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Carl Rogers | |
Born | Oak Park, Illinois, U.S. | January 8, 1902
Died | February 4, 1987 San Diego, California, U.S. | (aged 85)
Nationality | American |
Fields | Psychology |
Institutions | Ohio State University University of Chicago University of Wisconsin–Madison Western Behavioral Sciences Institute Center for Studies of the Person |
Alma mater | University of Wisconsin–Madison Teachers College, Columbia University |
Known for | The Person-centered approach (e.g., Client-centered therapy, Student-centered learning, Rogerian argument) |
Influences | Otto Rank, Kurt Goldstein, Friedrich Nietzsche, Alfred Adler |
Notable awards | Award for Distinguished Scientific Contributions to Psychology (1956, APA); Award for Distinguished Contributions to Applied Psychology as a Professional Practice (1972, APA); 1964 Humanist of the Year (American Humanist Association) |
Carl Rogers | |
Born | Oak Park, Illinois, U.S. | January 8, 1902
Died | February 4, 1987 San Diego, California, U.S. | (aged 85)
Nationality | American |
Fields | Psychology |
Institutions | Ohio State University University of Chicago University of Wisconsin–Madison Western Behavioral Sciences Institute Center for Studies of the Person |
Alma mater | University of Wisconsin–Madison Teachers College, Columbia University |
Known for | The Person-centered approach (e.g., Client-centered therapy, Student-centered learning, Rogerian argument) |
Influences | Otto Rank, Kurt Goldstein, Friedrich Nietzsche, Alfred Adler |
Notable awards | Award for Distinguished Scientific Contributions to Psychology (1956, APA); Award for Distinguished Contributions to Applied Psychology as a Professional Practice (1972, APA); 1964 Humanist of the Year (American Humanist Association) |
Carl Ransom Rogers (January 8, 1902 – February 4, 1987) was an influential American psychologist and among the founders of the humanistic approach (or client-centered approach) to psychology. Rogers is widely considered to be one of the founding fathers of psychotherapy research and was honored for his pioneering research with the Award for Distinguished Scientific Contributions by the American Psychological Association (APA) in 1956.
The person-centered approach, his own unique approach to understanding personality and human relationships, found wide application in various domains such as psychotherapy and counseling (client-centered therapy), education (student-centered learning), organizations, and other group settings. For his professional work he was bestowed the Award for Distinguished Professional Contributions to Psychology by the APA in 1972. In a study by Haggbloom et al. (2002) using six criteria such as citations and recognition, Rogers was found to be the sixth most eminent psychologist of the 20th century and second, among clinicians, only to Sigmund Freud.[1]
Rogers was born on January 8, 1902, in Oak Park, Illinois, a suburb of Chicago. His father, Walter A. Rogers, was a civil engineer and his mother, Julia M. Cushing,[2][3] was a homemaker and devout Pentecostal Christian. Carl was the fourth of their six children.[4]
Rogers was intelligent and could read well before kindergarten. Following an education in a strict religious and ethical environment as an altar boy at the vicarage of Jimpley, he became a rather isolated, independent and disciplined person, and acquired a knowledge and an appreciation for the scientific method in a practical world. His first career choice was agriculture, at the University of Wisconsin–Madison, where he was a part of the fraternity of Alpha Kappa Lambda, followed by history and then religion. At age 20, following his 1922 trip to Peking, China, for an international Christian conference, he started to doubt his religious convictions. To help him clarify his career choice, he attended a seminar entitled Why am I entering the Ministry?, after which he decided to change his career. In 1924, he graduated from University of Wisconsin and enrolled at Union Theological Seminary.
After two years he left the seminary to attend Teachers College, Columbia University, obtaining an MA in 1928 and a PhD in 1931. While completing his doctoral work, he engaged in child study. In 1930, Rogers served as director of the Society for the Prevention of Cruelty to Children in Rochester, New York. From 1935 to 1940 he lectured at the University of Rochester and wrote The Clinical Treatment of the Problem Child (1939), based on his experience in working with troubled children. He was strongly influenced in constructing his client-centered approach by the post-Freudian psychotherapeutic practice of Otto Rank.[5] In 1940 Rogers became professor of clinical psychology at Ohio State University, where he wrote his second book, Counseling and Psychotherapy (1942). In it, Rogers suggested that the client, by establishing a relationship with an understanding, accepting therapist, can resolve difficulties and gain the insight necessary to restructure their life.
In 1945, he was invited to set up a counseling center at the University of Chicago. In 1947 he was elected President of the American Psychological Association.[6] While a professor of psychology at the University of Chicago (1945–57), Rogers helped to establish a counseling center connected with the university and there conducted studies to determine the effectiveness of his methods. His findings and theories appeared in Client-Centered Therapy (1951) and Psychotherapy and Personality Change (1954). One of his graduate students at the University of Chicago, Thomas Gordon, established the Parent Effectiveness Training (P.E.T.) movement. In 1956, Rogers became the first President of the American Academy of Psychotherapists.[7] He taught psychology at the University of Wisconsin, Madison (1957–63), during which time he wrote one of his best-known books, On Becoming a Person (1961). Carl Rogers and Abraham Maslow (1908–70) pioneered a movement called humanistic psychology which reached its peak in the 1960s. In 1961, he was elected a Fellow of the American Academy of Arts and Sciences.[8] Carl Rogers was also one of the people who questioned the rise of McCarthyism in 1950s. Through articles, he criticized society of its backward-looking affinities.[9]
Rogers continued teaching at University of Wisconsin until 1963, when he became a resident at the new Western Behavioral Sciences Institute (WBSI) in La Jolla. Rogers left the WBSI to help found the Center for Studies of the Person in 1968. His later books include Carl Rogers on Personal Power (1977) and Freedom to Learn for the 80's (1983). He remained a resident of La Jolla for the rest of his life, doing therapy, giving speeches and writing until his sudden death in 1987. In 1987, Rogers suffered a fall that resulted in a fractured pelvis: he had life alert and was able to contact paramedics. He had a successful operation, but his pancreas failed the next night and he died a few days later.
