Nekketsu Nikki (Board Game) FAQ by MGreen

Version: 0.4 | Updated: 01/28/01 | Printable Version

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  

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**************************** 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

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

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

  - Choose which school your character goes to:


    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
  - 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



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

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

  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      İDrwİArtİSpcİIntİEngİParİDefİSocİWilİStrİ            
   AREA         İCrdİ 2 İQ PİUp İ 2 İTrdİUp İ 1 İUp İUp İ            
                    İUp İ                       İUp İ                
   3F AREA      İJapİLatİIntİEngİDrwİSplİMthİSpcİIntİ???İ            
                İ 1 İUp İUp İ 4 İCrdİCrzİ 2 İQ KİUp İ 1 İ            
                    İDwnİ                       İCrdİ                
   2F AREA      İStrİParİMthİAtkİSPCİWilİSocİIntİDefİArtİ            
                İUp İTrdİ 3 İUp İaQPİUp İ 2 İUp İUp İ 3 İ            
        =  1F AREA  İUp İ                       İTrdİ          
İParİSpc=DefİLat=SciİDefİAtkİJapİIntİParİ3x İ3x İIntİPE =LatİSpcİ
İCrzİD P=Up İUp =3  İUp İUp İ 4 İUp İDwnİCrdİCrdİUp İ3  =Up İB Kİ
İLatİ   =Strİ       İIntİ                       İAtkİ       İWil=
İUp İ   =Up İ       İUp İ                       İUp İ       İUp =
-----   =-------------------------------------------------------=
İDefİ   =IntİAtkİParİWilİStrİSpcİLatİDrwİLatİWilİIntİDefİSpcİSci=
İUp İ   =Up İUp İDwnİUp İUp İQ PİUp İCrdİUp İUp İUp İUp İaQPİ 4 =
-----   =-------------------------------------------------------=
İParİ   =???İ       İDrwİ       İDefİ           İParİ       İDrw=
İDwnİ   = 2 İ       İCrdİ       İUp İ           İTrdİ       İCrd=
-----   =----NORTH  -----       -----           -----       ----=
İAtkİ   =LatİGROUNDSİSocİ       İWilİ           İEngİ       İAtk=
İUp İ   =Up İAREA   İ 3 İ       İUp İ           İ 1 İ       İUp =
-----   =----       -----    \  -----  /        -----       ----= 
İIntİ   =Defİ       İDrwİ     \ İAtkİ /         İParİ       İPar=
İUp İ   =Up İ       İCrdİ      \İUp İ/          İTrdİ       İTrd=
-----   =-------------------------------------------------------=
İStrİ   =WilİAtkİSpcİLatİStrİIntİParİStrİDefİAtkİWilİLatİSpcİStr=
İUp İ   =Up İUp İaBKİUp İUp İUp İTrdİUp İUp İUp İUp İUp İB PİUp =
İWilİPar=Latİ                  /İWilİ\                      İJap=
İUp İTrd=Up İ                 / İUp İ \                     İ 3 =
--------=----                /  -----  \                    ----=
OFFICE? =Defİ                   İLatİ         SOUTH         İDef=
AREA    =Up İ                   İUp İ         GROUNDS       İUp =
        =------------           -----         AREA          ----=
        =MthİWilİDrwİ           İSciİ                       İSpc=
        = 1 İUp İCrdİ           İ 2 İ                       İaQK=
        =------------           -----           ----------------=
        =Intİ   İDrwİ           İStrİ           İSocİParİStrİAtk=
        =Up İ   İCrdİ           İUp İ           İ 4 İTrdİUp İUp =
=============   -----           -----           ----------------=
İSpcİDefİStr=   İIntİ           İSpcİ           İDrwİ       İPar=
İaQPİUp İUp =   İUp İ           İD Kİ           İCrdİ       İDwn=
------------=   -----           -----           -----   =============
İPE İ   İSpc=   İDrwİ           İIntİ           İLatİ   =WilİSciİStr=
İ 4 İG  İD P=   İCrdİ           İUp İ           İUp İ   =Up İ 1 İUp =
-----Y  ----=   -----           -----           -----   =-----------=
İParİM AİPar=   İArtİ           İAtkİ           İStrİ   =EngİP  İMth=
İDwnİ  RİTrd=   İ 1 İ           İUp İ           İUp İ   = 3 İO Aİ 4 =
-----  E----=----------------------------------------   =----O R----=
İSpcİ  AİSpc=LatİDefİAtkİSpcİStrİParİWilİAtkİSpcİPE İ   =ParİL EİSpc=
İSpcİ???İAtk=                                           =JapİParİPE =
İQ Kİ 3 İUp =                                           = 2 İDwnİ 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
  - 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

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:  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
- 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 
İDrwİ     hand.  If this brings you over 6 cards you'll have to 
İCrdİ     discard to bring your hand to 6.

-----     Landing on a Triple Card square adds three cards to your 
İ3x İ     hand.  If this brings you over 6 cards you'll have to 
İCrdİ     discard to bring your hand to 6.

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

-----     Landing on a "Spc" square gives you a new special 
İSpcİ     move.  You will gain a special move for the joystick command 
İQ Pİ     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 
İJapİ     on your Bingo Timetable.  If it is not on the card, you still 
İ 1 İ     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 
İParİ     by a random amount, and one Level.  It does however give you 
İDwnİ     HP back.

