Play Novel: Silent Hill (Import) Play Guide v1.1 - loc182
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Play Novel: Silent Hill (Import) Play Guide

by loc182   Updated to v1.1 on
Play Novel Silent Hill
Playing Guide
Version 1.1 - Last Updated 08/13/07
Written by and Copyright 2002-2007 Toby Normoyle (loc182)


This is a playing guide for the Game Boy Advance game, Play Novel Silent 
Hill, which was made by Konami and released only in Japan during the spring of
2001. This guide was originally written as a part of the translation, but it 
became so long that I decided to make it a separate file. This guide should
answer any questions you might have about playing the game; however, it
contains no translation of the story. If that is what you are looking for,
then please take a look at my Translation of Harry's Scenario guide.

Japanese text support is necessary to properly display this guide. If the 
following line is displayed properly then you have the proper support:
プレイノベル サイレントヒル PLAY NOVEL SILENT HILL
(Note: You will probably need to change the encoding on your browser to
Japanese manually to view this page. I also recommend setting the font to 
FixedSys as that is what was used to write this guide.)



Table of Contents

 1. What is this Game?
 2. Credits
 3. Story
 4. How to Begin and Load Games
 5. Flow of the Game
 6. Controls
 7. Automatic Save Feature
 8. The Official Numbering System
 9. Digital Trading Cards
10. One-point Advice
11. Contact Information and Update History
12. Copyright Information

 

1. What is this Game?

Basically, Play Novel Silent Hill is like a Choose Your Own Adventure book.
If you are unfamiliar with these books, they are books in which you are often
presented with a choice, and the story unfolds based on the choices you make.
Play Novel Silent Hill is no different, as you make choices and the story
progresses. However, since this is a video game, video images of the area
you are in and characters that are present often accompany the text. A few
movies from the PlayStation version of Silent Hill even pop up from time
to time to move the story along.

I do feel that it is important to note that this game is a Japanese text 
adventure, and nothing more. Much like July for the Dreamcast, it was never 
meant for English speaking audiences in its current form. So please do not 
judge this game as many judged July. Both games are story-driven, and 
while neither is graphically intensive, both titles deliver exactly what they 
promise.



2. Credits

This guide would not have detailed information on the digital trading cards 
from The Boy scenarios without the help of the official Konami guide for Play 
Novel Silent Hill. This guide was written by Yusuke Yokoi, published by 
Konami, and released by 双葉社 (Futabasya) as part of the Konami Kanpeki 
Kouryaku Series. The ISBN number is 4-575-16265-5 and I highly recommend 
purchasing it if you have the opportunity. It is completely written in 
Japanese, but the flowcharts and pictures make it a worthwhile purchase even 
if you cannot read Japanese. Plus this book is the only way I know of to see 
scenes and text from The Boy's Spring scenario.

The instruction manual for this game is occasionally referenced; however, I do 
this mainly to point out interesting facts and errors.



3. Story

As a text adventure, Play Novel Silent Hill's strength is its story. While any 
fan of the PlayStation version knows the basic plot elements, this title 
expands on these elements as well as adding many new ones. A major part of 
this game is the ability to play as Cybil Bennett. This allows you to see what 
she was doing while Harry was asking everyone, "Have you seen a little girl 
around here?" Additionally, for those in Japan with Internet capable cellular 
phones and the Game Boy Color Mobile Adaptor, four other scenarios were 
available for download. The main character of each is "The Boy," a boy by the 
name of Andy. Each scenario is named after a season, thus there are spring, 
summer, fall, and winter scenarios for "The Boy." Unfortunately it has been 
confirmed that Konami has discontinued this service, so we may never be able 
to see these scenarios.

(For some reason, some have referred to "The Boy" scenarios as "Survivor" 
scenarios. I am not sure how this came about, but from my understanding of 
Andy and the Spring scenario, this is a bad way to describe him and his 
scenarios.)



4. How to Begin and Load Games

First of all, highlight "START" on the title screen and then press either the 
Start or A button. This will take you to the save slots screen, which shows 
you the state of the game's three save slots.

If you have not started a new game yet, then just choose any of the three 
empty slots and press the A button. The "His Fate" card will appear on the 
screen. This is the character select screen. Since you can only choose Harry 
right now, press A again to start the introduction. Once you select Harry the 
game will save to that slot and there is no conventional way to erase save 
data. (You can reset data as often as you like; however, once used a save slot 
cannot be cleared. I have posted a save on GameFAQs that will clear all the
save data on your cartridge, so you can download that save if you really want
a fresh cart.)

