Japanese Name:  Mahou Sensei Negima! (Magic Teacher Negima)
American Name:  Magister Magi Negima!

Version 0.1

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Table of Contents
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1.  Introduction [intro]
2.  Cards and Their Uses [cards]
3.  Battles [battle]
4.  FAQs [faqs]
5.  Future stuff [fs]
6.  Contact info [mail]
7.  Legal [legal]


1.  Introduction [intro]

Mahou Sensei Negima! is a manga written by my personal favorite artist,
Ken Akamatsu.  This game is an Adventure/RPG based off this wonderful
manga.  An anime was recently created and although not quite as good
as the manga, is still very enjoyable.  When this appeared, I got it.
So I've been tooling around with the game a while now and have
figured out the basics of the gameplay.  Here's basic help.
If you want to drop me a line about something I missed, said wrong
guessed wrong, etc. my email will be at the bottom, and I will test it
and credit if it looks like your right.  Use the find function to
get to a specific section.


2.  Cards and Their Uses [cards]

There are two primary types.  Attack and defense with the obvious,
cliched, but nice, sword and shield pictures.  I haven't figured it
all out yet, and I'm still fairly early in the game so there will
be cards I haven't encountered.  Next major cards are the character
cards.  They're the greyish ones with a characters face on them.
The first will be Negi's card.  Last card type is magic.  They're
blue cards with a design on them.  I have encountered +100 to attack
and heal 20%.

So details:

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|      |+1|     |  <--  Energy gains or losses
|               |
|               |
|               |  <--  Picture with stuff.  Some important.
|               |
|               |
|AP      400    |  <--  Attack power
|DP      200    |  <--  Defense power
-----------------


Ok.  The top part of the card relates to each characters energy.  On
the side of each character's picture, is a bar that fills up.  Each
card has a cost or gain.  When you have the energy required to use a
certain card, you get the card's full power.  If not, then it flips
over, and you use the card as a measly 300/200.

Next is the card picture.  Sword attack, shield defense.  Simple.
There are catches though.  I have noticed that there are different
slashes behind some of the swords.  My good friend Haze has noticed.
that the slash varies on the AP of the card.  So the bigger the
slash, the more damage it will do.  Other things such as stars
around the sword, typically have a special ability associated with
them.  Thus far, I have encounter +1 to energy gain, +100 AP and
+200 AP.  If you have had your guard broken, this is the reason.  I
presume that the idea is that your opponent won't know your true
strength, they may not block.  But since it's single player...  I'm
not sure...  Defense shield have one that I have encountered.  The
shield is accompanied by a swirl-like aura.  This indicates a defend
against all card.  Useful for fighting parties of enemies.  Character
cards are still somewhat a mystery to me.  Playing with Negi's cards,
I have found out that his cards have a Trample ability.  Yes,
referenced to Magic, it does much the same thing.  You overkill one
enemy and the damage keeps on going.  However, I have only had Negi's
cards successfully do that.

Attack and Defense values.  Bigger = Better.  It's like Yu-Gi-Oh.
Attack vs. Defense, higher one wins.  It does look like damage is
reduced based on the difference of values.  Still toying with that one.

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TEST UPDATE:

Fooling around in Evangeline's tutorial on magic cards, I had the
chance to test it more fully.  I used two cards, a 700 AP and a
600 AP, both with the same card text.  Next I had Evangeline
block with a 300 DP card for both cards.  My 700 AP card did 42
damage while my 600 AP did 30 damage.  There were a few times
during regular play though that Haze and I think the difference
didn't matter.  I'm still looking into this one as all the results
are really inconclusive and vague.
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Magic cards are just that.  Cards that go into your hand.  These can
only be used at the beginning of a players turn.  If you choose not
to employ them, you will be asked prior to your turn, then you can't
use them normally during your regular turn.  I have a heal 20% and a
+100 AP.  Only my heal has come in any real use.


3.  Battles [battle]

So we've covered the basics of cards.  Now comes battle.  This is
simplified since I don't know enough japanese.  You get your turn to
attack, they get their chance to defend.  The cards compare, resolve,
and it's your opponents turn to do the same.  Repeat.  There is the
Menu option during your card selection.  Inside are one shot spell
items, a bright pink card, and an Olympic style picture of a runner.
Starting with the easiest.  The runner is escape.  Click it, try to run.
One shot spells are a little more difficult since I have to figure some
of the ones I have out.  For the most part, there is a +50 HP one shot
spell.  It's blue and has a picture of an orb on it.

Next in battles is the "Next" command.  It means skip this players play.
This is used when Negi can laugh at a rat and not bother blocking.
Personally, I block anyways since I can get energy gains, but hey.  If
you wanna laugh, laugh.

The cards you use to attack with all that that stated cost of + or -.
Cards come with a value of lower than -5 of higher than +1.

--------
Haze has encountered and showed me a -5 attack card.  Dunno
if I'd use it, but it exists.  It's card number 31 if you care.
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Here's how those values affect you.  ANY attack, grants you that cost
or gain.  Whether you fail or succeed, matters not.  On defense, all
defensive successes will get you that gain.  But only if you succeed.
Keeping this in mind helps you get the energy you need to fight bosses
properly.

While your selecting your cards, you can see that each character has
their own HUD.  Each one has their picture, an energy bar, a blank spot that
a card can fit into and their HP.

Pic*[]
****[]
****[]  <--  Energy bar
****[]
****[]
Name -----
    |***|  <--  Selected card
HP   -----

There is my insanely poor representation of that HUD.  Enemies have
that exact same HUD as well.

Remembering that each card has an energy cost or gain associated with
it.  When you need to see if you can use a card you can check your
bar for that information.  The game itself puts a yellow warning
sign on an unusable card, though, if you don't have the energy to use
the card.


4.  FAQs [faqs]

None yet.  I'll keep you posted.


5.  Future stuff [fs]

Hopefully looking at a walkthrough.  That's going to take some time and
if someone else does a really good one by then, I probably won't.  A
menu guide will be in order.  I have most of it figured out already and
am just figuring out the last little bits.  Possibly a card list and
item list, but we'll see how that goes.  And of course, more
detailed sections on cards and battles and the like.


6.  Contact [mail]

My mail is [email protected].

Title your mail "Negima GBA: 'topic'."
Otherwise it will get deleted since I won't know who it's from and why
it's getting sent for what reason.  FAQs, additions, and whatever else
you think will help can be sent here.  I will give due credit.


7.  Legal [legal]

Copyright (2005) Avatar~Of~Honor

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.