NEON GENESIS EVANGELION
Update 1
Last Updated: July 13, 1999
Console: Nintendo 64 (Japanese)
Developer: Bandai
Publisher: Bandai
EVA
[email protected]
What follows is a virtually complete translation of the documentation for
Neon Genesis Evangelion on Nintendo 64. Anything omitted from the docs were
omitted because of their irrelevance to game mechanics. If you have any
honest questions or comments then please, feel free to contact me at EVA
[email protected]. Please do not e-mail me with any trivial matters such as the
"correct" romanization of certain words or how certain sentances are
structured (I.e., You should have written, 'Ikari Shinji' instead of, 'Shinji
Ikari') Otherwise, have a ball with this superb title. I encourage you to
distribute this translation freely but be sure to have the final credits
paragraph included when you do distribute. Also, you may not alter it
without my permission.
(Cover page)
Welcome to NERV.
FOR YOUR EYES ONLY
Rumble pack compatible
(Page 8)
MODE
Story Mode:
Follow the actions of Shinji Ikari as he attempts to stop the attack of the
angels against mankind.
Simulation Mode:
Choose your pilot and practice your aim against simulated angels in the
training hangar.
Option Mode:
Select from choosing game difficulty or clearing the game memory.
(Page 9)
OPTION MODE
Level-Initially select Easy mode. When a game is completed, the next level
of difficulty will be available. The three levels are Easy, Normal, and Hard.
Third Impact-Purge the cartridge memory.
STORY MODE
New-Begin a new game. Select from file 00,01, or 02. Selecting a saved file
to overwrite will erase previously saved data when the option to save is
selected.
Load-Load a game in progress. Select from file 00, 01, or 02.
(Page 10)
BEGINNING STORY MODE
Before each mission, a cut scene demo will occur. Pressing start skips this
demo and accesses the briefing screen. Pressing down on the analog stick
during this screen will access the list of utilized commands for this
mission. Pressing start will begin the mission.
MISSION 1 (2, 8, 12)
These missions will pit an Eva against an Angel one-on-one. Depending on
your synch ratio and the angel you are facing, different actions may be
performed.
Mission Clear:
The mission shall be completed when the Angel's attack power reaches 0.
Game Over:
The game is over when the Eva's attack power reaches 0.
Continue Screen:
At the Continue screen, press START to replay the failed mission.
(Page 11)
ACTION BATTLE SCREEN
EVA HP Gauge:
Shows the amount of constitution the Eva unit has remaining.
Angel HP Gauge:
Shows the amount of constitution the Angel has remaining.
Synchro Meter:
Shows the graphic depiction of the pilot's synch ratio. Below, the
percentage is shown.
Time Gauge:
Shows amount of time the Eva unit has left of operation if the umbilical
cable has been snapped.
Pilot Window:
Shows the camera feed of the pilot.
AT Field Gauge:
When Orange, the Eva's AT field may be activated. When blue, it may not.
Recharges after a period of time.
(Page 12)
EVA CONTROLS
Movement-Left or Right on the Analog stick.
Attack-A Button
Defensive Manuever-B Button
Grappling-A+B
AT Field-V C(Down C) Button. Keep button depressed to keep AT Field active.
Dash/Run-R Button. Press and hold R and forward on the analog button to run
from long distance or to dash from short distance. May also dash backward.
SYNCH RATIO
At higher synch ratios, the Eva will be able to perform more difficult
maneuvers. Throws may become more complex or attacks may become more violent.
CHANCE! BERSERKER MODE
Many times, the game may take a suprise turn. Depending on the actions of
the Eva and it's opponents, different actions may unfold. In Mission1, if
the Shinji is taken to a 10% synch ratio and attacked a certain way by the
Angel, the Eva may enter into Berserker Mode. In this mode, the synch ratio
will become 100%. Experiment in other missions to see what unfolds.
(Page 13)
ATTACKS BASED ON SYNCH RATIO
MELEE ATTACKS
If Synch ratio is:
0~39-Punch (A button)
40~79-Punch, Punch (A, A)
80 or higher-Punch, Punch, Kick (A, A, A)
100 or higher-Great Punch (Up on Analog stick+A)
100 or higher-Great Kick (Down on Analog stick+A)
GRAPPLING ATTACKS
If Synch ratio is:
0~39-No grappling may occur.