-----     Landing on a Parameter-Trade square lets you pick two stats.
İParİ     A random value is picked, and the first stat you choose has 
İTrdİ     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 - 
İParİ     positive or negative - on EVERY stat.  (The effect is chosen 
İCrzİ     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 
İSplİ     special moves.  All your special moves will be changed to 
İCrzİ     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

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

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:  Takes you to the Data menu for the characters.  This lets you
view information about the character:

  CPU Editor

  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
  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:

İ ITEM               Effect on:   İ Atk İ Def İ Str İ Wil İ Lat İ Int İ 
İ                       ITEM CATEGORY 1:  GENDER                      İ
İ Male                            İ  1  İ  1  İ  1  İ  0  İ  0  İ  0  İ
İ Female                          İ  0  İ  0  İ  0  İ  1  İ  1  İ  1  İ
İ                       ITEM CATEGORY 2:  SCHOOL                      İ
İ Taiyo                           İ  0  İ  0  İ  1  İ  1  İ  1  İ  1  İ
İ Gorin                           İ  1  İ  1  İ  1  İ  1  İ  0  İ  0  İ
İ Pacific                         İ  0  İ  1  İ  1  İ  0  İ  2  İ  0  İ
İ Gedo                            İ  2  İ  0  İ  1  İ  1  İ  0  İ  0  İ
İ Justice                         İ  0  İ  1  İ  0  İ  1  İ  1  İ  1  İ
İ Seijyun                         İ  1  İ  1  İ  0  İ  0  İ  0  İ  2  İ
İ                       ITEM CATEGORY 3:  COURSE                      İ
İ General                         İ  0  İ  1  İ  0  İ  0  İ  0  İ  1  İ
İ Physical Education              İ  1  İ  0  İ  1  İ  0  İ  0  İ  0  İ
İ Industry                        İ  1  İ  0  İ  0  İ  1  İ  0  İ  0  İ
İ Housekeeping                    İ  0  İ  1  İ  0  İ  0  İ  1  İ  0  İ
İ Performing Arts                 İ  0  İ  0  İ  0  İ  1  İ  1  İ  0  İ
İ Authority                       İ  1  İ  3  İ  1  İ  1  İ  0  İ  1  İ
İ Ruthless                        İ  1  İ  1  İ  3  İ  1  İ  1  İ  0  İ
İ Cowardice                       İ  1  İ  1  İ  3  İ  1  İ  0  İ  1  İ
İ Reason                          İ  0  İ  2  İ  1  İ  2  İ  1  İ  1  İ
İ Effort                          İ  2  İ  1  İ  1  İ  1  İ  0  İ  2  İ
İ Love                            İ  0  İ  1  İ  1  İ  1  İ  3  İ  1  İ
İ Honesty                         İ  3  İ  1  İ  1  İ  1  İ  1  İ  0  İ
İ Guts                            İ  3  İ  0  İ  1  İ  1  İ  1  İ  1  İ
İ Change                          İ  1  İ  3  İ  1  İ  0  İ  1  İ  1  İ
İ Wild                            İ  1  İ  0  İ  1  İ  1  İ  1  İ  3  İ
İ Genius                          İ  1  İ  1  İ  1  İ  0  İ  1  İ  3  İ
İ Opportunism                     İ  1  İ  1  İ  2  İ  0  İ  1  İ  2  İ
İ Modesty                         İ  1  İ  1  İ  0  İ  3  İ  1  İ  1  İ
İ Determination                   İ  1  İ  1  İ  1  İ  3  İ  1  İ  0  İ
İ Laziness                        İ  0  İ  1  İ  1  İ  1  İ  3  İ  1  İ
İ Friendship                      İ  1  İ  1  İ  0  İ  1  İ  3  İ  1  İ
[ 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:

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

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?
    <Yes/no menu>
 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:

 Yoo, <YOUR NAME>!                   Yo, <NAME>
 Sekkaku no gakuensai nanda,         So this is the great festival!
 Isshou ni mite motooranai ka?       Shall we look around together?
 Kama wa nai yo.                     I don't mind.

Initial dialogue with Roy:

 Yoo, ROI.                           Yo, Roy.
 Himasou da na.                      It looks like leisure time. (?)
 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...)
 Mochiron, Ii yo.                    Of course, that's fine.
 Jya, isshou ni motoorou.            Ok, let's go round together.

Roy leaving partnership:

 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:

 <YOUR NAME>san.                     <YOUR NAME>,
 Ohima de shitara, gakuensai wo      For amusement, shall we go 
 isshou ni mite motottei             around the school festival 
 tadakemasen ka?                     together?
 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.
 Fufufu....  Seijyun jyogakuin       (giggle) There are no male 
 ni dankoseito wa imasen yo.         students at Seijyun school.
 Jyokokou nandesu kara.  Saa,

Yurika leaving:

 Arigatou gozaimashita.              Thank you very much.
 Soredewa, watashi wa ?? ni ?
 rimasu.  Mata, go isshou shite      Let's meet up together again.

Initial meeting with Tiffany:
 HAAI, <your name>!                  Hi, <NAME>!
 MII to ACHIKOCHI mite motoorimasen  Will you come and walk around 
 kaaa?                               with me?
 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:
 CHOTTO, IIDESUKAA?                  Hang on, how are 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!

At turn 30:

  Nokori 10 TAAN yo!                 Ten turns left!
  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!

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

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.