Windjammers (Flying Power Disc)
Neo Geo FAQ
..also for:
Nintendo Virtual Console (discontinued)
PlayStation 4/PlayStation Vita
Version 1.3
Sports
1-2 players
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Copyright 2003/2018 by June Kim/BakaOrochi
All Rights Reserved.
Unauthorized reproduction of this FAQ in any shape or form is prohibited.
I mean, it's not like it's HARD to e-mail me if you want to use any part
of this FAQ, is it?
If you want to use ANYTHING, even codes or whatnot from this, CONTACT ME
FIRST. This is my work, and not one bit of this is to be reproduced in any
way, shape, or form. Copyright laws protect this FAQ. This is
purely my own work, any other similarities to other FAQs are purely
coincidental.
I do respect all other copyrights and if I have inadvertently infringed on
any, please contact me immediately so that I may remedy the problem.
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FAQ History:
1.0
11/24/03
-First release
1.1
11/20/2016
-Updates/revisions to controls, content, etc.
-I lifted some of the proper names off Wikipedia, so apologies for whomever
wrote that, I don't have access to the AES manual.
1.2
12/4/2016
-Fixed some spacing issues to fit on mobile devices (well, iPhone anyway). Oops.
-Revised some wording, play mechanics, added other random information.
-Updated information about other releases including PS4/Vita (based on the
PSX reveal event).
1.3
12/4/2018
-Once again, spacing issues. Also cleaned up the FAQ a little and added
the ground hopping throws.
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Contents:
1. What's the point of this FAQ?
2. What the heck is "Windjammers?"
2a. Playstation version changes
3. How to play
3a. Control
3b. Bonus Rounds
4. The players
5. Frequently asked questions...well maybe not that frequent.
6. Arcade (MVS) and Home (AES) settings
7. Can you give me some tips/secrets?
8. The arenas
9. Quotes
10. Closing notes/Thanks/Contact Information
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1. What's the point of this FAQ?
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Why not?
I made this FAQ in 2003 as an exercise in writing, but also I didn't know anyone
actually cared about this game. Over a decade later, turns out a good amount
of
people do so I think it's time I updated this now that I've actually had access
to understand the nuances of the game better.
It seems to surge a little in popularity when it briefly appeared in Nintendo
Wii's
Virtual Console before Data East went bankrupt (RIP) and disappeared from the
Nintendo Store.
Recently it's been announced to be released on Sony's PlayStation store for PS4
and
Vita along with leaderboards and online play. However being as it may, those
features may not be available permanently. I will update this FAQ if there's
any
new developments (probably not...it's Windjammers).
2018 update, a sequel was announced in the works but not much has surfaced
about it.
Also, Limited Run games has released a physical copy but good luck with landing
a
copy.
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2. What the heck is "Windjammers?"
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Tennis and Pong (or air hockey), with a frisbee. That's the basic premise for
what
Windjammers is.
What makes this game appealing is it's ability to be a pick-up-and-play game
with
it's relatively easy game mechanics, but increasingly fast paced action and
strategic game play.
While it is indeed technically a sports game, it can easily appeal to fans of
the
fighting game genre as well due to it's speed, strategy, and one-on-one play
style.
2a. Playstation version changes
The core gameplay is intact for the most part. Some moves are slightly easier
to
pull off, the graphics have been updated though with a 90's aesthetic.
These versions (Playstation/Vita) also add an online multiplayer mode which
I've not
gotten to use. The extra options do not add much more otherwise besides a
single
player, local/online multiplayer modes, and a couple of extras (not much more
than
what's offered on the original versions).
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3. How to play
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The objective of the game is to score as many points on your opponent either
before
the timer runs out (time limit is dependant on game settings), or the first
person
to score 12 points wins.
For this FAQ, points and time will be based on the DEFAULT NeoGeo rules (12
pts/30s).
You can score in a few ways:
1-Whip the disc into your opponent's goal. Depending on which arena you're in,
the score areas will be different. Yellow area scores 3 points (and is usually
the
largest area), red scores 5. See "The Arenas" section for more details.
2-If you or your opponent drops the disc (if it's lobbed up in the air and not
caught, or not catching a blocked disc), then it's 2 points for the opponent.