Rogers' last years were devoted to applying his theories in situations of political oppression and national social conflict, traveling worldwide to do so. In Belfast, Northern Ireland, he brought together influential Protestants and Catholics; in South Africa, blacks and whites; in Brazil people emerging from dictatorship to democracy in the United States, consumers and providers in the health field. His last trip, at age 85, was to the Soviet Union, where he lectured and facilitated intensive experiential workshops fostering communication and creativity. He was astonished at the numbers of Russians who knew of his work.
Together with his daughter, Natalie Rogers, and psychologists Maria Bowen, Maureen O'Hara,and John K. Wood, between 1974 and 1984, Rogers convened a series of residential programs in the US, Europe, Brazil and Japan, the Person-Centered Approach Workshops, which focused on cross-cultural communications, personal growth, self-empowerment, and learning for social change.
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Rogers' theory of the self is considered to be humanistic, existential, and phenomenological.[10] His theory is based directly on the "phenomenal field" personality theory of Combs and Snygg (1949).[11] Rogers' elaboration of his own theory is extensive. He wrote 16 books and many more journal articles describing it. Prochaska and Norcross (2003) states Rogers "consistently stood for an empirical evaluation of psychotherapy. He and his followers have demonstrated a humanistic approach to conducting therapy and a scientific approach to evaluating therapy need not be incompatible."
His theory (as of 1951) was based on 19 propositions:[12]
Additionally, Rogers is known for practicing "unconditional positive regard," which is defined as accepting a person "without negative judgment of .... [a person's] basic worth."[13]
With regard to development, Rogers described principles rather than stages. The main issue is the development of a self-concept and the progress from an undifferentiated self to being fully differentiated.
Self Concept ... the organized consistent conceptual gestalt composed of perceptions of the characteristics of 'I' or 'me' and the perceptions of the relationships of the 'I' or 'me' to others and to various aspects of life, together with the values attached to these perceptions. It is a gestalt which is available to awareness though not necessarily in awareness. It is a fluid and changing gestalt, a process, but at any given moment it is a specific entity. (Rogers, 1959)[14]
In the development of the self-concept, he saw conditional and unconditional positive regard as key. Those raised in an environment of unconditional positive regard have the opportunity to fully actualize themselves. Those raised in an environment of conditional positive regard feel worthy only if they match conditions (what Rogers describes as conditions of worth) that have been laid down for them by others.
Optimal development, as referred to in proposition 14, results in a certain process rather than static state. He describes this as the good life, where the organism continually aims to fulfill its full potential. He listed the characteristics of a fully functioning person (Rogers 1961):[15]
This process of the good life is not, I am convinced, a life for the faint-hearted. It involves the stretching and growing of becoming more and more of one's potentialities. It involves the courage to be. It means launching oneself fully into the stream of life. (Rogers 1961)[15]
Rogers identified the "real self" as the aspect of one's being that is founded in the actualizing tendency, follows organismic valuing, needs and receives positive regard and self-regard. It is the "you" that, if all goes well, you will become. On the other hand, to the extent that our society is out of sync with the actualizing tendency, and we are forced to live with conditions of worth that are out of step with organismic valuing, and receive only conditional positive regard and self-regard, we develop instead an "ideal self". By ideal, Rogers is suggesting something not real, something that is always out of our reach, the standard we cannot meet. This gap between the real self and the ideal self, the "I am" and the "I should" is called incongruity.
Rogers described the concepts of congruence and incongruence as important ideas in his theory. In proposition #6, he refers to the actualizing tendency. At the same time, he recognized the need for positive regard. In a fully congruent person realizing their potential is not at the expense of experiencing positive regard. They are able to lead lives that are authentic and genuine. Incongruent individuals, in their pursuit of positive regard, lead lives that include falseness and do not realize their potential. Conditions put on them by those around them make it necessary for them to forego their genuine, authentic lives to meet with the approval of others. They live lives that are not true to themselves, to who they are on the inside out.
Rogers suggested that the incongruent individual, who is always on the defensive and cannot be open to all experiences, is not functioning ideally and may even be malfunctioning. They work hard at maintaining/protecting their self-concept. Because their lives are not authentic this is a difficult task and they are under constant threat. They deploy defense mechanisms to achieve this. He describes two mechanisms: distortion and denial. Distortion occurs when the individual perceives a threat to their self-concept. They distort the perception until it fits their self-concept.
This defensive behavior reduces the consciousness of the threat but not the threat itself. And so, as the threats mount, the work of protecting the self-concept becomes more difficult and the individual becomes more defensive and rigid in their self structure. If the incongruence is immoderate this process may lead the individual to a state that would typically be described as neurotic. Their functioning becomes precarious and psychologically vulnerable. If the situation worsens it is possible that the defenses cease to function altogether and the individual becomes aware of the incongruence of their situation. Their personality becomes disorganised and bizarre; irrational behavior, associated with earlier denied aspects of self, may erupt uncontrollably.
