WORLD WRESTLING FEDERATION PRESENTS... W R E S T L E M A N I A ____ __ _______ ____ __ _______ ____ __ _______ \ \ \ / \ / _____/ \ \ \ / \ / _____/ \ \ \ / \ / _____/ \ \ \/ /\ \/ /____ \ \ \/ /\ \/ /____ \ \ \/ /\ \/ /____ \ \ / \ / ___/ \ \ / \ / ___/ \ \ / \ / ___/ \ \/ /\ \/ / \ \/ /\ \/ / \ \/ /\ \/ / \__/ \__/ \__/ \__/ \__/ \__/ Version 3.0 FAQ. *** D I S C L A I M E R *** "Is that legal?" This document is copyrighted and can be distributed free of charge. This document is not to be sold for profit nor to be printed for sale without the expressed, written consent from the author. If distributed, please indicate credit where credit is due. Any infringements upon this agreement will result in libel and legal actions may be sought. *** W H A T ' S N E W *** "What a ripoff!" * Nothing new to report except that the game is to be released (dedicated) on July 28th, 1995. Once the game pops up nationwide, I'm sure much more new stuff will be found. *** I N T R O D U C T I O N *** "Anything can happen here in the World Wrestling Federation!" There are 8 characters to choose from. They are as follows: 1) Doink The Clown 2) Razor Ramon 3) The Undertaker 4) Yokozuna 5) Shawn Michaels 6) Bam Bam Bigelow 7) Bret "The Hit-Man" Hart 8) Lex Luger Yes, I am also aware that other wrestlers should have made this game. Big Daddy Cool Diesel, The 1-2-3 Kid, Jeff Jarrett, and Sid are a few that come to mind. Any of these over Doink, no doubt. But, hey, I don't call the shots, and when the game was in development, these were the top wrestlers, or so the programmers thought. The character selection screen is as follows: /---------------------------------\ | | | | Doink | Razor Ramon | | | | |---------------------------------| | | | | The Undertaker | Yokozuna | | | | |---------------------------------| | | | | Shawn Michaels | BamBam Bigelow | | | | |---------------------------------| | | | | Bret Hart | Lex Luger | | | | \---------------------------------/ Also as with the Mortal Kombat series, random select is Up+Start. It says at the top, "CALLA RANDPER" short for call a random person, I guess. It might be changed in later chips to "RANDOM SELECT" or something more useful. You can also do a manual palette swap. To change color for your character, hold left or right when selecting your character and hit one of the buttons other than block. I don't have a list of all colors for all fighters, so go play with this one. Not worth my time to record all the colors. *** C H A R A C T E R P R O F I L E S *** "It's a total debacle!" 1) Doink The Clown (Ray Lichicelli), 235, parts unknown, with his buddy Dink 2) Razor Ramon (Scott Hall) 6'7" 270, Miami, FL (AKA "The Bad Guy") 3) The Undertaker (Mark Callaway) 6'11" 328, Death Valley CA, with Paul Bearer 4) Yokozuna (Rodney Anoia) 600, The Polynesian Islands, with Mr. Fuji & Jim Cornette 5) Shawn Michaels (Michael Hickenbottom) 6'2" 230, San Antonio, TX (AKA "The Heartbreak Kid") 6) Bam Bam Bigelow (Scott Bigelow) 400, Asbury Park, NJ 7) Bret Hart (Bret Hart) 240, Calgary, Alberta, Canada (AKA "The Hitman") 8) Lex Luger (Larry Pfohl) 265, Atlanta, GA (AKA "Made in the USA") *** C O N T R O L S *** "Somebody call security!" P PP BL(Defense) K PK P = punch PP = power punch BL = defense (block) K = kick PK = power kick Also, for your convenience, F = Forward D = Down U = Up B = Back *** B A S I C M O V E S *** "I think he's cheering for me, McMahon!" Every character has shared basic moves. Here are some of the crucial moves needed to survive in Wrestlemania. punch: Your basic, normal, punch. If you hit punch repeatedly while you are right next to someone, you will sometimes do a mini combo, which ends with you throwing your opponent. power punch: A more powerful punch. With most of the characters, various extensions to the arm will appear. I will note this in the individual character description. kick: Your basic, normal, kick. You may can do a few mini-combos with this. power kick: A more powerful kick. With most characters, you can also have various extensions similarly to the power punches. run: P+K After executing the run, you hold down the buttons and you can choose which direction