3-PUSH your opponent into the goal! This depends how strong your throw is and
how close your opponent is to their own goal.
Note that if a player is holding the disc and the time runs out, the disc will
be
considered dead and will be dropped or be thrown into the crowd if the set is
won.
If the disc already left the player's hand after the whistle is blown, the disc
is still considered live, so make sure you don't let the disc past you until the
referee calls the set/match.
Games are structured similarly like tennis or volleyball.
Each ROUND is divided into SETS. Each set goes up to 12 points and a person
must
win 2 sets to win the ROUND and thus advance to the next opponent. The third
set
is called the FINAL SET.
The EXCEPTION to the 12 point rule is if both players' scores are within a
margin
of 3 points. For example, if you have 13 points, but your opponent has 11, then
the game will keep going until you can score with a lead of over 2 points. You
opponent CAN CATCH UP (i.e. you=13, opponent=11, opponent can score a 3 point
goal,
and both players will keep going until one person can lead with over 2 points).
In
this way, the game is similar to volleyball.
A TIE will only occur if both players have identical scores and time runs out.
BOTH
players will win a SET if this happens. If another tie occurs and both players
have
won a SET (on the FINAL SET), SUDDEN DEATH will take place, in which the first
person to score wins the ROUND.
However, if both players tie and one players has already won a SET, the person
that
already as a SET point won will also win the ROUND, thus the game will not
continue to
a FINAL nor SUDDEN DEATH match.
If there is still no winner after SUDDEN DEATH, the game is declared a draw,
and both
players lose.
3a. Control
This is obviously the most crucial part of the game.
You should learn all the conditions and how to control the disc if you want to
be
a decent player (and of couse, beat the computer).
The game very briefly touches on the basics in the short tutorial, but there's
more than that.
First, your player will move differently depending on whether or not he/she is
on the
defensive or offensive.
Note that C and D buttons do nothing throughout the entire game.
Joystick/D-Pad:
Controls your player.
DEFENSE (if you don't have the disc):
A=Block
Direction + A = Slide (you will automatically catch the disc if you intercept
it)
B=Not used.
-To catch a thrown disc, simply walk/slide into it's trajectory as it flies
towards
you.
-You MUST be facing towards the disc's trajectory to catch or block it!
If the disc flies at you and you're facing the opposite direction, your
character gets
knocked down and stunned for a few seconds, putting yourself at a big
disadvantage.
This stun will also send the disc flying straight up in the air. You will
have little
time to run over and catch the disc before it lands on the ground.
OFFENSE (if you have the disc):
A=Throw
Direction + A = Controlled Throw
B=Lob
A + half-circle forward (back, down, forward or back, up, forward)= Curve Throw
-You CANNOT walk around while the disc is in your possession! Once you catch the
disc, you have to throw it from whatever position you are on your court.
POWERED-UP OFFENSE (If disc is in the air and your character is posing and
glowing):
A=Throw special technique
B=Throw a rolling lob (aka wheel spin shoot or power toss up)
Quick return A + direction = Technique reflect
A + half-circle forward (back, down, forward or back, up, forward)= Ground
hopper
-Start a power up by standing under a blocked disc. Your character will
automatically
pose and exclaim as they're ready. Mash that A button to power up!
-If timed correctly, immediately after catching a special technique, you can
reflect the
opponent's thrown special technique right back at them. This can be reflected
back and
forth indefinitely. You can only reflect the technique they threw at you if it
uses the
same button. If you reflect back a unique technique using the B button however,
it'll
throw the powered rolling lob instead.
-The ground hopper will throw a special technique where the disc hops along the
ground at
a random-ish trajectory. This is a bit tricky to pull off so you may need to
practice the
joystick motion a few times before mastering it.
Gameplay notes and tips:
Blocking:
-When you're on the defense, blocking is absolutely necessary to throw special
throws.
When you see a disc coming at you, hit A as it hits you, and the disc will be
deflected
high in the air. When this happens, you'll see a crosshair on your court.
Walk up to it and your character will automatically start posing. Mash A, and
your
character will start powering up. Remember though, blocking only puts your
guard up for
a second, then your character drops his/her arms. If you hit A too early, you
will drop
your guard automatically, and you'll end up catching the disc instead of
blocking/deflecting it, so time your blocks!