Rogers originally developed his theory to be the foundation for a system of therapy. He initially called this "non-directive therapy" but later replaced the term "non-directive" with the term "client-centered" and then later used the term "person-centered". Even before the publication of Client-Centered Therapy in 1951, Rogers believed that the principles he was describing could be applied in a variety of contexts and not just in the therapy situation. As a result he started to use the term person-centered approach later in his life to describe his overall theory. Person-centered therapy is the application of the person-centered approach to the therapy situation. Other applications include a theory of personality, interpersonal relations, education, nursing, cross-cultural relations and other "helping" professions and situations.
The first empirical evidence of the effectiveness of the client-centered approach was published in 1941 at the Ohio State University by Elias Porter, using the recordings of therapeutic sessions between Carl Rogers and his clients.[16] Porter used Rogers' transcripts to devise a system to measure the degree of directiveness or non-directiveness a counselor employed.[17] The attitude and orientation of the counselor were demonstrated to be instrumental in the decisions made by the client.[18][19]
The application to education has a large robust research tradition similar to that of therapy with studies having begun in the late 1930s and continuing today (Cornelius-White, 2007). Rogers described the approach to education in Client-Centered Therapy and wrote Freedom to Learn devoted exclusively to the subject in 1969. Freedom to Learn was revised two times. The new Learner-Centered Model is similar in many regards to this classical person-centered approach to education. Rogers and Harold Lyon began a book prior to Rogers death, entitled On Becoming an Effective Teacher -- Person-centered Teaching, Psychology, Philosophy, and Dialogues with Carl R. Rogers and Harold Lyon, which was completed by Lyon and Reinhard Tausch and published in 2013 containing Rogers last unpublished writings on person-centered teaching.[20] Rogers had the following five hypotheses regarding learner-centered education:
In 1970, Richard Young, Alton L. Becker, and Kenneth Pike published Rhetoric: Discovery and Change, a widely influential college writing textbook that used a Rogerian approach to communication to revise the traditional Aristotelian framework for rhetoric. The Rogerian method of argument involves each side restating the other's position to the satisfaction of the other. In a paper, it can be expressed by carefully acknowledging and understanding the opposition, rather than dismissing them.[21]
The application to cross-cultural relations has involved workshops in highly stressful situations and global locations including conflicts and challenges in South Africa, Central America, and Ireland. Along with Alberto Zucconi and Charles Devonshire, he co-founded the Istituto dell' Approccio Centrato sulla Persona (Person-Centered Approach Institute) in Rome, Italy.
His international work for peace culminated in the Rust Peace Workshop which took place in November 1985 in Rust, Austria. Leaders from 17 nations convened to discuss the topic "The Central America Challenge". The meeting was notable for several reasons: it brought national figures together as people (not as their positions), it was a private event, and was an overwhelming positive experience where members heard one another and established real personal ties, as opposed to stiffly formal and regulated diplomatic meetings.[22]
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Preceded by Henry E. Garrett | 55th President of the American Psychological Association 1947–48 | Succeeded by Donald G. Marquis |


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Project Justice: Nekketsu Nikki (Board Game) FAQ by MGreen
Version: 0.4 | Updated: 2001-01-28 | Original File
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 �Drw�Art�Spc�Int�Eng�Par�Def�Soc�Wil�Str� AREA �Crd� 2 �Q P�Up � 2 �Trd�Up � 1 �Up �Up � ----------------------------------------- ====================�Def�=======================�Lat�============ �Up � �Up � ----------------------------------------- 3F AREA �Jap�Lat�Int�Eng�Drw�Spl�Mth�Spc�Int�???� � 1 �Up �Up � 4 �Crd�Crz� 2 �Q K�Up � 1 � ----------------------------------------- ====================�Par�=======================�Drw�============ �Dwn� �Crd� ----------------------------------------- 2F AREA �Str�Par�Mth�Atk�SPC�Wil�Soc�Int�Def�Art� �Up �Trd� 3 �Up �aQP�Up � 2 �Up �Up � 3 � ----------------------------------------- ====================�Wil�=======================�Par�============ = 1F AREA �Up � �Trd� --------=========---------------------------------------========= �Par�Spc=Def�Lat=Sci�Def�Atk�Jap�Int�Par�3x �3x �Int�PE =Lat�Spc� �Crz�D P=Up �Up =3 �Up �Up � 4 �Up �Dwn�Crd�Crd�Up �3 =Up �B K� --------=-------=========================================-------- �Lat� =Str� �Int� �Atk� �Wil= �Up � =Up � �Up � �Up � �Up = ----- =-------------------------------------------------------= �Def� =Int�Atk�Par�Wil�Str�Spc�Lat�Drw�Lat�Wil�Int�Def�Spc�Sci= �Up � =Up �Up �Dwn�Up �Up �Q P�Up �Crd�Up �Up �Up �Up �aQP� 4 = ----- =-------------------------------------------------------= �Par� =???