This is the Moero! Justice School: Nekketsu Seisyun Nikki FAQ v0.2
By Mark Green 
Email address for submissions/comments:
  mark [at] antelope [dot] demon [dot] co [dot] uk

[I apologise this hasn't been updated as fast as it should have been.
This has to do with the fact that tearing Guilty Gear X to pieces
has been draining my gaming time.  Which is already fairly short
given a rather nasty work deadline over my head.]

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
8 - 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.

  - 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  -             Reason

      Effort              Love      -             Guts

      Sudden change       Wild      Genius        Fisher's profit (?)

      -                   -         -             Friendship
   
  (?) - This is probably some euphanism I don't know.  My best guess
        is "patience".

  - 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
100 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      DrwArtSpcIntEngParDefSocWilStr            
   AREA         Crd 2 Q PUp  2 TrdUp  1 Up Up             
                -----------------------------------------            
====================Def=======================Lat============    
                    Up                        Up                 
                -----------------------------------------            
   3F AREA      JapLatIntEngDrwSplMthSpcInt???            
                 1 Up Up  4 CrdCrz 2 Q KUp  1             
                -----------------------------------------            
====================Par=======================Drw============   
                    Dwn                       Crd                
                -----------------------------------------            
   2F AREA      StrParMthAtkSPCWilSocIntDefArt            
                Up Trd 3 Up aQPUp  2 Up Up  3             
                -----------------------------------------            
====================Wil=======================Par============    
        =  1F AREA  Up                        Trd          
--------=========---------------------------------------========= 
ParSpc=DefLat=SciDefAtkJapIntPar3x 3x IntPE =LatSpc
CrzD P=Up Up =3  Up Up  4 Up DwnCrdCrdUp 3  =Up B K
--------=-------=========================================--------
Lat   =Str       Int                       Atk       Wil=
Up    =Up        Up                        Up        Up =
-----   =-------------------------------------------------------=
Def   =IntAtkParWilStrSpcLatDrwLatWilIntDefSpcSci=
Up    =Up Up DwnUp Up Q PUp CrdUp Up Up Up aQP 4 =
-----   =-------------------------------------------------------=
Par   =???       Drw       Def           Par       Drw=
Dwn   = 2        Crd       Up            Trd       Crd=
-----   =----NORTH  -----       -----           -----       ----=
Atk   =LatGROUNDSSoc       Wil           Eng       Atk=
Up    =Up AREA    3        Up             1        Up =
-----   =----       -----    \  -----  /        -----       ----= 
Int   =Def       Drw     \ Atk /         Par       Par=
Up    =Up        Crd      \Up /          Trd       Trd=
-----   =-------------------------------------------------------=
Str   =WilAtkSpcLatStrIntParStrDefAtkWilLatSpcStr=
Up    =Up Up aBKUp Up Up TrdUp Up Up Up Up B PUp =
--------=========================================================
WilPar=Lat                  /Wil\                      Jap=
Up Trd=Up                  / Up  \                      3 =
--------=----                /  -----  \                    ----=
OFFICE? =Def                   Lat         SOUTH         Def=
AREA    =Up                    Up          GROUNDS       Up =
        =------------           -----         AREA          ----=
        =MthWilDrw           Sci                       Spc=
        = 1 Up Crd            2                        aQK=
        =------------           -----           ----------------=
        =Int   Drw           Str           SocParStrAtk=
        =Up    Crd           Up             4 TrdUp Up =
=============   -----           -----           ----------------=
SpcDefStr=   Int           Spc           Drw       Par=
aQPUp Up =   Up            D K           Crd       Dwn=
------------=   -----           -----           -----   =============
PE    Spc=   Drw           Int           Lat   =WilSciStr=
 4 G  D P=   Crd           Up            Up    =Up  1 Up =
-----Y  ----=   -----           -----           -----   =-----------=
ParM APar=   Art           Atk           Str   =EngP  Mth=
Dwn  RTrd=    1            Up            Up    = 3 O A 4 =
-----  E----=----------------------------------------   =----O R----=
Spc  ASpc=LatDefAtkSpcStrParWilAtkSpcPE    =ParL ESpc=
Q P   R P=Up Up Up aRPUp TrdUp Up HBP 1    =Trd  AQ K=
------------=============================================-----------=
Spc???Atk=                                           =JapParPE =
Q K 3 Up =                                           = 2 Dwn 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.  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'll get a menu offering two options: the top option
talk, second is get teamup.

- 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.

- 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 if you visit that lesson square.

  If you moved to the opponent's square, you'll have the option of
battling them.  This starts a battle as described in section 3.5.

  Once this has occured, the square you landed on takes place.

-----     Landing on a Draw Card square adds a card to your 
Drw     hand.  If this brings you over 6 cards you'll have to 
Crd     discard to bring your hand to 6.
-----

-----     Landing on a Triple Card square adds three cards to your 
3x      hand.  If this brings you over 6 cards you'll have to 
Crd     discard to bring your hand to 6.
-----

-----     Landing on an "up" square raises the statistic named
Str     on the square by a random Value and one Level, and costs 
Up      you 1 HP.
-----

-----     Landing on a "Spc" square gives you a new special 
Spc     move.  You will gain a special move for the joystick command 
Q P     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 moves, gives you
 +5 HP.
      
