they will take effect now; if you haven't, you will use the standard spinner movement. You can choose one of two spinners to spin. The first normal Spinner goes from 1 to 6. The second, the Super Spinner, goes from 5 to 10, but every time you spin it, you lose 2HP. Once your movement has been determined you can choose the square to move to. You can move in any direction and can change direction in the middle of a move, but you cannot move less than the value spun and you cannot backtrack in the middle of a move. (You CAN however move along an indirect route to use up more moves and so lead you to a square that's a short distance away.) The squares to which you can move will be highlighted in red; the cursor will stop only on these squares and on those at which a decision of direction can be made. If your move takes you past any JustCharas and those JustCharas have a friendship rating with you greater than the least, they can abort your move on their square and initiate an Event. (Your character will crash into them) This can be annoying, but it also means that if you *want* an event with a JustChara, you can try and move beyond them and count on them interrupting. JustCharas are more likely to interrupt near the end of a move than near the start, and they are more likely to interrupt the more friendly to you they are. 4.5 Event Phase ~~~~~~~~~~~~~~~ In the Event Phase, the square you moved to will take effect. First, if you moved to a square with a JustChara on it, or a JustChara aborted your move, one of several things may happen. You may get a menu offering two options: the top option has a regular conversation with them, and the second option asks them to teach you their Team Up technique. Assuming you choose the first option (or there is no other option).. - They may decide to partner you. In this case, a small version of the JustChara will start following you around. They will then help out in your Battles. This is more likely for JustCharas who are friendlier with you, but even those at the lowest level may join you. You can only have two partners at a time. If you already have two and another partner offers, you must choose one of them to drop, OR decline the offer by choosing the name of the JustChara currently offering to join you from the list of potential dropees. [Note: It seems the way to spot this is to look for the phrase "isshou ni.. motoora" in the text. This can be easily spotted even if you don't know Japanese, because it contains two easily recognised symbols: a single vertical line, and a square within another square. If you see these two near each other in the dialogue it's a good chance you're going to be partnered. :) ] - They may have a conversation with you. In this case, the conversation will play out in the bottom boxes. Usually if your friendship with them was the lowest value before you met them, then the conversation will bring your friendship level up to the second. If the friendship level is higher than that, the conversation may include an dialogue choice for you. In this case, you'll be offered three options to pick from. One of them will raise your friendship level, one will keep it the same, and one will lower it. Of course, you don't know which one will do what. This is the basic play mechanic of the old Seisyun Nikki and a whole lot of development simulators. I may try and translate some of the dialogue at some point, but you can tell the result of your choices by listening for the sound effect after the choice, and translating the entire dialogue would ruin this aspect of the game - if you know what they'll say, you also know which is the best response. - They may light a bonus lesson. In this case, the bonus lesson square will have a marker placed on it and you (and ONLY YOU) will get an extra 50 points plus an extra friendship level with that character if you visit that lesson square. If you moved to the opponent's square (voluntarily moved there - being stopped by a JustChara doesn't count), you'll have the option of battling them. This starts a battle as described in section 3.5. If you choose to battle, you will NOT get the effect of the square, but you WILL get the effect of any JustCharas on the square. Once