� �Drw� �Def� �Par� �Drw= �Dwn� = 2 � �Crd� �Up � �Trd� �Crd= ----- =----NORTH ----- ----- ----- ----= �Atk� =Lat�GROUNDS�Soc� �Wil� �Eng� �Atk= �Up � =Up �AREA � 3 � �Up � � 1 � �Up = ----- =---- ----- \ ----- / ----- ----= �Int� =Def� �Drw� \ �Atk� / �Par� �Par= �Up � =Up � �Crd� \�Up �/ �Trd� �Trd= ----- =-------------------------------------------------------= �Str� =Wil�Atk�Spc�Lat�Str�Int�Par�Str�Def�Atk�Wil�Lat�Spc�Str= �Up � =Up �Up �aBK�Up �Up �Up �Trd�Up �Up �Up �Up �Up �B P�Up = --------========================================================= �Wil�Par=Lat� /�Wil�\ �Jap= �Up �Trd=Up � / �Up � \ � 3 = --------=---- / ----- \ ----= OFFICE? =Def� �Lat� SOUTH �Def= AREA =Up � �Up � GROUNDS �Up = =------------ ----- AREA ----= =Mth�Wil�Drw� �Sci� �Spc= = 1 �Up �Crd� � 2 � �aQK= =------------ ----- ----------------= =Int� �Drw� �Str� �Soc�Par�Str�Atk= =Up � �Crd� �Up � � 4 �Trd�Up �Up = ============= ----- ----- ----------------= �Spc�Def�Str= �Int� �Spc� �Drw� �Par= �aQP�Up �Up = �Up � �D K� �Crd� �Dwn= ------------= ----- ----- ----- ============= �PE � �Spc= �Drw� �Int� �Lat� =Wil�Sci�Str= � 4 �G �D P= �Crd� �Up � �Up � =Up � 1 �Up = -----Y ----= ----- ----- ----- =-----------= �Par�M A�Par= �Art� �Atk� �Str� =Eng�P �Mth= �Dwn� R�Trd= � 1 � �Up � �Up � = 3 �O A� 4 = ----- E----=---------------------------------------- =----O R----= �Spc� A�Spc=Lat�Def�Atk�Spc�Str�Par�Wil�Atk�Spc�PE � =Par�L E�Spc= �Q P� �R P=Up �Up �Up �aRP�Up �Trd�Up �Up �HBP� 1 � =Trd� A�Q K= ------------=============================================-----------= �Spc�???�Atk= =Jap�Par�PE = �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. (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 �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 move, 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 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: ----------------------------------------------------------------------- � 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 � � Seijyun � 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 � � Cowardice � 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 � � Honesty � 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 � � Opportunism � 1 � 1 � 2 � 0 � 1 � 2 � � Modesty � 1 � 1 � 0 � 3 � 1 � 1 � � Determination � 1 � 1 � 1 � 3 � 1 � 0 � � Laziness � 0 � 1 � 1 � 1 � 3 � 1 � � Friendship � 1 � 1 � 0 � 1 � 3 � 1 � ----------------------------------------------------------------------- [ 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? <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: ROB: 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? 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: <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? 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, <your name>! Hi, <NAME>! 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.


text:
Giants Minor League right-hander Paul Davis and Savannah righty Estarlin Morel were suspended Friday for violating the Minor League Drug Prevention and Treatment Program.
Davis, who has not pitched this season, received a 50-game suspension without pay after his second violation for a drug of abuse. The suspension is effective immediately.
Morel, in his fifth season in the Mets system, received a 25-game ban for an undisclosed violation. He'll also begin serving the ban immediately.
Davis was selected by the Giants in the 17th round of the 2011 Draft out of Florida Atlantic University after failing to signed with the Red Sox following the 2010 Draft. He appeared in 30 games last season for Class A Augusta, going 6-8 with a 3.69 ERA over 114 2/3 innings.
Morel signed with the Mets as a free agent in 2009 and has pitched in 24 games this season for Class A Savannah and Class A Advanced St. Lucie. He's 4-3 with a 3.76 ERA over 40 2/3 innings.
The Office of the Commissioner has suspended 28 players this year for violations of the Minor League drug program.
Today on MiLB.com
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- ISO-lating power, Cubs prospects keep shining
- Path: Changing roles was relief to Hughes, Bucs
- A decade in the Minors, but not bitter about it
- Seattle gets glimmer of 'good news' on Sanchez
- Red Sox sign Cuban teen Moncada to record deal
- PawSox sold, slated to move to Providence


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1 - 15 of 15 Comments
Last updated Oct 23, 2012
"Don't harsh my mellow, man!" Since: Aug 08 22,184 Great State of Oklahoma! |
Oct 2, 2012
I love it!! SO true.