40~99-Hold (A+B)
100 or higher-??? (Up on Analog stick+A+B)
(Page 14)
SPECIFIC THROWS
(Mission 1)
If Synch ratio is:
0~39
High toss (Up on Analog stick+A+B)
0~39
Body Blow (Up on Analog stick, A+B)
60~99
??? (Up on Analog stick+A+B)
60~99
Knee kick (Up on Analog stick, A+B)
100 or higher
Bone Snap (Up on Analog stick+A+B)
100 or higher
Unforgiving Arm Snap (Up on Analog, A+B)
(Mission 02)
If Synch ratio is:
0~59
Finger Strike(Up on Analog+A+B)
0~59
Body Blow(Up on Analog, A+B)
60 or higher
Arm Hold(A+B)
0~99(With Progressive Knife)
Body Cut(A+B)
100 or higher
Body Demolish(Up on Analog+A+B)
100 or higher
Penetrating Cut(Up on Analog, A+B)
(Mission 08)
If Synch ratio is:
100 or higher
Arm Snap(Up on Analog+A+B)
100 or higher
Face Grab(Up on Analog, A+B)
(Page 15)
WHILE RUNNING MOVES
(Mission 01)
If Synch ratio is:
0~59
Jump Kick(Up on Analog+A)
0~59
Tackle(Up on Analog, A)
60~99
Jump Kick 2(Up on Analog+A)
60~99
Tackle(Up on Analog, A)
100 or higher
Leap Up from Strike(Up on Analog+A)
100 or higher
Tackle from Strike(Up on Analog, A)
(Mission 02)
If Synch ratio is:
0~59
Jump Kick(Up on Analog+A)
0~59
Tackle(Up on Analog, A)
0~59(With Progressive Knife)
Running Tackle(Up on Analog, A)
60~99
Jump Kick 2(Up on Analog+A)
60~99
Tackle(Up on Analog, A)
60~99(With Progressive Knife)
Running Tackle(Up on Analog, A)
100 or higher
Jump Kick(Up on Analog+A)
100 or higher
Mounted Strike(Up on Analog, A)
100~119(With Progressive Knife)
Running Tackle(Up on Analog, A)
120 or higher
Running Mount(Up on Analog, A)
(Page 16)
(Mission 08)
If Synch ratio is:
0~109
Jump Kick(Up on Analog+A)
0~109
Tackle(Up on Analog, A)
110~119
Jump Kick 2(Up on Analog+A)
110~119
Mounted Strike(Up on Analog, A)
120~129
Leap Up from Strike(Up on Analog+A)
120~129
Mounted Face Mangle(Up on Analog, A)
130 or higher
Leap Up from Face Grab(Up on Analog+A)
130 or higher
Mounted Twisting Face Mangle(Up on Analog, A)
MOVEMENT
Move back or forward with the Analog stick. Holding 'R' will allow a
backward or forward dash in close range while at far range (an arrow will
point to the direction of the angel at far range) it will allow a run.
(Page 17)
AT FIELD
By pressing the V C (Down C) button, the Eva will spread it's AT field. This
will protect it from all attacks so long as the button remains pressed. It
lasts for a brief time. When the AT Field meter is orange, the AT Field may
be spread. If the meter is blue, the AT Field must be allowed to recharge.
Chance! Breaking AT Fields
The only way an AT Field can be penetrated is if it is neutralized by another
AT Field. If both the angel and the Eva spread their AT Field then tapping
the A button and the V C button alternately will allow the Eva to attempt to
break through the Angel's AT Field. The AT meter will rise with each
successful tear.
(Page 18)
LOSING
Once the Eva's HP reach 0, the game is over. There is a chance that the Eva
may reactivate depending on the circumstances. If it does, it will be
allowed new "while running" moves.
(Page 19)
MISSION 03
This mission will have you attempting to target the angel before he targets
you.
::Picture captions From Top, Clockwise::
Target Sight, Lock on indicator, Angel firing status, Lock on indicator
LOCK ON
When the angel is in target, it will begin to lock on. Once the triangle and
the crosshairs meet, they will turn into a circle. This indicates lock-on.
Fire with the A button.
(Page 20)
SECOND CHANCE! EVA UNIT 00 COMES IN FOR SUPPORT!
If you miss the first shot, Eva Unit 00 will come in and shield you just long
enough for a second and final shot. The shield will only last for a few
seconds so make it count.
(Page 21)
MISSION 04
ACTION 1
This mission pits the Eva against Jet Alone, A manmade replacement to the Eva
series.
::Picture captions from left to right::
Limit Line, Jet Alone's location
During the first phase of this mission, alternately tap the A button and the
V C button to catch Jet Alone before it reaches the City Limits.
(Page 22)
ACTION 2
::Picture captions from top left, clockwise::
Reactor limit meter, Misato LIVE window, Power Meter, Command Window.
During this phase of the mission, hold the Analog stick in direction
specified by the Command Window and alternately tap the A button and the V C
button to hold JA back to the safety limit (Shown in the Power meter) You
must hold JA back long enough to give Misato time to shut down the reactor.
Keep an eye on her in the live feed window and check the core status on the
Reactor limit meter.
(Page 23)
MISSION 05
Both Eva units 01 and 02 must use precise timing to defeat the new angel
threat.
::Picture captions from top, clockwise::
Time remaining, Command Prompt, Command line(Lower right picture), Button
press zone, Button press meter.
At the beginning of the mission, you will have the choice to either practice
(left choice) or begin the mission (right choice) Use practice to time the
correct button presses with the music. When you are ready, begin the mission.
(Page 24)
MISSION 06
Eva unit 02 must attempt to capture an angel crysallis.