to run in (left or right). Much more intuitive than a badly placed run button in another Midway game. Also, any moves done after bouncing off the ropes are considered High Risk, and do double damage. power throw: PP+PK (some characters) Only Bam Bam Bigelow, Lex Luger, and Yokozuna have this throw. This throw can be blocked, but once hit by it, you cannot reverse this. hair grab: PP (near opponents head while on the ground) After doing certain knock down moves, you can pick up your opponent from the canvas and possibly inflict even more damage. grab: FF+PP This is the normal grab. After doing a grab, you have the option of doing a High Risk Move, mini combo, or true combo. This move cannot be blocked, although if done while you are still trying to stand, you will merely get shoved. *After grab is done* High Risk Move #1: FF+PP High Risk Move #2: DD+PK These are reversible moves which inflict 2x damage when performed on your opponent. Other High Risks are available for individual characters, but each one has these motions which result in various moves. hip toss: BB+P This is very key and to get good at this game will require that you use this effectively. This move no longer can be blocked, and once executed, cannot be reversed. All characters have this move. rope toss: BB+PP This move throws them towards the ropes where the opposing character is vulnerable to an open attack until he recovers. This move has its uses here and there for it leaves your opponent running helplessly. More effective if you are in the center of the ring. shove: BL+P This moves shoves a guy away from you. This is quite good for getting people away from you to give yourself a little more space. I'm not sure if it does damage or not to an opponent. I will try to pay more attention next time. turnbuckle leap: Climb up on the turnbuckle. Go ahead, it's fun. While this move cannot be blocked, you can get hit while on the turnbuckle and as you come down. A good counter is a power grab. Also, running away from someone leaping from the turnbuckle is a relatively "safe" move. You can also jump on people out of the ring with this, except Yokozuna. You cannot block while on the turnbuckle, and if you are hit, you sometimes gets knocked out of the ring. drop kick: run+PK This move lets you run, then execute a flying attack. This move is quite useful and has a good surprising factor. body dive: run+PP Very useful just like the drop kick. reverse throw: (FF+PP, DD+PK, etc.) Very necessary for surviving in this game. Also, vital for defensive play. You perform a reversal with the same motion as you would execute a High Risk Move after you grab your opponent. We don't suggest spazzing anymore (simply going crazy with buttons and joystick.) The reversals are definitely just a battle to see who pulls off the High Risk joystick movements first. Very intuitive. power up: spin joystick 720 away from opponent Everyone now can power up by spinning the joystick. You can only do it once per match, however. Helps to hold down block. If you do this motion away from you opponent, you will do a taunt. If you do it while being attacked or grabbed, you will simply flash (which is better). After doing this move, if you can attack your opponent within the next 5 seconds, it will do 4x damage with the notable exception of a combo. (doing a combo + 4x damage would be quite unfair). *** C O N C E P T S *** "He can't get up from that!" Second Wind: * You must be on the brink of elimination. This means that you must have lost 1 round already if the match is scheduled for 3 falls. If you're up 1 fall to 0 and your opponent pins you, you can't get up. *note*: If the match is for 1 fall (Wrestlemania Challenge), there is no second wind. Why? I don't know. * Your combo meter must be lit. I don't like this requirement too much because after doing a combo, you can hurt yourself because of this. * You must be in the ring. Throwing someone out the ring to kill them is a good thing to do! Ring Out: If you stay out of the ring for too long, you will start losing health. So don't. You only lose health if your opponent remains inside. If you do a basic throw on someone with your back to