-----     Landing on a lesson square lights the appropriate signoff 
Jap     on your Bingo Timetable.  If it is not on the card, you still 
 1      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 
Par     by a random amount, and one Level.  It does however give you 
Dwn     HP back.
-----

-----     Landing on a Parameter-Trade square lets you pick two stats.
Par     A random value is picked, and the first stat you choose has 
Trd     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 - 
Par     positive or negative - on EVERY stat.  (The effect is chosen 
Crz     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 
Spl     special moves.  All your special moves will be changed to 
Crz     different ones in different slots, but you will always have 
-----     the same numbe 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.
    - 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:

  Steal a friend
  Steal a signoff
  Steal a partner
  Steal cards

STEAL A FRIEND:  Pick someone the enemy knows, and your relationship
with them improves.

STEAL A SIGNOFF:  Exactly that, pinch a signoff from the opponent and
add it to your own grid.

STEAL A PARTNER:  Have your opponent's partner join you.  The cursor
will not move here if your opponent doesn't have any partners.

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 some number of 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)
Hyo             Hit points + 8 after fight
Momo            Enemy Lat-6
Natsu           Enemy Vigor-(Random Value)

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
to spin another spinner and there's a chance of the card being
wasted without effect.

  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.

  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:  Removes the Annoyance effect from a JustChara.  Does
nothing 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 a few 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.  There
are two alternate spinners available.  One has only numbers from
1-3, and the other has only numbers from 10-12.  Both can be useful
in some circumstances and a major hindrance in others.

========================================================================
5.  The Aftermath
========================================================================

On turn 30, the sun will begin to set on the school.  On turn 40,
Natsu will announce the end of the board game, and the Tournament will
begin.

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:

         +200 for coming first in the Tournament.
         +75 for coming second in the Tournament.

Once the Tournament is over, you will see the ending sequence and
finally you will be asked to save your new Edit Character.  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..

========================================================================
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.
  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

========================================================================
7. Engine
========================================================================

7.1 Starting parameters
~~~~~~~~~~~~~~~~~~~~~~~

  NOTE: THIS IS DERIVED BUT MOSTLY UNTESTED!! PLEASE SEND FEEDBACK!!

  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:

-----------------------------------------------------------------------
 ITEM               Effect on:    Atk  Def  Str  Wil  Lat  Int  
-----------------------------------------------------------------------
                       ITEM CATEGORY 1:  GENDER                      
-----------------------------------------------------------------------
 Male                              1    1    1    0    0    0  
 Female                            0    0    0    1    1    1  
-----------------------------------------------------------------------
                       ITEM CATEGORY 2:  SCHOOL                      
-----------------------------------------------------------------------
 Taiyo                             0    0    1    1    1    1  
 Gorin                             1    1    1    1    0    0  
 Pacific                           0    1    1    0    2    0  
 Gedo                              2    0    1    1    0    0  
 Justice                           0    1    0    1    1    1  
 Seisyun                           1    1    0    0    0    2  
-----------------------------------------------------------------------
                       ITEM CATEGORY 3:  COURSE                      
-----------------------------------------------------------------------
 General                           0    1    0    0    0    1  
 Physical Education                1    0    1    0    0    0  
 Industry                          1    0    0    1    0    0  
 Housekeeping                      0    1    0    0    1    0  
 Performing Arts                   0    0    0    1    1    0  
-----------------------------------------------------------------------
     ITEM CATEGORY 4:  FAVOURITE WORDS (ADD YOUR 3 TOGETHER)         
-----------------------------------------------------------------------
 Authority                         1    3    1    1    0    1  
 Ruthless                          1    1    3    1    1    0  
 Untranslated word 3               1    1    3    1    0    1  
 Reason                            0    2    1    2    1    1  
 Effort                            2    1    1    1    0    2  
 Love                              0    1    1    1    3    1  
 Untranslated word 7               3    1    1    1    1    0  
 Guts                              3    0    1    1    1    1  
 Change                            1    3    1    0    1    1  
 Wild                              1    0    1    1    1    3  
 Genius                            1    1    1    0    1    3  
 Patience                          1    1    2    0    1    2  
 Untranslated word 13              1    1    0    3    1    1  
 Untranslated word 14              1    1    1    3    1    0  
 Untranslated word 15              0    1    1    1    3    1  
 Friendship                        1    1    0    1    3    1  
-----------------------------------------------------------------------

  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 <3>, 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
      <3>       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 <7>, Guts, and Effort: gets 12
Def:  Gorin Male, General Course, Likes Authority, Change, and Reason: 11
Str:  Taiyo Male, PE Course, Likes Ruthless, Patience, and <3>: 11
Wil:  Taiyo Female, Industry Course, Likes <13>, <14> and Reason: 11
Lat:  Pacific Female, Housekeeping Course, Likes Love, Friendship, and <15>:
          13
Int:  Seisyun Female, General Course, Likes Wild, Genius and Patience:
         12

========================================================================
8. Credits
========================================================================

Thanks to the following for their contributions:

Ryoga Hibiki                    ryoga [at] freewebaccess [dot] co [dot] uk
  - Corrected errors in the menus.

Jerry Hsu                       jhsu [at] cjas [dot] org
  - More information on the cards.
  - Prompted me to re-investigate the "Lose Special" square.

