All Japan Pro-Wrestling / Zennichi Jet Japan Prowrest Game guide/F.A.Q. sheet. Version: 1. Date: 5-25-01. Written by me, NThero (hayabusalug@hotmail.com) This document may be freely distributed, by anyone, to anyone, and for whatever use you want. But don't be a jerk; Don't charge anyone any money for it. The purpose of this guide is to help people understand how to play this wonderful game, and thereby enjoy it to the fullest. It's quite a good wrestling game. Enjoy. Don't contact me about anything else, ever. If you have anything to tell me about this game, be as brief and concise as possible. Please be sure to make it obvious your email is about this game by making good use of the subject line. Example subject line: info about All Japan Prowrestling. Don't email me any questions; All I know about this game is already here. I don't check email often so if you don't get a response, I either haven't read it or just don't care. If you have something to offer, I will include it and, of course, credit you for your help. (0) SHORT INTRO I'm not sure what the exact title for this game is. It is a Japanese game. The title screens reads "All Japan Puroresu", followed by some other words I'm not familiar with. "Puroresu" is short for the Japanese way of saying Professional Wrestling. The "translation" for "puroresu" would be "pro-wres". So I think "All Japan Prowrestling" is a good english title. The name from the game's ROM header reads "Zennichi Jet". And I've seen it posted under that title at ROM sites, and also under the name "Zennichi Jet Japan Prowrestling". This last name probably came from an amalgam of the ROM header, Zennichi Jet, and the words "Japan Prowrest", seen in the background on the title screen. I'm not certain about this but I don't think "Zennichi Jet" translates, at least not exactly or directly, to "All Japan". Copyright 1994 NCS and All Japan Prowrestling, and possibly one other Company as well. Possibly the developers, Masna(?) or Masnya(?). This game was released only in Japan and so the words are in Japanese, Kanji, and sometimes English. This game, having the AJPW license, features some of the biggest names from All Japan Pro (the major Japanese wrestling company). They have some of their signature moves and a taunt. There is a surprisingly large library of moves, especially considering the age and size of the game (a mere 128kb). This game is one of the funnest true wrestling games on the Gameboy system(s) to date. Table of Contents ------------------ 0)Short Intro 1)Menus 2)Controls 3)Wrestler movelists 4)Short Review/Rant This is a pretty small document but if you want to jump around quicker, you can use your text viewer's "find" command and search for (#), where # is the section you're looking for. (1) MENUS =========================================================================== Press A at the menus to accept. There is no going back. You will just have to power off you Gameboy and start again no matter what you choose. If you want to quit and be able to continue where you left off, you can get yourself disqualified by standing on the turnbuckles and waiting for the five count. If you can't climb the turnbuckles, then throw your opponent to the outside, then climb out and just wait for the ten count. Wail on your opponent to pass the time if you get bored easily. Then at the post-match screen, press select to get the password, write it down, then power off. Next time you power on to play, go to the password screen and enter your password. FIRST MENU Start game Password (The password is shown at the post-match screen. Press SELECT.) GAME MODES Singles (Royal Road?) Tag Team Vs? DIFFICULTY Easy Normal Hard CHARACTER SELECT (8 WRESTLERS) ------------------------------------ |Baba | Tsuruta | Misawa | Kobashi | |------------------------------------| |Kawada | Taue | Hansen | Williams| ------------------------------------ Giant Baba Jumbo Tsuruta Mitsuharu Misawa Kenta Kobashi Toshiaku Kawada Akira Taue Stan Hansen "The Lariat" Steve Williams "Dr. Death" TAGTEAM SELECT ------------------------------------ |Baba & Tsuruta | Misawa & Kobashi | |------------------------------------| |Kawada & Taue | Hansen & Williams| ------------------------------------ | EDIT | ----------- EDIT = Make up your own desired team from the eight wrestlers. When you do this, the normal partners of the wrestlers you chose will form a tag team that you will have to face. POST-MATCH screen Shows the two of the wrestlers involved with some Japanese text. A or start = continue Select = show password RULES Five count while standing on the top rope turnbuckle. Ten count while outside the ring (on the arena floor). Ten minute time limit to all matches. "Damage/health/spirit" bar on bottom of screen. Health will automatically recover slowly if you are not being bombarded with attacks. Tag out in a tag match to recover health more quickly. CHAMPION After you win the belts, in either singles or tag, the game shows a picture of your wrestlers with the belts and the trophies as credits scroll up the bottom half of the screen. Then the game just goes back to the title screen like nothing happened. (2) CONTROLS =========================================================================== BASIC CONTROLS [STANDING] D.pad = move A = punch B = kick select = taunt/pose start = pause *Note that not all