Oct 4, 2012
Thanks for posting that photo. It's a good lesson to learn. Tolerance. Oh, wait. We're you talking about me? LOL!!! Wow! Are you what they call a "biker chick"? Hope you can tolerate my ignorance. HA! |
Oct 6, 2012
Oooops. I spelled it wrong, didn't I? I typed "chick" and that's a young bird or a newborn baby bird. I can't believe I did that. Just to be sure that "chick" could not mean "chic", I Googled the definition of both words. Chic is definitely someone who is stylish and smart. I guess someone who has it going on. Thank you for tolerating my ignorance. LOL!!! And yes. I can tolerate that you are a biker! And that definitely is not ignorance. LOL!!! |
Oct 6, 2012
Welcome accepted. Motorcycles are cool. Have you been riding long? I think if I was a biker I would like the dirt bike. I feel that I could handle it more. Get it? "Handle". The handle bars. I can picture you revving up the engine right now. HA! When I was a kid I found out how I could make my bicycle sound like a real motorcycle. Put a card on the spokes of the wheel and let it hit the frame as the wheel goes around while pedaling. That was so much fun. I remember this one place that I would at. It had a long straight sidewalk by the street where people walked. I could pick up speed on my bicycle, pop a wheelie and ride it all the way to the end. Those were good times. |
Oct 8, 2012
That's nice that you could find someone you had so much in common with. Speaking of bicycles. When you was a kid, did you like to try to jump little ramps and do some tricks? I did. I remember riding without holding on to the handle bars. Dangerous. One time, my friend and me were going over a dirt hill. He made it. I never. I forgot or didn't know to pull up on the handlebars and got my face planted into the gravel. I was a bloody mess. A lesson never forgotten. Pull up! But motorcycles are cool. I had a uncle that owned a dirt bike and a motorcycle. He took me for some rides when I was a kid. A sad thing I still remember was one day in a vehicle with the same uncle and my aunt and seeing this man laying with his motorcycle along side the highway road wrecked. It was still on and the chain was cutting into him. Not a pretty site. I don't know if he lived or not. Yeah, I got me some biker memories. Sorry for that sad tale. A funny one. That same aunt and uncle. A family of friends was visiting their home one day. Out in the country. One of them wanted to ride the motorcycle. So, my aunt and uncle put just a little bit of gas in so he wouldn't ride all day. That thing went for hours. That was so funny. Well, keep on biking. And rev it up one time for me. |
Oct 8, 2012
I call this a people skill.
Oct 11, 2012
I was wondering what all the bad Judge-Its are about. |
Oct 13, 2012
Wow! You're line saying you hope all is well with me and to have a great Friday. Man, that totally went opposite. Friday. I woke up with an awful headache. That was just the beginning. Sickness set in. Later, vomiting galore. Was able to hold down a can of chicken noodle soup and later a ham & cheese sandwich. Feeling a lot better today. Had a nice breakfast and supper. Some unpleasent family arguments today but that's nothing new. But it hurts, you know? And I always feel so guilty. That song, we always hurt the ones we love. Sometimes it's hard to tolerate ignornance. Especially, the jealous kind. You know what would be better to do? That old friend of yours that you feel is invading your threads and trashing them. If she would also set a goal for herself and try to follow it through. Why be jealous just because you did, you know? Canada having winter weather, eh? Bet you feel like making a run for the border. Sometimes, it gets pretty cold down here. But sometimes the summers can be red hot. |
Oct 13, 2012
That reminds me of a rock song. The lyrics go something like ... "You got to point your finger. You think you know it all. I want you to remember I don't live for you 'cause I'm against your law." |
Oct 14, 2012
Rough day? Yeah, but it could've been a lot worse. So, I shouldn't complain. Sorry if I sounded like a whiner. Wow! But you look so young in your photos. I never would've thought you were old enough to have grown children. Certainly not grandchildren. Or "grand chillins" as you call them. That's a great name for grandkids, by the way. Age has certainly been a friend to you. Honestly, I don't think I would've thought you were any older than your 20s. |
Oct 14, 2012
I never drove a harley or rode a gefdilte fish in the great blue sees, but I live on casiano rd in bel air. Har!!!!
Oct 14, 2012
You're from Canada?? Cool beans! I got a small box of canadian dimes I found over the years... can't do much with them spending wise. They shine up pretty tho'!! |
Oct 14, 2012
"we shine up real nice"... naughty! ;-) I don't know anything about this bitter iconer you mention. I take it that its someone from other Topix trails you've blazed in the past? Oil capital of Canada -- Alberta?? Big $$$ where there's oil! Plus, there's the Northern Lights too up in your neck of the woods. Awesome! |
Oct 14, 2012
Blazing trails through the highways, byways, cul-de-sacs of life... would've - could've - should've, all part of it too, is what life is all about. Visiting Canada, in particular the big western areas, is one of those things I plan to do sometime in my lifetime. The auroras are calling out me to visit them and stand/bask in the glory... and I will. Hah! I try not to think back too much on those early 70's a-trips. I can still make out patterns on the stucco ceiling in my bedroom! (I'll let you know when I can make it up there. I should have at least two KFC buckets fulla dimes by then!) See ya, double H! WM Tamm |
Oct 23, 2012
I thought you didn't eat junk food? Lying as always...
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text: Select Year 2014 2013 2012 2015 2011 2010 All Jan Feb Mar Apr May Jun July Aug Sep Oct Nov Dec February Coach Porter's impact on and off the court - Denver Catholic Regis University coach Lonnie Porter, the winningest coach in Colorado men's college basketball history, will retire at the end of the 2014-15 season. February 11, 2015 Creighton partnership creates doctoral program - Omaha World-Herald Creighton University and Regis University in Denver will this fall embark upon a partnership to provide a joint occupational therapy doctoral degree program. February 10, 2015 Legendary Lonnie - Denver Post Lonnie Porter, the pride of Regis, has worked wonders off the court too February 08, 2015 Porter retiring after 38 years as Regis basketball coach - 9News Lonnie Porter was honored Friday night announcing his retirement. February 06, 2015 Regis Men's Basketball Coach Gets Ready To Hang Up The Whistle - CBS4 Denver Legendary coach Lonnie Porter reflects on his years at Regis February 01, 2015 January Alumni corner: Reeb fitting right in at Regis - Broomfield Enterprise Former Broomfield standout enjoying final ride with legendary coach Porter January 20, 2015 Top ranked schools for a degree in computer information systems - USA Today Regis University ranked #9 January 08, 2015 Creighton, Regis Announce New Partnership - KIOS 91.5 Omaha New partnership between Creighton University and Regis University will provide a joint Occupational Therapy doctoral degree program January 07, 2015


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Westell To Host Fiscal Fourth Quarter 2012 Earnings Call On May 17, 2012
Westell Technologies, Inc. (NASDAQ: WSTL), a leading provider of telecommunications equipment for wireline, wireless and home networks, announced today that Westell will host its fiscal fourth quarter 2012 earnings conference call on Thursday, May 17, 2012 at 9:30 AM Eastern Time.