SEARCHING
When [MISSING ANGEL] appears, you must visually search for it using the left
and right Analog controls.
[SEARCH ANGEL} will appear when the angel is in vicinity.
SIGHTING
Once the angel is spotted, Misato will warn you. Press the Z button to open
the target display. Align the angel with the Eva using the meter at the
bottom of the display. Once locked on, enter the prompted commands before
the meter runs out. If successful, you will damage the Angel.
If given a warning, press the B button to dodge the angel's immanent attack.
(Page 25)
LAST CHANCE!
Once [DANGER] appears on screen, your equipment cannot withhold much more
attack. One more strike will destroy the Eva and end the mission in failure.
(Page 26)
MISSION 07
The EVA's must reach the angel in time before it lands.
ACTION 1
::Picture captions from top left to right::
Action meter, Jump Timing Zone, Bonus Zone, Clear Action Prompt
JUMPING OBSTACLES
To successfully clear each obstacle, the A button must be pressed within the
green portion of the Jump Timing Zone. This zone increases each time the A
button is pressed in the Bonus Zones and decreases each time it is pressed
outside of the zones. Each Eva must successfully clear it's obstacles.
(Page 27)
ACTION 2
::Bottom picture caption::
Power meter
HOLDING THE ANGEL
When Eva unit 01 reaches the angel, is must hold it there until the others
arrive. Alternately press the A and V C buttons until the power meter is
overcome with red. If it is overcome with blue, the angel will succeed and
the game will end.
(Page 28)
MISSION 09
NERV HQ must be defended from an angel attack.
::Picture captions from top left, clockwise::
EVA'S HP, Angel's HP, Command Prompt
The Analog stick and the corresponding button must be pressed to match the
prompt as it appears on the screen. If the Eva's HP reach 0, the game will
end.
(Page 29)
MISSION 10
Eva Unit 00 must use the Lance of Logenous to defeat the orbital angel.
ACTION 1
::Picture caption top to bottom::
Distance to angel, Degrees that need to be corrected, Current Y degrees,
Current X degrees
Use the Analog stick to adjust the coordinates based on the "need to be
corrected" figures. Be careful not to adjust too steeply as the lance may be
lost. The coordinates must be in the red at the moment of impact or else it
will miss and the game will end.
(page 30)
ACTION 2
::Picture caption::
Power meter
Alternately press the A and V C buttons to overcome the angels' AT Field.
When the Power meter is overcome in orange, the mission will have succeeded.
(Page 31)
MISSION 11
The 5th child turns out to be the 17th angel. As he takes control of Eva
Unit 02, Shinji must fight a final battle for the fate of the world.
::Picture captions, Top to bottom::
Eva Unit 01's HP, Eva Unit 02's HP
Fight Unit 02 before it reaches central dogma. If Unit 01's Hp reach 0, the
game will end.
BUTTON CONFIG
Left/Right on Analog Stick:Movement
A Button:Attack with Progressive Knife
Up on Analog+A:Overhead Knife Attack
B Button:Evade, Block, Parry
A+B:Grapple
Unit 01 and Unit 02 may lock up during the fight. Either both may grab each
other, one may grab an attack, or one may have an attack grabbed. If this
happens, alternate the A and V C buttons until the power meter is overtaken
by orange. If you succeed, you attack will break through.
(Page 32)
MISSION CLEAR & SAVE
At the end of a successful mission, you will have the opportunity to save.
Select [YES] to save to the currently selected file or [NO] to progress
without saving.
GAME OVER & CONTINUE
If the game ends, you will be asked if you wish to continue. Select [YES] to
replay the current mission or [NO] to end the game.
[EASY] is the only selectable difficulty level at first. [NORMAL] and [HARD]
become available as each difficulty level is completed. New Missions also
become available and will tell the true outcome of the story.........
(Page 33)
SIMULATION MODE
In Simulation Mode, the player may select an Eva pilot to begin training.
There are only a few pilots and test programs originally but more become
available once story mode is completed.
After selecting a pilot and test program, the simulation will begin. In
upper left of the screen is the kill tally and in the upper right is the time
remaining. Pressing ^ C (Up C) will switch between cockpit and first person
views. Depending on the test program, there may or may not be crosshairs to
line up for a lock-on. In all test programs, firing is done with the Z
button. Try not to hit any buildings.
At the end of a simulation, you will be graded. Your grade is based on how
many angels you killed, how many shots were fired, and if any buildings were
destroyed or not. The best ranking is 'S' while the worst is 'F'
-D. Christopher Goodman
EVA
[email protected]
Neon Genesis Evangelion is a copyright of GAINAX/Project Eva.NTV. The Neon
Genesis Evangelion content is copyrighted 1997,9 GAINAX. This Neon Genesis
Evangelion game is a copyright of BANDAI, 1999, licensed by Nintendo Company,
LTD. This FAQ is not in any way owned, endorsed, or supported by GAINAX,
BANDAI, or Nintendo. This FAQ is copyrighted in 1999 by D. Christopher
Goodman. Unauthorized reproduction or alteration is prohibited.