If you are loading a game, then you will see three pieces of information in 
each slot with save data. First is the name of the character you are using. 
Luckily this is always in English. So you will see either HARRY or CYBIL, 
depending upon who you were playing with last. Directly below that is the 
chapter that the game was last saved in. This is in Japanese and will be two 
to four characters long. The introduction is the only chapter with two 
characters. For all the other chapters, the middle, or middle two characters 
represent the number of the chapter. So by learning the simple numbers 1-18
in Japanese, you can quickly see what chapter you are in. Here are the
numbers 1-18 in Japanese for your reference:

  一 二 三 四 五 六 七 八 九 十 十一 十二 十三 十四 十五 十六 十七 十八
   1  2  3  4  5  6  7  8  9 10  11   12   13   14   15   16   17   18

To the right of the chapter you will see the description of the block the game 
was last saved in. This is called the "Block Name" in the instruction manual. 
This usually gives a very general description of either the location or theme 
of the block you are currently in. When a game is loaded, you will always 
start at the beginning of the block. Please keep in mind that several blocks 
have the same "Block Name." If you are starting from Harry's introduction, the 
save slot will look like this:

 HARRY
 序章  「悪夢の始まり」<-- Block Name

If you select this slot with the A button, the following will be displayed:

 HARRY
 序章  「悪夢の始まり」<-- Block Name
「久しぶりの休暇」<-- Event Description
 このシナリオが選択されました    This scenario has been selected
     続きから                Continue
     初めから                From the Beginning

The Japanese that appears directly below the chapter number and block name 
usually gives a description of an event that takes place in the block, 
so I call it the "Event Description." The event description is not limited to 
events; however, and sometimes it can be a person, a place, or a thing. With
a few exceptions almost every block has a different event description, so
this is a good tool to use to figure out where you are in the game.

Below the event description is a choice between continuing and starting 
over. "Continue" is highlighted by default, so another press of the A button 
takes you to the character select screen. If the save is with Harry, the 
"His Fate" card appears and the "Her Fate" card appears for Cybil. If there is 
flashing arrow on this screen, it means you can select the other character. 
One save slot holds complete saves for each character, so you can choose 
either one without fear of losing anything. When you choose the "other" 
character, you simply start from the block that the game was last saved in
with them. Once you decide which character to play with, press A again to 
start.

I recommend that you NEVER choose "From the Beginning" as this erases 
everything for that save file. It will not affect other save files or the 
digital trading cards, but you lose everything else and return to the 
introduction, which you can do without losing any progress by viewing the
ending credits.
 
If you really wish to start over, clear out your flowchart, and give up the 
use of Cybil (if her scenario is available) on the selected save slot, select 
初めから, and then select はい to confirm. Pressing the B button or selecting 
いいえ will cancel the erase operation and return you to the save slots 
screen. After you confirm the erase operation, you will see the "His Fate" 
card as you can only select Harry now. At this point nothing has been erased. 
You can still press B to cancel the operation and keep your data. Pressing A 
again serves as the final confirmation, and takes you straight to the 
introduction.



5. Flow of the Game

The actual game has three main parts: the normal areas, the question areas, 
and the flowchart. Then there are the blocks, which are what make up the 
normal and question areas, but not technically a "visible" part of the game.

To begin, the blocks are basically only a part of the game for saving and 
loading purposes. Each block has its own block name and event description, but 
you will not notice this unless you turn the GBA off and load often. The 
normal areas can be made up of any number of blocks, but the question areas 
always contain just one block.

The normal areas contain most of the text in the game. You probably won't 
always notice the normal areas change as they are often quite seamlessly 
strung together. Normal areas can have any number of blocks, pictures, and 
pages of text. When you reach the end of the text in a normal area, you will 
automatically move to the next area. Sometimes this move is fairly 
straightforward and sometimes it is based on a choice you have made earlier 
in the game. These areas are represented by white squares on the flowchart.
(Please note that these areas will appear somewhat gray rather than white on
the flowchart when not selected or a part of your current path through the
game.)

