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|desc= <div class="ct">About the Game<br /><br /><br /><br /><br />Pocket Academy<br />(C) Kairosoft Co., Ltd.</div>
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|bottom = Pocket Academy<br />(C) Kairosoft Co., Ltd.
 
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[[Category:Pocket Academy]]
 
[[Category:Pocket Academy]]

Latest revision as of 21:06, 7 February 2015

Pocket Academy gamenav iconPocket Academy Guide

Structures Spots Teachers Special Classes Items Events Crops & Animals Careers Challenges Students Clubs Transcript
Endgame / Replay Bugs & Cheats Manual Tips / Walkthrough
< Prequel Sequel >


Quote marks The following page is an exact transcription of the game's How to Play guide. The transcription below is of original content created / owned by Kairosoft Co., Ltd. It should not be modified to correct information, unless it is incorrectly transcribed verbatim.
How to Play 1/32
This is a high school management simulation game. Place classrooms, hire teachers, and build special facilities to help the students learn.
How to Play 2/32
Game Flow
As your school expands, you will attract new students. Hold special classes and have students take on academic challenges!
How to Play 3/32
Student Attributes 1
▼ Intelligence (Int)
Quick to learn and to discover new facilities.
▼ Athletics (Ath)
Lets students go to faraway facilities.
How to Play 4/32
Student Attributes 2
■ Popularity (Pop)
Helps make friends and (maybe) discover love.
■ Attitude (Att)
Helps a student learn in special classes.
How to Play 5/32
Character Movement
Characters move between facilities using paths. A student's Athletics score determines how far they can go, but a teacher can go anywhere.
How to Play 6/32
Gate Placement
Teachers and students use gates to enter and leave school. When you add more gates, watch traffic routes to check for the best locations.
How to Play 7/32
Tests
Tests are held each semester for students. Your school average will be ranked against other schools in the country.
How to Play 8/32
Facility Attributes
When a student enters a facility, their attributes can increase. Teachers can discover Research Points. Compatible facilities give bonuses.
How to Play 9/32
School Spirit
School Spirit goes up depending on a facility's surroundings. Build scenery or compatible facilities for an easy boost to Spirit.
How to Play 10/32
Clubs
The number of available clubs depends on the facilities at your school. Compatible facilities or scenery nearby can boost Spirit and performance.
How to Play 11/32
Love
The closer friends get, the more likely one will ask the other out. High popularity helps this succeed. Love can boost Research Points & more.
How to Play 12/32
Items
You can create items by using Research Points. They allow you to change a student's career path or club, or temporarily boost their attributes.
How to Play 13/32
Educational Kits
Successfully finishing an event can get you an educational kit, used by students after changing in a locker room.
How to Play 14/32
Auras
Students with auras will perform better than usual. Sometimes just talking with the opposite sex can trigger an aura.
How to Play 15/32
Student Movement
After class, students go to facilities they are interested in. Facilities near their classroom are are more likely to be chosen.
How to Play 16/32
The Role of Teachers
At the start of the semester, teachers teach classes and find Research Points. Build a Teachers' Room to hire and level-up teachers.
How to Play 17/32
Academic Challenges
Passing challenges for subjects in your school will boost tuition. A student's chances of success depend on attributes and grades.
How to Play 18/32
Special Classes
Select a classroom to hold a special class. These use Research Points, but can improve grades. Aura boosts effectiveness.
How to Play 19/32
Research Points
When teachers enter a facility or students get together, they can get Research Points that can be used for special classes or facilities.
How to Play 20/32
Prospective Students
Having an article written about the school makes it more attractive to prospective students, as does holding special school events.
How to Play 21/32
Getting More Students
You can have up to 3 classrooms a grade (1st, 2nd, and 3rd years). High job placement rates can attract lucrative transfer students.
How to Play 22/32
School Size
Schools with many students and Popular Spots will grow in size. This gives you access to new special classes and career paths.
How to Play 23/32
Career Paths
When students enter facilities or pass challenges, they can discover new paths. The more lucrative paths are more difficult.
How to Play 24/32
Bulletin Board
Students will sometimes post their opinions on the bulletin board. These change depending on the bulletin board's surroundings.
How to Play 25/32
Placement Tests
3rd year students take a placement test before graduation. Try encouraging students with poor chances of passing to try another career path.
How to Play 26/32
Facility Placement
Where you place your facilities can be very important, as it changes the effects they have on students and on nearby facilities.
How to Play 27/32
Popular Spots
Placing compatible facilities near each other can create a Popular Spot, which boosts the effectiveness of nearby facilities.
How to Play 28/32
Invitations
As you play the game, your students will get invited to a variety of events. The student will be away for a time, but you will get a reward.
How to Play 29/32
Game Hints
Start slow and learn how to use your funds and Research Points. Then you can hire more teachers and start to build new facilities.
How to Play 30/32
Ending
The game "ends" when you reach April of year 11. Your funds and Clear Points will be saved as your High Score, but you can continue playing.
How to Play 31/32
Other
Some of your attributes at the game's end can be carried over to a new game. You may also find secret characters you can hire as teachers...
How to Play 32/32
About the Game
Manual - pocket academy
Pocket Academy
(C) Kairosoft Co., Ltd.