this has occured, the square you landed on takes place. ----- Landing on a Draw Card square adds a card to your ÝDrwÝ hand. If this brings you over 6 cards you'll have to ÝCrdÝ discard to bring your hand to 6. ----- ----- Landing on a Triple Card square adds three cards to your Ý3x Ý hand. If this brings you over 6 cards you'll have to ÝCrdÝ discard to bring your hand to 6. ----- ----- Landing on an "up" square raises the statistic named ÝStrÝ on the square by a random Value and one Level, and costs ÝUp Ý you 1 HP. ----- ----- Landing on a "Spc" square gives you a new special ÝSpcÝ move. You will gain a special move for the joystick command ÝQ PÝ shown on the square: ----- Q = Quarter Circle (236) R = Reverse Quarter Circle (214) D = Dragon Motion (623) HB= Half Circle Back (63214) P = Punch K = Kick a = Aerial You will get to choose which special move to go with the command appropriate for the square. If you already have a special move with that command, it will be marked in red on the choice menu, and after choosing you'll be asked to confirm that you want to give up the previously selected one. If you want to keep it, select it again. Landing on this type of square, even if you do not change a special move, gives you +5 HP. ----- Landing on a lesson square lights the appropriate signoff ÝJapÝ on your Bingo Timetable. If it is not on the card, you still Ý 1 Ý get the Signoff and prevent the opponent getting it, but it is ----- not lit on the Timetable; it will appear underneath the Timetable on the status bar. Getting a lesson square gives you 20 points. Lessons are: Jap (Japanese), Eng (English), Sci (Science), Mth (Maths), Art (uhh.. Art), Soc (Social Studies) and ??? (Haven't translated it yet) When a Lesson's Signoff has been collected by a player, that player's player number will be written on the square. If you visit a Lesson square from which the Signoff has already been collected by the opponent, you will be given the chance to initiate a Battle to steal the Signoff. If the Lesson is a Bonus Lesson given by a JustChara, you will gain 50 points and the Bonus will go away. If it's a Bonus Lesson given by Natsu in her capacity as Referee, you will gain 50 points and Natsu will assign a new Bonus Lesson. ----- Landing on a Parameter-Down square reduces a random stat Value ÝParÝ by a random amount, and one Level. It does however give you ÝDwnÝ HP back. ----- ----- Landing on a Parameter-Trade square lets you pick two stats. ÝParÝ A random value is picked, and the first stat you choose has ÝTrdÝ that value added to it, and the second one has it subtracted ----- from it. One level is guaranteed to be transferred from one to the other. ----- The one and only Parameter-Craze square has a random effect - ÝParÝ positive or negative - on EVERY stat. (The effect is chosen ÝCrzÝ seperately for each stat). You are given a chance to confirm ----- that you want this effect when you land on the square. ----- The one and only Special-Craze square will randomize your ÝSplÝ special moves. All your special moves will be changed to ÝCrzÝ different ones in different slots, but you will always have ----- the same number as you did when you visited the square. You are given a chance to confirm that you want this effect when you land on the square. 4.6 Battle ~~~~~~~~~~ A battle can be started in one of three ways: - Move to an enemy's square and choose to fight them. (Note: You cannot start a Battle if a JustChara aborts your move on the enemy's square.) - Move to a Lesson square whose Signoff is already owned by an enemy and choose to fight them. - Play a "Battle" card. When a battle starts, you and the enemy will square up and your stat bars will appear at the top of the screen. Any temporary effects applied to your stats will be shown in a different colour: red for positive, blue for negative. Each partner who has a before-fight effect will step forward and their effect will be applied to the stat bars. Then, three slot machines will start to spin below the stat blocks. Hit the A button to slow down and stop the machines. The machines will randomly choose three statistics - different for each character - and the values of these stats will be added together. This gives