-If you block too early, the disc will deflect farther from you. The closer
the disc
is to you before you block it, the closer it will be to you when it deflects up
in the air,
thus giving you an easier time to charge. You can use that to your advantage if
you're sneaky.
-A good defense does make for a good offense. Be aware where you are on the
court when you're
on the defense. Since you can get pushed into your goal, you don't want to be
near it when
you're trying to catch a throw (especially if you're a character with lower
power VS a
character with higher power).
-Your court position becomes even more crucial when playing on a court with
barriers in the
center. Be mindful where you are on your court when catching a thrown disc.
-While playing a serve and volley style, even with a fast character, this game
allows some
severe punishment if you don't change up your play style.
-Watch your sliding! Sliding isn't always ncessary and you may end up sliding
right past
a throw disc.
Throw:
-If you hold onto a disc longer, your throw speed will be slower! While
generally you want
to trip up your opponent, remember that you can also slow the pace of the game
down this way,
which is especially effective if you're trying to wind down the clock.
-As soon as you receive the disc, hit A quickly to throw the fastest possible
throw you can.
Sometimes you will throw a SUPER FAST throw if you can time the catch and throw
well
enough (you will know if you do this, as your character will say something, and
the disc will
leave a trail as it zooms off). You can also do these off a lobbed catch.
-Don't forget you can curve your throws! This is especially useful for areans
with barriers.
Signature Throws:
-ANY time a disc is tossed up in the air, whether by a lob, a block, or if the
disc hits on
of the net barriers, you can power-up by mashing A a couple times.
-Everyone has a signature move that can be activated when you've powered up.
See the Players
section for more detail on their signature moves.
-The same principle for throwing applies for signature throws: The longer you
hold it, the
SLOWER your throw will be, even if it's powered up! Usually not an ideal
strategy for beginners.
-Slow signature throws can useful for frenetic players and a throw that has a
confusing
trajectory, particarly the two Intermediate level characters.
-It's not always necessary to do signature throws. An over-reliance on them
can end up costing
you matches!
Lobs:
-These will toss the disc high in the air and you control where it lands. This
is not suggested
for beginners as if your opponent can place themselves under the disc's landing
spot and it'll
give them a free charge-up.
-However, just like tennis, you can use lobs to toss the disc at the opposite
end of the court,
which can throw off a net player (especially against a slower opponent) and get
a free 2-pointer.
-Also you can force a slower paced game this way for fast games.
-Remember, you can also control where your lob lands by using the joystick
before hitting B.
Special lobs:
-When you're powered up, this is another great way to change it up. Instead of
hitting A to
throw your signature move, hit B, and it will do a FAST rolling technique which
will launch the
disc in the air, land in front of your opponent's goal and roll right in! This
is great against
opponents that love to play serve-and-volley style and stay right in front of
the net constantly.
-This is also good to keep opponents from blocking your throws to charge up and
instead force them
on the defensive.
Controlled Throws:
-When you hit A, you will throw the disc back in a straight line. If you throw
it while holding a
direction, you will throw it in an angle at that direction. If you ROLL your
controller forward,
you can put a spin on it! Think of it similar to doing a HCF+A motion with a
fighting game.
Start from back (or down), roll the joystick, back, to down, to forward, and
hit A. You can do
this with different directions, so experiment! Just remember though, while
your throws will naturally
be slower; you can throw a REALLY FAST curve disc throw if you can do the
motion fast enough.
-The same concept is used for the ground hopper special technique.
Ground hoppers:
-These are useful to keep your opponent guessing and the speed is also
controlled again by how long
you hold on to the disc before releasing it.
-If you throw this near a wall, chances are it'll just hug the wall the entire
way to the opponent's
goal.
-Additionally these can also be caught or deflected by your opponent just like
any other move.
Reversal/reflect:
-These can be create some great tension and fantastic back-and-forth volleys if
they are timed
well.
-Reflecting a shot is also much more beneficial towards human opponents,
especially if you can
toss back one with a particular trajectory (e.g. Steve Miller's).