Unlike the normal areas, question areas only contain one block, one page of 
text, and one picture. In a question area you must choose one of two or more 
choices in order to move the story along. As with all other selections in this 
game, the currently highlighted choice will be in red, and I suspect this may 
be why Konami chose to have these areas appear as red squares on the 
flowchart. (These areas will appear in a slightly darker red color when on the
flowchart when not selected or a part of your current path through the
game.)

The flowchart is quite a useful tool as it allows you to see and visit any of
the areas that you have ever been to while playing. As mentioned above, 
normal areas appear as white or gray squares and question areas appear as red
or dark red squares on the flowchart. When you open the flowchart, the square
representing the area you are currently in will have a pulsating orange box
around it. This box is the cursor, which you can move about with the d-pad.
You can only move the cursor as far right as there are squares. When you
highlight a square on the flowchart, some Japanese will be displayed at the
bottom of the screen. The top line is the chapter number and the block name
of the first block (or only block) in the area you have highlighted, and the
bottom line is the event description for the same block. Since areas are the
only thing that appear on the flowchart, you cannot highlight individual
blocks. You should also notice that orange lines will appear when you
highlight a square. These lines connect the squares in order to show the most
recent path you have taken to reach the highlighted square. Finally, you will
see vertical blue lines at various intervals across the flowchart. These
lines show where chapters begin and end. The orange path lines will cross the
blue chapter lines, but there will never be a square on a chapter line.

There is one other interesting thing to note about areas and the flowchart:
Each area has a picture associated with it on the flowchart. And more often
than not this picture will not appear in any of the block(s) that make up the
area.

Now that you know about the parts of the game, here are some examples of how 
everything fits together: (In the examples, the [] represent the area, and 
the () represent the block(s) within the area. The first line is the block 
name, the second is the event description, and the third shows the number of
the pages of text that are in each block.)

Example 1
In areas with only one block, the block name and event description will be 
what you always see on the flowchart and the save slot.

[ (The Atmosphere of Alessa) ]
[   (The unfinished diary)   ]
[         Pages 1-29         ]

In this case, if you turn the game off while viewing any of the 29 pages that
are in this block you will see the above text in Japanese on the save slot 
when you load the game next, and you will always start on page 1 after 
loading.

Example 2
When there are multiple blocks the block name and event description for the 
first block in the area will always be displayed on the flowchart; however, 
if you turn the GBA off you will see the block name and event description 
for the block you were last "in" on the load screen. 

[ (         Arrival          )  (     Arrival      )  ( Arrival  ) ]
[ (Harry wakes up in his jeep)  (Out of season snow)  (Ghost Town) ]
[         Pages 1-3                  Pages 4-6         Pages 7-10  ]

The above example is the first area in chapter 1 of Harry's scenario. 
You will always see "Arrival" and "Harry wakes up in his jeep" in 
Japanese if you highlight this area on the flowchart, but if you turn off 
the GBA while page 8 is on the screen then "Arrival" and "Ghost Town" will 
be displayed in Japanese on the load screen and you will start on page 7 of
the area after you load the game. (In this area the block name is the same
for all three blocks, but this is not always the case.)



6. Controls

The controls are very simple, as you spend most of the time reading text and 
selecting choices. When the small spinning Flauros is on screen, pressing
A or R will cause the next bit of text to appear. If you are making a choice,
press up or down to highlight the choice you want in red, and then confirm it
with the A button. You can also tap the A or R buttons to make the text
appear faster, but be careful not to push the A button too rapidly or you
may skip through an area or select a choice that you do not want. The R
button will not confirm choices, so it is a safer way to quickly skip
through text. If you would like to see the picture behind the text, simply
hold the B button when the spinning Flauros is on the screen to make all
the all the text disappear. Releasing the B button will then cause the text
to reappear.

As long as you have seen at least two pages of text in an area, pushing the L 
button when the Flauros is on screen will allow you to review only the text 
you have seen in the current chapter since you: entered the chapter, last 
loaded the game, or last selected an area from the flowchart. When you do 
this, the text will turn light blue, the current background picture will be 
darkened, and the following will be displayed at the bottom of the screen:

LR    (The < and > represent triangles.)

"B Cancel" will always be written in white text, but "LNext" are 
both written in black and will be highlighted in either dark blue or orange.
The dark blue means that you cannot use that button right now, and the orange
means that you can. So if "L
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