your Vigor score, which appears as a bar below the slot machine - the shading on the bars indicates how the stats add together to give the result. Partners may then step forward and alter the Vigor score. Once everything has been processed, the person with the highest Vigor will win the battle. If the battle was started by landing on an opponent's Lesson square, and the person who started it won, they will automatically win the Signoff for that square. Otherwise, the winner of the battle has the choice of the following options: Impress someone Steal a signoff Steal a partner Steal cards IMPRESS SOMEONE: Pick someone you know, and your relationship with them improves. STEAL A SIGNOFF: Exactly that, pinch a signoff from the opponent and add it to your own grid. You can steal a signoff from a line the opponent has completed, but this will NOT make them lose the bonus they got for completing the line. STEAL A PARTNER: Have your opponent's partner join you. The cursor will not move here if your opponent doesn't have any partners. If you already have two partners, you'll have to choose one of yours to give up. STEAL CARDS: Choose two cards from the opponent's hand to steal. If the opponent doesn't have cards the cursor won't move here. Your partners may also increase their Friendships with you if you win a battle while they're partnering you. The loser of a battle will lose 3 hit points. As for the effects of assistants, here's what I know so far: Batsu Lat+5 Hayato Wil+10 Hinata Vigor+(Random value) Hideo Enemy Vigor-(Random Value) Hyo Hit points + 8 after fight Iincyo Vigor+(Random value) Kyoko ALL stats+(2 or 3) Kurow Enemy ALL stats-(2 or 3) Momo Enemy Lat-6 Nagare Steal 1 card in ADDITION to other reward for winning Natsu Enemy Vigor-(Random Value) Ran If you win, ALL character's Friendship + 2 Tiffany Hit points + 4 after fight Yurika Int+10 4.7 Math Effects Phase ~~~~~~~~~~~~~~~~~~~~~~~ This is a purely automated phase in which the program will deal with effects generated during the turn. Specifically: - Partners may decide to leave in this phase. How long they will stay with you before leaving is affected by your Friendship level with them. When they leave, they will return to full size and become regular JustCharas in your square. - Card effects that lasted only a finite number of turns will wear off in this phase if their time is up. - If you have a new line on your Bingo Timetable, you get your bonus now. 4.8 Cards ~~~~~~~~~~ You start the game with some cards in your hand, and you gain more through being given them by Raizo or through landing on "Draw-card" or "3x-card spaces" during the game. You can choose to play a card by choosing "Card" from the Menu. The cards I've seen so far are as follows: GO! ?: Instead of spinning the spinner to determine how far you'll move, you will move as far as is shown on the card. GO! 0 causes the effect of the square you're on to occur again. If the card says 'X', you can choose a value yourself, from 0 to 6. Playing this card takes you to the Movement Phase. BATTLE: (card shows a red explosion) This lets you immediately battle another player regardless of board location. Playing this card will end your turn after the battle. PARTNER: (card shows two pawn-like pieces) This lets you immediately get a JustChara to partner you; you do not need to land on them and their opinion of you will not matter (although if they don't like you they won't stay long). You can pick any JustChara who is in the same area a you. If the opponent is in the area with you, you can pick one of their partners to try and steal them, but in this case you'll have a 50% chance of the card being wasted without effect (a roller similar to the one used for stats will appear and 50% of the time will cancel your action. If you already have two partners, you'll have to give one up, as usual. HEART: This lets you improve your friendship with a JustChara. Play it and choose a JustChara from the menu and your friendship will improve by one level. BROKEN HEART: This lets you mess up an enemy's friendship. Play it and choose a JustChara and their friendship will worsen. You will be shown the enemy's friendship values. UP: Raises one of your statistics