Westell will release its March 31, 2012 fiscal fourth quarter results on Wednesday, May 16, 2012 following the market close. Westell then will host its earnings conference call for analysts, shareholders, investors and the public on Thursday, May 17, at 9:30 AM Eastern Time. Participants can register for the Westell conference by going to the URL: http://www.conferenceplus.com/westell. Participants can quickly register online in advance of the conference. After registering, participants receive dial-in numbers, a passcode, and a personal identification number (PIN) that is used to uniquely identify their presence and automatically join them into the audio conference. If a participant does not wish to register, he or she can participate in the call on May 17 by dialing 888-206-4065 no later than 9:15 AM, Eastern Time and using confirmation number 32361342. International participants may dial 630-827-5974.
Westell's press release regarding earnings and related information that may be discussed on the earnings conference call will be posted on the Investor News section of Westell's website, http://www.westell.com. An archive of the entire conference call will be available on Westell's website via Digital Audio Replay by approximately noon Eastern Time following the conclusion of the conference. The replay of the conference also can be accessed by dialing 888-843-7419 or 630-652-3042 and entering 9561 269#.
About Westell
Westell Technologies, Inc., headquartered in Aurora, Illinois, designs, distributes, markets and services a broad range of carrier-class communications equipment, including digital transmission, remote monitoring, power distribution and demarcation products used by wireline and wireless telecommunications service providers, industrial customers, and home network users. Additional information can be obtained by visiting http://www.westell.com.Check Out Our Best Services for Investors
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When he lifts his hand to take the oath of office, Barack Hussein Obama will set himself apart from every president who came before. His breakthrough, more profound than John F. Kennedy's overcoming religious bigotry in 1960, was removing the whites only sign from the Oval Office.
His achievement resonates not only in this country but around the globe. Americans like to think of their president as the leader of the free world, and Washington now is the political capital of a planet drawn ever more tightly together by the same revolutionary web that helped propel Obama to the White House. As a result, he is a cultural phenomenon on a worldwide scale.
"Obama has Day-Gloed the entire world," says Douglas Brinkley, a presidential historian at Rice University. "He's telling the whole world it doesn't matter if you grew up poor or had dark skin. You can be a world leader. That translates not just to Kenya or Indonesia but to Pakistan and Colombia and beyond."
France's foreign minister, Bernard Kouchner, the latest in a long line of shrewd visitors to Washington from that country, remarked that in 2008 Americans held "a world election."
At the same time, the President-elect, shaped by international forces in his personal life, has a quintessential American story, one of hard work and self-made success and the nation's eternal lure to strivers from other lands.
By electing a member of a minority group president—something that would be out of the question in many other countries—Americans lived up to their political values in a highly visible way.
Obama had argued that such a basic yet big step would enhance America's image in the battle for hearts and minds around the globe. And he now has the opportunity to capitalize on the good will unleashed by his election.
Obama and Hillary Rodham Clinton, his secretary of State, will be America's new faces to the world. The "new dawn of American leadership" that Obama is promising includes an intention to reach out to longtime adversaries such as Iran. "The music's going to change. The process is going to change. The faces attached to American diplomacy will change. And people in other countries are going to be falling all over one another to give us the benefit of the doubt," says Aaron David Miller, a public-policy scholar at the Woodrow Wilson Center who has advised Republican and Democratic secretaries of State. "The fact that Barack Obama knows the world is a complicated place, that he can be empathetic and has a sense of nuance and context, is all very important." He also cautions that the new administration will face a major challenge in meeting extraordinary expectations.
Obama's rise was in large part the work of a generation of young voters whose lives were stamped by the September 11 attacks, much as the Kennedy assassination altered their parents' universe.
Young adults, many still in their teens, ran Obama's campaign at the grassroots. Their generation turned out in record numbers and will be at the center of much of what he does as president. They are the people, as the Pew Research Center has noted, who have "grown up with personal computers, cell phones, and the Internet and are now taking their place in a world where the only constant is rapid change."
Generation Next, as Pew called them, sees that world very differently from the way their parents and grandparents do. In what Democratic pollster Peter Hart called a transformational election, they went for Obama by an unprecedented margin. Those under 30—the most diverse voters in US history—preferred Obama by better than 2 to 1, and they were the only age group of whites to give him a majority of its votes. Just as JFK's New Frontier marked the passing of the torch to the generation that came of age in World War II, Barack Obama's Next Frontier belongs to them.
At home, the Obama generation is strongly inclined toward public service. The onetime community organizer headed for the White House promises to make volunteerism "a cause of my presidency." He envisions big increases in government-sponsored volunteer agencies. But the real measure of his impact may be felt in years to come, as those who cut their teeth on politics in his campaign become the political leaders of tomorrow.
He's already inspired a legion of young people, from Tobacco Road in North Carolina to remote reaches of the Far East. News of his election was cheered not only in the Jakarta elementary school he once attended and the Kenyan village where his relatives live but also in streets and cafes on every continent.