the ropes, you will heave them right over the ropes! Those funny symbols after a round: After each round in which you do something impressive, you will awarded a skill bonus by the computer. Various bonuses include Perfects, Quick Victories, No Blocking, 2 Round Sweep, etc. These also possibly make the computer harder when you do it to them! *** F E A T U R E S *** "I can't believe he pulled that off!" Head-to-Head mode: It's just that. Your basic head to head fighting game setup. The match is scheduled for the best 2 out of 3 "falls" or rounds. Co-op mode: Co-op mode is much better now and can be challenging (depending on your skill level). If you and your partner survive, you get to stay on the machine and fight each other. (good). If you both die, then both of your games are over. (bad). Playing co-op is a risk worthy of taking, however. You must fight all 8 players (dubbed the Wrestlemania Challenge). It can be quite fun. A good tip to fighting co-op mode is to watch your combo meter. Use it often for it builds up very quickly. If one person starts a combo, your partner should start his. Both of you can use the combo meter if you do it simultaneously, so this is key. Another trick is that you can interrupt your playing partner's combo. You can hit the person being comboed (or even hit your partner) and the combo will stop, but the combo meter will still be intact. Playing against the CPU: When you begin playing against the computer, you get the option of striving for the International belt or the Heavyweight belt. I personally think the Heavyweight belt is more fun and much more challenging, but... In both races for the belt, the matches go inversely in factors of two: [] [] [] [] [] [] [] One on One 2 on 1 3 on 1 International Two on One 3 on 1 Royal Rumble Heavyweight The Royal Rumble is actually a modified rule version. There is no more than four people in the ring at once, and being tossed over the top rope does not disqualify you. But, yes, you must fight all 8 opponents. Are you tough enough for the challenge??? *** B U G S *** "What a moron!" I've found a slew of bugs and wrote some down to let Midway know about it. Many have been fixed, but some bugs which remain include: * If facing the wrong way and someone gets hit with the joybuzzer with Doink, then the character may float really weird. A one-time bug. * Sometimes the CPU will pin me and the game freezes. This has happened to me 3 times. All 3 times, both me and the CPU had the combo meter flashing. There may or may not be a significance to that. * When doing the hip toss with BamBam as a first attack, the cpu doesn't register it as a first attack. This bug may be the same with other characters. Needs to be checked out. * When playing more than 1 cpu opponent, sometimes the cpu will break from your pin and suddenly, you lose. This happened only once after I also, recovered from a pin. * When time begins to run out, there should be a better warning given. At this point, with 10 seconds left in the fall, a VERY FAINT bell can be heard. As you will find out, 10 seconds isn't really enough time left to do anything in this game, and the bell is not even noticeable. * Also, getting up from a pin can be quite useless. One can sit on the turnbuckle and the moment you flinch, you will not get up and die. Also, you cannot recover from a repeated attack done repeatedly. An example is with Doink's quad happy hammer. I can do this to you all day until the timer runs out and you cannot recover from your pin as long as I do this all day. I sure hope they fix this one! * Once playing against 2 CPU opponents, I killed the first one and then killed the second one, but instead went to pin the first one. He was able to recover (get his second wind). * One bug that happened was that my partner started his combo. Somehow I reversed it as it began and his combo meter was completely gone! That's right, a 0 hit combo (but it will not say this). I reversed it right as it started up. Weird. *** R U M O R M I L L *** "I'd hate to be on the receiving end of that one!" Rumor had it that there were NBA-Jam style codes and it is true. The only codes found thus far are: * tap