wrestlers have taunts. I don't think taunts do anything as far as the health/spirit/damage meter, or anything else for that matter. Double tap left or right = run During a tag team match, stand in your corner (upper left of ring) press toward ropes and press B to tag in your partner. [GRAPPLE / TIE-UP / LOCK-UP] to tie-up/grapple = just walk into your opponent left or right + B = Hammer throw (also known as irish whip) to ropes or turnbuckle B = move 1 (usually a body slam) up + B = move 2 down + B = move 3 A = move 4 up + A = move 5 down + A = move 6 left or right + A = move 7 A + B = Special move (can be done seemingly at any time) The grapple system is similar to the one in the Fire Pro games. Just walk into your opponent and then press a button as soon as the two wrestlers lock-up/tie-up. You will hear a sound as well as see their arms actually touch the other's shoulders. Press the button as soon as this happens. Too late and you will lose the tie-up. Too early and it won't count because they haven't actually locked up yet and you will lose the tie-up. It takes a little getting used to, but it works pretty well. Sometimes the grapples end in a kick or punch instead of a grapple move. I don't yet know why. [dazed standing opponent, Rear approach] A = move (backdrop) B = attack (signature)? A + B = ? not sure if there is a move for this combo. [RUNNING] Double tap left or right to start running left or right A = attack 1 B = attack 2 [opponent running at you] A = counter attack 1 B = counter attack 2 Run, A = running counter attack 1 Run, B = running counter attack 2 *Some characters have different running attacks when executed against a running opponent. For example: Kobashi Kenta normally does a clothesline for his running B attack. But when you throw someone to the ropes, he will do a dropkick at his opponent who is now running toward him, instead of the clothesline, when you double tap left or right then press B. *If you don't press a button in time, your wrestler will either automatically knock the other guy down with a shoulder block (or similar move) or get clobbered by him depending on the guy's health/spirit. Usually if you press the button too early, you'll get clobbered. [when hammer thrown] press the A and B buttons to grab the ropes or counter with your own running attack. [DOWNED OPPONENT] When your opponent is down flat on the mat, the areas you can attack are the legs/feet, the head, and the torso (upper body). You can also pin your opponent (A + B), or climb the corner/turnbuckles to launch a flying attack. From the top turnbuckle, some wrestlers have two attacks they can use. Some wrestlers have one attack and some cannot climb the turnbuckles at all. You can attempt a pin anytime your opponent is down on the mat. There is no rope break for a pin or submission. Only pins resulting from an attack (i.e. powerbomb into a pin) are broken and only when you are near the ropes. A + B = pin [top rope] To climb up the ROPES/TURNBUCKLES, stand in the corner and press down or up + A to climb. While on top, A = attack 1 B = attack 2 *Note: Some flying attacks, such as Kobashi's moonsault and Misawa's splash/frog-splash, will pin the opponent if it connects. These attacks only connect with downed opponents who are in range. They will not connect with standing opponents. You will miss and hurt yourself and take damage. They also do not fly at opponents outside the ring, standing or downed. [at legs/feet] B = attack A = attack or submission [at head] B = pull opponent up to sitting position A = attack or submission [at torso] B = pull opponent up to sitting position A = attack or submission [sitting opponent] B = pull opponent to his feet. (He'll stand there dazed. Now's your chance for a devastating rear grapple attack) A = attack (usually a kick to the back) A + B = submission [floor / ringside] Some moves when done near the ropes will throw opponent out of the ring to the arena floor. Examples are the suplex, body slam, and hammer throw. D.pad + A = Climb in or out. To climb in or out of the ring press toward the outside and the A button. You cannot climb out of the ring, unless your opponent is outside. You can also throw your opponent into the ring apron or the side fences. Well, almost. There's just a "hurt" animation (the same one that happens whens you throw or get thrown to the turnbuckles) and a "clanking" sound effect. You can see the tag partners on the floor but can't attack them and can't tag them from the floor. They won't assist you either. They just stand there, lifeless. (3) WRESTLER MOVELISTS =========================================================================== Rather than listing all the moves that each wrestler has, I will be listing the specials (A + B) and moves that are unique to each wrestler. I will also be listing moves that are cool and notable. I only know the Japanese wrestling organizations and wrestlers by name so I do not know their moves, or subsequently the names of said moves. -Giant Baba- A + B = Russian Leg Sweep (also down + A?) He's got his trademark big chops, and that face-meets-knee move. Baba puts a sitting opp. into a sleeper with just the A. B alone in grapple is chop, not body slam. Doesn't climb ropes. -Jumbo Tsuruta- Big Backdrop? = A + B Jumping knee = running A doesn't climb. taunts. -Mitsuharu Misawa- Tigerbomb/tiger