A 16-year-old girl from a provincial Chinese city more than 1,000 miles from Beijing e-mailed an American friend: "We like his energy, enthusiasm, youth, and his speech! We watched his speech when he won the presidential election, it's moving and encouraging!"


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Quick Rawr
Senior Member
7/9 games today I had 1-2 afker. "Idk resets in a few weeks later pussies." We weren't even losing most of them yet, they just afked and got bored. Dropped 200 elo. Yay! (: I'm staying out of ranked until the end of October.
Normally I post smart ass remarks to people complaining about ranked, but right now its entirely warranted. Yes. People are reres this week.
i lost 110 yesterday.... it was sht gaming, but today is nice
RIOT announced they wouldn't lose their top rank, so now they are messing with us imo
post a link i dont beleave you
http://na.leagueoflegends.com/board/...&highlight=elo Don't know why everyone on this forum are such a doubting Thomas about EVERYTHING. No pic no proof use to be a joke, now it's a warcry. It takes 10 seconds to google something, far out.
oh no sht, i thought u ment the keep their elo.....


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The Devil's Advocate (1997)
Critics Consensus: Though it is ultimately somewhat undone by its own lofty ambitions, The Devil's Advocate is a mostly effective blend of supernatural thrills and character exploration.
Critics Consensus: Though it is ultimately somewhat undone by its own lofty ambitions, The Devil's Advocate is a mostly effective blend of supernatural thrills and character exploration.
Movie Info
Supernatural forces hover over the courtroom in this devilish drama adapted from the novel by Andrew Neiderman. Attorney Kevin Lomax (Keanu Reeves) doesn't heed the Bible-based warnings of his mother (Judith Ivey), who views New York City as "the dwelling place of demons." Instead, he leaves Gainesville, Florida, with his wife Mary Ann (Charlize Theron) to put his legalistic skills to the test at a leading Manhattan law firm run by John Milton (Al Pacino). It all goes smoothly -- with Milton … More
- Rating:
- R (adult situations/language, sex, violence)
- Genre:
- Drama , Action & Adventure , Horror , Mystery & Suspense
- Directed By:
- Taylor Hackford
- Written By:
- Jonathan Lemkin , Tony Gilroy
- In Theaters:
- Oct 17, 1997 Wide
- On DVD:
- Nov 16, 1998
- Runtime:
as John Milton
as Kevin Lomax
as Mary Ann Lomax
as Eddie Barzoon
as Mrs. Lomax
as Christabella
as Alexander Cullen
as Jackie Heath
as Leamon Heath
as Pam Garrety
as Weaver
as Melissa Black
as Melissa Black
as Diana Barzoon
as Barbara
as Voodoo Practitioner
as Meisel
as Gettys
as Mrs. Gettys
as Gettys' Son
as Barbara's Father
as Florida Prosecutor
as Florida Judge
as Florida Reporter
as Florida Bailiff
as 1st Florida Lawyer
as Junkie
as Boy
as Judge Sklar
as Pie Face
as Metro DA
as Chinese Man
as Menage a Trois Woman
as Himself
as Fight Fan
as Fight Fan
as Joyce Rensaleer
as Takaori Osumi
as Parvathi Resh
as Bashir Toabal
as Multilingual Party G...
as Female No. 1
as Limo Driver
as Botanica Woman
as Big Guy
as Big Guy
as Babs Coleman
as Tiffany
as Spanish Restaurant M...
as Flamenco Guitarist
as Flamenco Dancer
as Flamenco Dancer
as Allesandra
as Therapist
as Feeney
as Paparazzi
as Gizelle
as Woman Judge
as Reporter
as Reporter
as Reporter
as Judge Poe
as Bailiff
as Bailiff
as Broygo
as Technician
as Old Man
as Old Man
as Jogger
as Jogger
as Nurse
as Nurse No. 2
as Patient Marie
as Priest
as Orderly No. 1
as Himself
as Himself
as Himself
as Himself
as Himself
The Devil's Advocate Videos
Friend Ratings
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LoginCritic Reviews for The Devil's Advocate
All Critics (53) | Top Critics (14) | Fresh (31) | Rotten (16) | DVD (8)
Far too bland and mediocre to really pull off such heavy handed themes...
Outrageously entertaining ... The picture's most superlative turn comes from Charlize Theron, who's a revelation in the first role to really show off her talents.
Stylishly seductive and well-acted by Al Pacino and Keanu Reeves, but thematically flawed, Taylor Hackford's film is yet another version of the Faustian morality tale.
This supremely silly supernatural potboiler is slickly entertaining for just under two hours and absolutely hilarious for 10 minutes near the end...
This is tongue-in-cheek, fun thriller and a variation on a classic theme -- would you sell your soul to gain the whole world?
Regrettably, an overblown finale and redundant trick ending undercut the mild subversiveness of what's gone before.
Great fun, with a mildly horrific edge, and a great portrayal of demonic glee by Al Pacino.
Charlize Theron makes an incredibly good impression in the role of a woman with deteriorating mental health.
Despite its dull first hour, The Devil's Advocate becomes an OK, recommendable film.
Despite a wooden performance by Keanu Reeves, this is still a thoroughly enjoyable film for those who enjoy an intelligent horror flick.
The worst thing about The Devil's Advocate is how it squanders the little chance that it had to be a truly creepy and engaging film.