temporarily, usually for about 5 turns. DOWN: Lowers one of the opponent's statistics temporarily, usually for about 5 turns. HP STAR: Completely regenerates your HP bar. HP HAMMER: Knocks 5 HP off the opponent. ARROW: Lets you place a directional arrow on the square you are on at the time you play it. It's not clear what this does (redirect JustCharas, perhaps?) STOP: Lets you place a stop sign on the square you are on at the time you play it - again it's not clear what this does. WARP (area): Lets you send any player or any JustChara to a certain area of the map. The areas are shown in the board diagram at the top of this file, and their Japanese names (which are shown on the cards) are shown in the board map in the manual that came with the game. The first option asks you if you want to send a player or a JustChara - the default is a player. The second lets you choose who to send. If you picked a JustChara the default is not significant. If you picked a player, the default is yourself. ANNOY: The card shows a big frowny face. Play it and pick a JustChara. That JustChara will get into a huff and will not interact with anyone for a few turns. ANTI-ANNOY: Shows a big smiley face. Removes the Annoyance effect from a JustChara. Does nothing (and is not consumed) if nobody's annoyed. STEAL SIGNOFF: Lets you steal a signoff from the opponent. In the same way as the Partner card when used to steal, there is a spinner you must spin, and a possibility of the card being wasted. SPINNER: Playing this card lets you force either yourself or an opponent to use an alternate spinner for three turns. If this card is played on you, the alternate spinner will appear in place of both the others and you will have no choice but to spin it (although you can still move using cards). There are several alternate spinners available: "ROULETTE Ijipachi" (second and fourth symbols same, third symbol looks like / \) - has ONLY the numbers 1 and 12. "ROULETTE Noronoro" (first and third symbols same, second and fourth symbols same, first and third symbols look like figure 6's when tilted to the side, second and fourth symbols look like figure 3's) - has only the numbers 1 and 2. "ROULETTE Golden Dash" (more than four symbols) Has 9-10-10-11-11-12. ======================================================================== 5. The Aftermath ======================================================================== On turn 30, the sun will begin to set on the school. After turn 40, Natsu will announce the end of the board game, and the Tournament will begin. (You still get your cards at the start of turn 40, and each player gets one more move, but JustCharas will not move afterwards.) In the Tournament, the characters you've built will fight against each other. The CPU will control them (otherwise the Intelligence stat would be useless), and points are awarded for your placement in the Tournament. The organisation of the tournament will be as follows: - 2 player: The two characters fight each other. - 3 player: Two characters fight. The loser is 3rd. Then the remaining character fights the winner, and the winner of that fight is 1st and the loser is 2nd. - 4 player: Two pairs of characters fight. The losers then fight each other, and the winner is 3rd and the loser is 4th; then the winners fight each other and the winner is 1st and the loser is 2nd. Note that of course this is flawed and doesn't always lead to the best character winning, but that's part of the point. The prizes are as follows: +200 for coming first in the Tournament. +75 for coming second in the Tournament. +8 for coming third in the Tournament. +2 for coming last in the Tournament. If you had high friendship levels with JustCharas in the board game, those characters may join you as partners in the Tournament. If you managed to get NO SPECIAL MOVES AT ALL for your character in the main game, the game gives you some. I'm not sure what this is based on, but it seems to give you a charge punch, the Groovy Punch, a flying kick, and the Groovy Screw Super. But if you got even ONE special during the game, you don't get any more! Once the Tournament is over, the total scores of all characters in the game will be compared to find the