punch 4+ times during the vs screen and hold it down This turns on Moves Names On. The names of the moves are listed at the bottom. --> note: All moves don't have names as of this writing! * tap PK, K, PK, K, during the vs screen This turns on Drones Meter On. I still didn't see a recovery meter of anything for the drones. I will look into this one some more when I get the chance. This code seems to do absolutely nothing. * ??? Disable blocking. It only worked for a 2-player mode, but it is still unclear how to enter this code. The rumor mill is always alive with neat stuff. Rumor also has it that Mark Turmell may be a secret wrestler in this game, but highly unlikely for it would look weird with Mark's head pasted on another wrestler's body. Rumor has it that there will be more codes added later. As of now, the time to enter codes is very short. Hopefully more time will be given to enter more complex codes. Rumor also has it that there may in fact, be an "ultra" combo which would take off a lot of life. Hopefully, this isn't implemented for this would throw the game balance out the window. The rumor that other wrestlers were soon to come has pretty much been snuffed out by Midway themselves. They let it clearly be known that the game play and images were pretty much "carved in stone" and only small game play changes would be made. Other than this, there are no other current rumors. *** T H R O W S *** "He got exactly what he deserves!" This is wrestling. You are SUPPOSED TO THROW! If someone whines about this, tell them to play Killer Instinct or something. This game is definitely not for the no-throw community. There are 4 types of throws. grab) FF+PP This is the normal grab that everyone has. Tap forward twice and hitting power punch will attempt to grab the opponent. Get the know your throwing ranges!! This is important!! Grab from max range! It's the secret to how I get a lot of throws off. hehehe power throw) PP+KK Some big characters have power throws. These throws are unique for they hold them up in the air, then slam them down. What makes these throws really good, is that they are NOT reversible. You can't counter a power throw, so a character who has a power throw is good. Yoko, Lex, and BamBam are the characters who have power throws. hip toss) BB+P Whipback throw. Many times when you're repeating punching the face of some guy (using power punches), as they are reeling back you can execute a throw in the middle of these punches and it will grab them and many times, throw them out of the ring. It's an over the shoulder kind of throw. I don't have the exact motions on this one, but Razor can do this one pretty good. Also, this throw is quick and not reversible. rope toss) BB+PP This slings your opponent against the rope, leaving him helplessly running for a brief period of time. You can follow this up with an attack of your own. you can get original on this one. After grabbing your opponent, you have many options. Every character has 2 universal High Risk Moves and mini combos. Mini combos can be reversed early once they start. After that, then it's a real combo. Mini combos are good because they are easier to start up, plus can potentially do more damage than a standard throw. So in essence, mini combos are like real combos but they can be broken (combo breaker). Also, you have the option to throw if you like. The best of both worlds rolled into one game. *** R E V E R S I N G T H R O W S *** "I can't believe what I just saw!" "Quick reversal!" There are two main ways for reversing (breaking) throws. One is a "clean" way and simply to do your piledriver motion for your specific character. Yet another way (which I see a lot of newbies doing) is the "spaz method". Just spaz on the joystick and buttons as if you're breaking out of a dizzy. Back on the older chips, you could do a reversal this way and sometimes get a weird double throw instead. But to save wear and tear on the machines and improve strategy and game play, spazing seems to just make you look like a retard. *** C O M B O S *** "Incredible combination move!" Do a lot of special moves (and throws) and your combo meter goes up. Combos are done by first grabbing your opponent (FF+PP), and then performing a "combo initiator" move. Then after doing this, precise timing between pre-programmed button sequences will execute the combo. The timing on combos can be tricky at first. To execute the combos requires only a few button presses, but I strongly urge that you use multiple button presses, so that you will make sure you get the combo you want. It can't hurt. I will provide an example of timing. Bret Hart's 16-hit combo: 1) do a grab (FF+PP) 2) now do the PK initiator (FF+PK) 3) tap PK and bret hart will start by kicking 5 times. 