driver? = A + B splash/frogsplash? = on turnbuckle, A spinning clothesline/forearm/punch = running A (also down A in grapple) unique submission = sitting, A+B senton = torso A go behind release german suplex? = side A spinning kick = run counter B weird punch = run counter A -Kenta Kobashi- Powerbomb Bridge Pin = A + B Moonsault = standing on top turnbuckle, A Flying Guillotine/leg drop = standing on top turnbuckle, B Guillotine/leg drop = at head of downed opponent, A Combination punches/chops = -Toshiaki Kawada- Powerbomb Pin = A + B Cartwheel kick = B while running Powerslam = opponent running at you, A Top rope elbow = standing on top turnbuckle, A or B Cool dragon sleeper like submission = sitting opponent, A + B Senton = downed opponent, at torso, A -Akira Taue- Choke Slam = A + B Doesn't climb. -Stan "The Lariat" Hansen- Powerbomb = A + B Big Lariat = standing behind dazed opponent, B -"Dr. Death" Steve Williams- go behind something? = A + B Doctor Bomb = down + A Powerslam = opponent running at you, A Oaklahoma Stampede = ? Additional moves in the game that I didn't list above but are in the game but I don't remember who does them, or are used by more than one wrestler. GRAPPLE Lygerbomb(not sure, might have just been doctorbomb), DDT, Supplex, pile driver, body slam, brainbuster(?), german suplex, backdrop, russian leg sweep, abdominal stretch, DOWNED OPPONENT elbow drop, one foot stomp, double knee drop, leg drop, senton, single leg crab, sleeper/chin lock (on a sitting opponent), a few different kicks to the back (on a sitting opponent)... RUNNING clothesline, dropkick, jumping knee, flying tackle(?misawa?), shoulder block/tackle... That's it for controls. Here's a quick strategy tip: You can win very quickly by backing your opponent into the ropes and then Pummeling him with punches and/or kicks until his health/damage bar is at maximum, then tie-up and execute your special/signature. Now pin him for the easy 1, 2, 3. If your special ends in a pin (powerbomb pin, etc), you might have to back away from the ropes slightly so the move won't end too close to the ropes, resulting in a rope-break. Pins on a fallen opponent, as opposed to a pinning move, will never have to "rope-break". It's also good to wear someone down by punching or kicking him before locking up. (4) Short Review =========================================================================== Graphics The graphics are pretty good. There's a referee/umpire drawn into the background. It looks cool until there's a pin fall and he just stands there motionless while the count is going on. (The pin count goes 1, 2, 2.5, 2.9, 3! Pretty neat.) The graphics are good enough that you can usually tell the wrestlers apart from one another. But sometimes during heated action, it can be hard to tell your wrestler from the other. Some guys like Hansen, and Baba are easily distinguishable. Hansen has light colored hair. Baba is distinctively Baba. The other wrestlers are kind of similar in their look. Lighter shades (of gray) are used to help make the wrestlers easier to distinguish, and the heads are drawn slightly differently, but on such a small black and white screen, it does help but only so much. When played on a GBC, the colorization makes it a lot easier to distinguish the wrestlers from one another. Sound The sound is about as good as can be expected on a Gameboy game from 1994. The opening AJPW theme (some Philip Souza song?) is cool. The crowd roars are surprisingly cool. The hit and bump sounds are standard blip and blops. The rattle from sending someone into the ring apron or "fences" in kinda cool too. The music provided during pre- and post-match screens are not bad either. The game is damn good for a GB game--better than some American wrestling games on more powerful game systems. In fact, it still beats out some of the wrestling games that came out on GBC recently. The only GB/C wrestling game out recently that is better is "Pocket perfect wrestler", also released only in Japan. Fire Pro wrestling for the Gameboy Advance is also better, but that is a FAR more powerful system that JUST came out. Actually, I've haven't played that myself yet so I'm only assuming that it is better. In all likelyhood though... The only Gameboy wrestling game that even comes close is Hal Wrestling (known simply as "Puroresu" in Japan) which was developed by the wrestling game gurus at Human Creative Group/Human Corporation and then brought over to the states by the folks at Hal America Inc. That was released in 1990 so AJPW is newer and better. :) A few things that could and should have been in this game: 1) More flying attacks. Top rope attacks against standing opponents, at least inside the ring. Flying attacks to opponents outside the ring would be welcomed, too. That's top rope attacks AND plancha's/tope's. But at the very least, there should be a top rope attack for standing opponents inside the ring. How hard could that really be? 2) A way to back out after making a choice in the menues. It really sucks to have to power off the Gameboy and go through it the menues again just because you made one little mistake, or changed your mind. 3) Double Teams. Though, that might have been beyond the capabilities of the Gameboy system. That's all, folks. I hope this short guide helps you enjoy one of the few decent wrestling games on the Gameboy.