winner of the board game. The winner gets to choose one of five bonuses: one of four super moves, or +1 to all parameters. Finally you will see the ending sequence and finally you will be asked to save your new Edit Character(s). The ending sequence will show your character leaving the school area followed by a waved goodbye from all the characters - unless you qualified for the Happy Ending. If you manage that, the character you maxed out will meet you outside the school, and you will get a special picture of them by the campfire, and some lengthy (and often romantic! - watch for those "daisuki da"s! :) ) dialogue. Also, you will be able to view the campfire picture of the character you maxed out in the Omake menu (fourth option) and play with the JustChara model (fifth option). If there are several human players in the game, only the best ending is shown. So, if nobody got the Happy Ending, the Unhappy Ending is shown once for the winner. If one person got the Happy Ending, their Ending is shown and nobody else's is. If several people got the Happy Ending, it's shown for all of them. ======================================================================== 6. Edit characters ======================================================================== The Edit Character menu from the Main Menu is used to manipulate edit characters on your memory cards. The options are as follows: Data Copy Delete Download Password Exit DATA: Takes you to the Data menu for the characters. This lets you view information about the character: CPU Editor Status Commands Password Exit CPU EDITOR: Lets you affect how the CPU will play your character. You will be shown a window with four tabs and a list of options. Each option in the list is one of your character's special moves. For each, you can change the setting of how often the move is used. STATUS: Shows the statistics and partner information for the character. You can switch back and forth between this and the command list. COMMANDS: Shows the character's command list. You can switch back and forth between this and the status screen. PASSWORD: Shows the password for the character. Entering this password from the Edit Character menu will recreate the character. EXIT: Returns to the Edit Character menu. DELETE, COPY: Fairly obvious. DOWNLOAD: Manipulates a file downloaded from the Capcom web site. Since I haven't managed to download any yet I don't know how this works. PASSWORD: Lets you enter a password to create a character. The password is a block of 64 characters including both Roman characters and Japanese Katakana. The layout of the Japanese symbols is as follows: a i u e o ka ki ku ke ko sa shi su se so (Roman characters ta chi tsu te to appear here) na ni nu ne no ha hi fu he ho ma mi mu me mo ra ri ru re ro In writing out passwords, I suggest using lower case for the Japanese symbols, and upper case for the Roman characters. Based on that, you might want to try these passwords which will create two characters I made while getting information for this guide. Neither of them are very good, but it'll serve as an example. ni-P-R-C E-he-te-L K-fu-tsu-L ka-G-a-F ki-o-J-ha mi-e-5-te G-e-he-shi to-tsu-ho-J a-A-P-ra B-a-P-A B-B-P-ra P-A-A-ra P-P-A-P ra-B-ra-ra A-P-B-P B-ra-P-B ri-P-ta-B e-so-N-L ka-ke-su-L ki-M-su-e ku-G-mo-a 9-se-ne-9 he-R-ho-u J-L-fu-5 ra-A-P-ra B-ra-P-A B-B-P-ra P-A-A-ra P-P-A-P ra-B-ra-ra A-P-B-P B-ra-P-B Also, the following password (by Ryoga Hibiki - major kudos!) will create an edit character who is a virtual clone of Sakura from the SF series: ka-K-ne-A ta-u-Q-e P-H-su-L o-su-9-T o-o-J-H 9-chi-W-9 ni-i-2-P H-L-ni-ke ra-A-P-ra B-ra-P-A B-B-P-ra P-A-A-ra P-P-A-P ra-B-ra-ra A-P-B-P B-ra-P-B ======================================================================== 7. Engine ======================================================================== 7.1 Starting parameters ~~~~~~~~~~~~~~~~~~~~~~~ The starting parameters of your character are *NOT* Random! They are determined by what you choose during the setup screens. This section discusses how your parameters are determined. By using this, you can make a character with whatever starting stats you want! Here is a table showing how starting parameters are determined: ----------------------------------------------------------------------- Ý ITEM Effect on: Ý Atk Ý Def Ý Str Ý Wil Ý Lat Ý Int Ý ----------------------------------------------------------------------- Ý ITEM CATEGORY 1: GENDER Ý ----------------------------------------------------------------------- Ý Male Ý 1 Ý 1 Ý 1 Ý 0 Ý 0 Ý 0 Ý Ý Female Ý 0 Ý 0 Ý 0 Ý 1 Ý 1 Ý 1 Ý ----------------------------------------------------------------------- Ý ITEM CATEGORY 2: SCHOOL Ý ----------------------------------------------------------------------- Ý Taiyo Ý 0 Ý 0 Ý 1 Ý 1 Ý 1 Ý 1 Ý Ý Gorin Ý 1 Ý 1 Ý 1 Ý 1 Ý 0 Ý 0 Ý Ý Pacific Ý 0 Ý 1 Ý 1 Ý 0 Ý 2 Ý 0 Ý Ý Gedo Ý 2 Ý 0 Ý 1 Ý 1 Ý 0 Ý 0 Ý Ý Justice Ý 0 Ý 1 Ý 0 Ý 1 Ý 1 Ý 1 Ý Ý Seijyun Ý 1 Ý 1 Ý 0 Ý 0 Ý 0 Ý 2 Ý ----------------------------------------------------------------------- Ý ITEM CATEGORY 3: COURSE Ý ----------------------------------------------------------------------- Ý General Ý 0 Ý 1 Ý 0 Ý 0 Ý 0 Ý 1 Ý Ý Physical Education Ý 1 Ý 0 Ý 1 Ý 0 Ý 0 Ý 0 Ý Ý Industry Ý 1 Ý 0 Ý 0 Ý 1 Ý 0 Ý 0 Ý Ý Housekeeping Ý 0 Ý 1 Ý 0 Ý 0 Ý 1 Ý 0 Ý Ý Performing Arts Ý 0 Ý 0 Ý 0 Ý 1 Ý 1 Ý 0 Ý ----------------------------------------------------------------------- Ý ITEM CATEGORY 4: FAVOURITE WORDS (ADD YOUR 3 TOGETHER) Ý ----------------------------------------------------------------------- Ý Authority Ý 1 Ý 3 Ý 1 Ý 1 Ý 0 Ý 1 Ý Ý Ruthless Ý 1 Ý 1 Ý 3 Ý 1 Ý 1 Ý 0 Ý Ý Cowardice Ý 1 Ý 1 Ý 3 Ý 1 Ý 0 Ý 1 Ý Ý Reason Ý 0 Ý 2 Ý 1 Ý 2 Ý 1 Ý 1 Ý Ý Effort Ý 2 Ý 1 Ý 1 Ý 1 Ý 0 Ý 2 Ý Ý Love Ý 0 Ý 1 Ý 1 Ý 1 Ý 3 Ý 1 Ý Ý Honesty Ý 3 Ý 1 Ý 1 Ý 1 Ý 1 Ý 0 Ý Ý Guts Ý 3 Ý 0 Ý 1 Ý 1 Ý 1 Ý 1 Ý Ý Change Ý 1 Ý 3 Ý 1 Ý 0 Ý 1 Ý 1 Ý Ý Wild Ý 1 Ý 0 Ý 1 Ý 1 Ý 1 Ý 3 Ý Ý Genius Ý 1 Ý 1 Ý 1 Ý 0 Ý 1 Ý 3 Ý Ý Opportunism Ý 1 Ý 1 Ý 2 Ý 0 Ý 1 Ý 2 Ý Ý Modesty Ý 1 Ý 1 Ý 0 Ý 3 Ý 1 Ý 1 Ý Ý Determination Ý 1 Ý 1 Ý 1 Ý 3 Ý 1 Ý 0 Ý Ý Laziness Ý 0 Ý 1 Ý 1 Ý 1 Ý 3 Ý 1 Ý Ý Friendship Ý 1 Ý 1 Ý 0 Ý 1 Ý 3 Ý 1 Ý ----------------------------------------------------------------------- [ This is a bit odd, I know.. being Loving has the same effect as being Lazy, and being Cowardly makes you stronger. ] Add that lot up and you should have your character's starting stats. For example, a Male from Taiyo on the General course who likes Authority, Ruthless, and Cowardice, gets: Male 1 1 1 0 0 0 Taiyo 0 0 1 1 1 1 General 0 1 0 0 0 1 Authority 1 3 1 1 0 1 Ruthless 1 1 3 1 1 0 Cowardice 1 1 3 1 0 1 Total 4 7 9 4 2 4 So, how to max out each stat: Atk: Gedo Male, PE Course, Likes Honesty, Guts, and Effort: gets 12 Def: Gorin Male, General Course, Likes Authority, Change, and Reason: 11 Str: Taiyo Male, PE Course, Likes Ruthless, Opportunism, and Cowardice: 11 Wil: Taiyo Female, Industry Course, Likes Modesty, Determination and Reason: 11 Lat: Pacific Female, Housekeeping Course, Likes Love, Friendship, and Laziness: 13 Int: Seisyun Female, General Course, Likes Wild, Genius and Patience: 12 7.2 Dialogue choices ~~~~~~~~~~~~~~~~~~~~ Since the order of three-choice dialogues you encounter in the board game is always the same, the following chart shows the optimal conversations for all the characters. Note that dialogue 1 is the first three-choice dialogue you have with a character; if you have other dialogue before hand that doesn't include choices, that doesn't count. Also, Dialogue 2 only appears if you gave a good answer to Dialogue 1; if you answered wrong, then the next three-choice dialogue will be dialogue 1 again. Character Dialogue# Option 1 Option 2 Option 3 Gan 1 Worst Momo 1 Worst Kyoko 1 Worst Kyosuke 1 Best Hyo 1 Best Nagare 1 Best Tiffany 1 Neutral Best Worst Tiffany 2 Best Tiffany 3 Best Yurika 1 Worst Zaki 1 Best ======================================================================== 8. Dialogues ======================================================================== Ok, these are really just to give a flavour of what's being said (I think translating the whole thing would be too major a project). Also, if you want to write to me and tell me my Japanese is awful and I'm a twit, don't. If you want to write to me and tell me my Japanese is awful and how to correct the mistake I've made, definately do! Natsu at opening of game: Sore dewa, kore kara GEEMU kaishi So, we begin the game