A literate meditation on human weakness and a hipped-out horror movie all in one.
A hell of a lot more fun than any film bearing John Grisham's name.
[Hackford] seems stuck in a private limbo, unable to decide whether he's making a special-effects flick or a pop-philosophical tract.
The movie's greatest strength is that it becomes more complex and rewarding as it goes along.
O espet�culo final compensa.
Cackling and leering, Pacino puts on a great show, investing enough in his character to make him evil, but not so much that we think he's truly serious.
Although it's nice for a film to be ambitious, there is such a thing as overreaching.
One of those films that look good as a trailer, but the house of cards soon falls flat when the idea has to be sustained for 90 minutes.
Rarely do we actually encounter such a brazen example of the 'so bad it's good' genre of filmmaking.
Audience Reviews for The Devil's Advocate
The Devil's advocate is a terrifying, well crafted Horror drama that is one of a few last good films starring Al Pacino. The film combines all sorts of elements into one film, and it's a refreshing take on the traditional horror film. I really enjoyed Al Pacino's performance here and Keanu Reeves, who usually is one dimensional in his acting abilities, gives a good performance as well. The film feels as if John Grisham and Stephen King would've collaborated on a film and this was the result. A good film with good acting, and an even better story. Al Pacino was definitely a wise choice to play the devil in this film and this is simply a well crafted film with creepy, horrifying elements to it. That makes all the difference. This is a well executed film, one that has plenty of chills and good story development. The film may miss the mark on few occasions, but for the most part, the film succeeds in being a work of pure entertainment that will most likely surprise viewers by Keanu Reeve's good performance. But like I said, Al Pacino really is the actor that delivers the goods on screen; he makes the role his own and steals every scene he's in. I think it's too bad that lately he hasn't done anything good, but Devil's Advocate is one of his last great performances. Devil's Advocate is a fine Motion Picture and is a truly entertaining Horror film that every fan of the genre must see. Truly eerie and atmospheric, Devil's Advocate is a film that will most likely make you sleep depraved for a little while.
MoreSuper Reviewer
This movie confirms the myth that lawyers are really demons from Hell. It also has an excellent cast. I really enjoyed this movie, it's very cool, and I highly recommend it.
MoreSuper Reviewer
The story was just weird. It got crazy to crazier from the middle. And it's very slow. Keanu's acting was okay but his wink in the beginning looked fake (or weird).
MoreSuper Reviewer
i love Al Pacino, and he by far played the best satan ever, i think i follow the storyline, i may have to rewatch it to get the full facts of what its trying to get across.
MoreSuper Reviewer
The Devil's Advocate Quotes
- John Milton:
- Look, but don't touch. Touch, but don't taste. Taste, don't swallow.
- John Milton:
- Free will. It's like butterfly wings: once touched, they never get off the ground. No, I only set the stage. You pull your own strings.
- Kevin Lomax:
- Satan.
- John Milton:
- Call me Dad.
- John Milton:
- Vanity, definitely my favorite sin.
Discussion Forum
Discuss The Devil's Advocate on our Movie forum!


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Child Death
Police Investigate Infant Death, Fire In Kenosha
Kenosha police say a male suspect is in custody and being treated for smoke inhalation following the Tuesday evening incident. Police responded to a domestic violence report at the home Tuesday and found the infant with unspecified injuries. The child died at a hospital.
Grieving Mom Wants 'The Chair' For Man Accused Of Killing Son
Christopher Shaffer, 19, of the of the 4300 block of West 23rd Court, was charged Thursday with felony counts of neglect of a dependent and battery in the Saturday death of Juanzo Vargas Jr., 21 months.
Family Of Girl Who Died Under Suspicious Circumstances Demand Arrest
Jah'Niya White's mother and father say the child's maternal grandfather has told them at least half a dozen different stories about how the girl sustained her fatal injuries.
DCFS Investigating Death Of 5-Month-Old Boy
The state Department of Children and Family Services is investigating Monday's death of a five-month-old boy on the Near South Side.
Police Investigate Death Of North Chicago Toddler
For a second time this month, the Lake County Coroner's Office is conducting a death investigation of a small child.


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Store, ProductPage, Store Intro
Chamomile Tea OLD
• Caffeine Free
• English Pillow Style Tea Bags That Are Oxygen Bleached, Not Chlorine Treated
• No Strings, No Staples
• Vegan
Native to Eurasia and first used by ancient Egyptians, Chamomile (Matricaria recutita) has daisy-like flowers and a long and storied history as a gentle, soothing herb. In traditional German herbalism, Chamomile was so popular it was called alles zutraut, meaning "capable of anything." With its pleasing sweet apple aroma, it has always been one of the world's favorite teas. In addition, its fragrance makes Chamomile a pleasant addition to potpourris and aromatic dried flower arrangements. Cosmetically, Chamomile makes a wonderfully soothing bath, a penetrating facial, and it can be used to bring golden highlights to brown hair.
The best way to make a good cup of tea is by the infusion method. Place one tea bag in a cup and add no more than 6 oz. of boiling water. Let steep for 3 minutes. Press the bag before removing to enhance flavor. Add honey to sweeten.
Product Specs:
Size/Count: 30 Tea bags
Proudly manufactured in our NSF® GMP registered facility.


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recipe reviews for:
"This cake can be frozen for up to 6 months. To make sour milk, mix 1/2 cup milk with 2 teaspoons lemon juice and let stand 10 minutes."
Cooking Level: Intermediate
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