4) around the 5th kick, tap PP 5) bret hart with throw 5 punches. start tapping P 6) bret will do a body slam. as soon the bret finishes the first body slam, tap K 7) bret hart will do 2 more body slams. tap PK after the 3rd body slam 8) bret hart now will do 3 back breakers. 16-hit combo. Right now, the combo notation looks like this: (grab), FF+PK PP P K PK But will look like this later on once combos get more complex: (grab), (5), PP(5), P(1), K(2), PK(3) = 16 hits Where the combo initiator is in brackets and the number of hits follows each button press. I'm unsure as of this writing the exact number of hits that each button press does in each combo, so be patient. Mini-combos: Mini combos are small combos which do not affect your combo meter. These combos can be started from a grab or from a close attack (preferably when a player is just getting up). To do these attacks, you must hold the stick in a direction and hit punch or do special joystick motions. Only the mini combos starting from a grab can be reversed, I believe because the way the throw reversal works. If you start a mini combo from a close range attack, then it can't be reversed. More to be researched later... examples of mini combos include: do a grab with bret hart. hold the stick forward and tap P repeatedly. voila. 5 hit punch combo. do a grab with razor ramon. do a QCT+P. razor will do a mutiple razor move. Beware!!! Once these mini-combos have started, they can be reversed. Get close to an opponent and hold forward and tap PP. This will also start up a mini combo with some characters that is uncounterable. Some of these uncounterables end with a throw. As an added bonus, you can "buffer" certain mini combos with throws. Try this out with Bret Hart as an example: do a grab with bret hart. hold the stick forward and tap P repeatedly. Now immediately do a HCT+P, {P}. you will do a few punches interrupted by a quadruple slam. *** C H A R A C T E R S *** (in alphabetical order) "He can't get away with that!" This section is starting to fill out quite nicely now. ??? = I don't know it (!) = unconfirmed by me * = quadruple move {} = repeated button taps ch = charge (hold button down) for 3 seconds, then release --------------------- -- Bam Bam Bigelow -- --------------------- special moves: fist rush: chP fire throw: chPP, run, release PP flying snap kick: BB+PK throws: power grab: PP+PK *(pogo)piledriver: (grab), DD+PK, {PP} backbreaker: (power grab), DD+PK minicombos: fist rush, power grab combos: initiators: PP, PK 20-hit combo: FF+PP, P K PK PP 22-hit combo: FF+PK, P PP K PK PP (!) --------------- -- Bret Hart -- --------------- special moves: roll: QCT+PP eye raker: HCT+P or chP sharpshooter: hit PP next to fallen opponent's feet. dashing uppercut: DD+P throws: face slam: (grab), HCT+P *quadruple slam: (grab), HCT+P, {P} DDT: run+PP mini combos: (grab), hold F, {P} (grab), hold F, {P}, face slam combos: initiators: P, PK 16-hit combo: FF+PK, PK PP P K PK or (5, PP5, P1, K2, PK3) (see above) 13-hit combo: FF+P, PP, PK P (!) ----------- -- Doink -- ----------- special moves: *the clapper: HCT+P, {P} joybuzzer: chP (or QCT+P after grab) *happy hammer: FF+PK, {K} throws: head slam: (grab), FF+PP *face smash: (grab), DD+PK, {K} mini combos: (grab), P, hold F, P+K (punch + body dive) [does ~30% damage!] combos: initiators: PP, PK 16-hit: FF+PP, PK P K 16-hit: FF+PK, PP K P 14-hit: FF+PK, PP P K --------------- -- Lex Luger -- --------------- special moves: fist smash: chP *fun flail: FF+PK, {K} elbow girder: FF+P throws: power grab: PP+PK suplex: (grab), FF+PP (can throw people out of the ring) throw: (grab), DD+PK mini combos: ??? combos: ??? initiators: ?? ----------------- -- Razor Ramon -- ----------------- special moves: quick slice: QCT+P dashing slice: chP throws: razor's edge: (grab), FF+PP *quadruple slam: (grab), DD+K, {K} mini combos: (grab), QCT+P combos: initiators: PP, K 24-hit: FF+PP, P K PK PP (P) -------------------- -- Shawn Michaels -- -------------------- special moves: flying double snapkick: BB+PK back breaker: chP some stupid kick: chPK frankensteiner: FF+PK drop kick: FF+K sunset flip: FF+PP *quadruple kick: HCT+K, {K} (up close) throws: run + PK (leg throw) run + PP (body tackle throw) arm breaker: (grab), FF+P mini combos: (grab), hold F, PP combos: initiators: P, K 15-hit: ??? -------------------- -- The Undertaker -- -------------------- special moves: warp: QCT+P neckbreaker: chP shadow neckbreaker: chP, run, release P dark ghosts: QCT+K (this takes off damage) light ghosts: QCB+K (this stuns them, but doesn't take damage) *tombstone smash: FF+PK, {K} throws: uppercut buster: (grab), DD+PP *fire neck slam: (warp), DD+PK, {P} (changed to DD in later version) mini combos: combos: initiators: K, PK 21-hit: FF+PK, K P PP -------------- -- Yokozuna -- -------------- special moves: salt throw: chP (or QCT+P after grab) belly rush: FF+P (charcter away or farther) head knocker: FF+P (up close) throws: power grab: PP+PK (can throw people out of the ring) leg spin throw: (power grab), DD+PK (another cool throw) ?? FF+PP ?? DD+PK mini combos: combos: initiators: P, PP ??-hit: FF+P, PP PK *note*: yokozuna cannot jump out of the ring off the turnbuckle *** D E S I G N E R S *** "Put 'er there, pal!" If you look in the crowd, you can see the people who made this game possible. Right smack in the middle, is Mark Turmell. Many of you may remember him from NBA JAM (MJT March 22). Mark Turmell is the main guy responsible for this game. Also looks like Mark has put on the pounds since NBA Jam!! =:O The others are: In the crowd from Turmell to the right... Sal Divita (head artist) Sheridan Oursler (hardware tech) Josh Tsui (artist) Eugene Greer (artist) Tony Goskie (artist) Mark Penacho (programmer, but not on this game) In the crowd from Turmell to the left... Jason Skiles (programmer and avid internet user) Jake Simpson (programmer) Mancow Muller (radio dj on Rock 103.5 and devout WWF fan) Sophia (Mancow's significant other) Dewey Gosnell (network tech) Jamie Rivett (programmer) I am not making public the e-mail addresses of these people due to projected mass amounts of mail these guys may receive from listing it in this faq. *** C O N C L U S I O N *** "That was cheap!" As of this writing, Bret Hart and Doink seem to be the best characters. Yokozuna also has loads of potential and is a good aggressive, offensive character. Lex Luger is also very good if you can use him. Shawn Michaels, in my humble opinion, is the worst (don't tell Spencer about this!) The Undertaker isn't very good either. Of course, this is *my* opinion and is subject to change without notice. Also, it is *way* too early to tell. This seems to be a very promising game. Over here, more people play this than mk3!! Seriously! The graphics are much cleaner and overall, this game rocks. I thought I would never say that about a wrestling game. I love this game! To get this faq, you can get it from ftp at: Andy Eddy's videogame FAQ archive ftp.netcom.com /pub/vi/vidgames/faqs/wwf.faq Paul Schwartz's mirror of the Netcom site (gopher or FTP) cencongopher.concordia.ca /pub/JustTheFaqs/VideoGames/wwf.faq or from the World Wide Web (WWW) at: ("unofficial" site) http://www.cs.indiana.edu/hyplan/bodom/wwf.faq ("official" site) http://cs.sau.edu/~mkruse/wwf/ *** C R E D I T S *** "This is a complete disaster!" Brian Odom (bodom@ugly.ucs.indiana.edu) Mark "UNC" Uncapher (muncaphe@iunhaw1.iun.indiana.edu) Spencer Olson (olsospe@elof.acc.iit.edu) or (torgo@tristero.io.com) Frodis!!!!! (frodisman@aol.com) Michael Crockett (crockett@student.umass.edu) ------------------------------------------------------------------------------ Brian Odom http://www.cs.indiana.edu/hyplan/bodom.html (under re-construction)