from here. yo. Minna ganbatte ne! Try your best, everyone! RUURU no setsumei wa kiku? Hear an explanation of rules? Mazu saisho no BOONASUMASU wa koko The first "bonus math" is yo. here. Koko ni tomaru to BOONASUPOINTO Stop here and recieve bonus ga moraeru wa. Ganbatte mokushi points. Try your best and shite ne! aim at this! Jya, ganbatte ne! Ok, try hard! Initial dialogue with Roberto: ROB: Yoo, ! Yo, Sekkaku no gakuensai nanda, So this is the great festival! Isshou ni mite motooranai ka? Shall we look around together? YOU: Kama wa nai yo. I don't mind. Initial dialogue with Roy: YOU: Yoo, ROI. Yo, Roy. Himasou da na. It looks like leisure time. (?) ROY: Aa, choudo doko ni ikou ka. Ah, I wonder just where to go. Mayotteta TOKORO sa. My heart is confused. Souda, isshou ni motooranai ka? So, want to go around together? KIMI ni ESUKOOTO shitemoraeru to I'll be happy to escort you. ureshii ne. (Or maybe to be escorted BY you... blasted passive auxiliary...) YOU: Mochiron, Ii yo. Of course, that's fine. Jya, isshou ni motoorou. Ok, let's go round together. Roy leaving partnership: ROY: KIMI to sugosete tanoshikatta yo. You're exceeding my interest. ?i ga mochi ga aru kara, BOKU wa I have other things to do, so, yareisuru yo. Mata atodena. I shall disappear. See you soon. Initial dialogue with Yurika: YUR: san. , Ohima de shitara, gakuensai wo For amusement, shall we go isshou ni mite motottei around the school festival tadakemasen ka? together? YOU: Yareyare, seijyo no danko wa Heh, the holy girl's man is darashinai desu ne. loose. (?) Yurikasan ga 1 hitode irutte no ni ? mo ? kakenai nante. BACHI ga ? taruzo. YUR: Fufufu.... Seijyun jyogakuin (giggle) There are no male ni dankoseito wa imasen yo. students at Seijyun school. Jyokokou nandesu kara. Saa, ?rimashou. Yurika leaving: YUR: Arigatou gozaimashita. Thank you very much. Soredewa, watashi wa ?? ni ? rimasu. Mata, go isshou shite Let's meet up together again. kudasai. Initial meeting with Tiffany: TIF: HAAI, ! Hi, ! MII to ACHIKOCHI mite motoorimasen Will you come and walk around kaaa? with me? YOU: Nanda TIFANII, ROI ya BOOMAN What's up, Tiffany? tachi towa isshou jyanakatta no How come you aren't with Roy and ka? Bowman? Initial meeting with Ran: RAN: CHOTTO, IIDESUKAA? Hang on, how are you? YOU: Nanda, Ran ka. What is it, Ran? Nande sonna KATAKOTO no nihongo Why is your Japanese so nanda yo? stilted? Raizo giving out cards: Washi kara no PUREZENTO da! Here is a present from me! Kono KAADO wo ageyou! I give you these cards! ??ritamae? At turn 30: Nokori 10 TAAN yo! Ten turns left! RASUTOSUPAATO! Minna ganbatte ne! Everyone, do your best! At turn 40: Otsukaresama! Many thanks! BOODOGEEMU shuuryou yo! That's the end of the board game! The Unhappy Ending: Yatta wa! I did it! Watashi ga seiseki TOPPU ne! I was the top achiever! Anmari, dare tomo But, my satisfaction is hurt by nakayokunarenakatta no wa, the disappointment that I didn't zannen dake do, watashi wa make friends with anyone! manzoku shiteru wa! Kono ?? wa, jiriki de At least that means I'm a tsukan da ?? damon ne! self-made person! Demo, watashi no ?iha hajimatta bakari! ?? wo ?? shite ? remakuru wayo! Sateto, imagoro minna wa And now, everyone's round the KANPUFAIYAA ne.. campfire.. Ichinin de iku no mo ki ga But it's closed if you go on hikeru shi, watashi wa your own. So I'll leave kono mama, ? i no tabi ni now. de you. AKEEDO ban, tsuushin ?? Still, I can make myself the ? wa nihon naka ni irumon ne! best in Arcade mode! Ikou! Let's go! Matsutete, watashi no RAIBARU Tremble with fear, rivals! datsu! ======================================================================== 9. Credits ======================================================================== Thanks to the following for their contributions: Ryoga Hibiki ryoga-hibiki [at] mariah-fan [dot] com - Corrected errors in the menus. - Provided translations of the overall game title and the missing keywords. Jerry Hsu jhsu [at] cjas [dot] org - More information on the cards. - Prompted me to re-investigate the "Lose Special" square. Reynaldo Tosoc holy_knight_7 [at] yahoo [dot] com - More information on helper characters. - Default names for the player character. - Information on rewards.