-As forementioned, you also SWITCH UP reversals, i.e., a ground hopping move
can be reversed with
a B power lob, and back and forth.
-Note that all reflected moves will be returned at their optimal speeds so be
careful when on the
receving end.
-Reflected shots can be changed into a normal quick shot upon receiving.
Tips for play:
-Just because you can throw fast doesn't mean you need to. Furthermore, it
doesn't always benefit
throwing a disc in an angle to bounce off walls.
-Sometimes a straight shot or a slower curved shot are just as effective.
-Other ways to play is similar to playing at the net for tennis (like
serve-and-volley style) to
apply pressure and give a great sense of quicker and unpredictable play, as
well as less likely
to smack your disc into a net barrier. Just like Tennis however, this can work
against you easily
if you're playing experienced players and remember that the opponent can still
lob it behind you.
-With that said, it's VERY important that you learn how to switch up your style
in the middle of
a match.
-If you've gotten the hang of controling disc direction and can place yourself
in favorable enough
position on the court, use the barriers to your advantage; if you hit them
straight, it'll pop the
disc up, but if your disc hits the side, it'll bounce right off. Most specials
benefit GREATLY from
this as it completely throws off the trajectory of your shot and can throw your
opponent off balance.
-With that, don't be afraid of using the barriers!
-Getting 5 pointsi great! Relying on them to end matches faster will limit
your strategy so focus
on ways to simply get the disc past your opponent rather than scoring the most
points.
-Special techniques, while are great, should not be heavily relied on. Get used
to being able to
throw good shots before completely relying on techniques. Remember that every
player REALLY
telegraphs their special techniques while charging so it's pretty obvious what
you're about to do;
curved, angled, or straight shots are far less predictable.
3b. Bonus Rounds
After 2 Rounds, you will be given a Bonus Round.
You cannot lose this either way, nor can you avoid them, so you might as well
play them.
You only gain points for winning/losing, nothing more. Feel free to botch them.
The first one is "DOG DISTANCE."
As soon as you receive the disc, hit A right away (this does a fast throw,
which will give
you the most distance). You then control the dog. Jump over or avoid
obstacles, as otherwise
your dog will be slowed down, and will have difficulty catching up to the disc.
When the disc starts falling low enough, hit A to jump and catch the disc
before it falls on
the ground. You get more points the farther the dog goes before catching it.
FYI- Each country/player has a different dog color. Their hankey around their
neck goes with
their owner's corresponding uniform color.
USA-Grey
UK/S. Korea-White
Germany-Black
Japan-Brown
Italy-Dark brown
Spain-Grey
The second one is "FLYING DISC BOWLING."
This is about as basic as it gets. Hit A to throw the disc at the pins. The
objective? Like
bowling, get strikes by knocking down the pins in one throw. If there are some
leftover, knock
down the remaining ones for a spare. If either you knock all pins down within
two tries, or
you leave some over after two tries, the pins will reset. After 10 frames (10
pin resets), the
round will end. You control the disc like you do in the court. Your best bet
is to throw the
disc as fast as you can straight ahead. You can also throw curves too and make
the disc go
slower, just like while you're in an actual match.
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4. Players
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Japan
Name: Hiromi Mita
Height: 170cm
Weight: 55kg
Age: 22
Throwing Speed: F (average: 82.44 km/h)
Curve power: A
Running speed: A
Sliding power: F
Dexterity: B
Difficulty: Beginner
Signature move: "Lightning Wave" or "Fire Snake"
She will throw the disc in a flame wave, which will snake up and down the court.
Notes: I personally do not recommend Hiromi for beginners as she moves VERY
quickly as well as
she slides very quickly. This makes it very easy to overshoot where you're
trying to go to
catch the disc and higher chance of completely missing your target. Because
she moves so fast,
you may also end up facing the wrong way while attempting to catch the disc and
end up on the
floor. However if you're able to use her well, she can cross the court to
catch discs much
easier than most of the other players, so she can also be a fantastic defensive
player. When
using her, I suggest avoid overusing her sliding until you can get used to her
speed.
South Korea (European version only)
Name: Beeho Yoo
UK (England) (Japan and US versions)
Name: Steve Miller
***Note that the character himself doesn't change, just different voice samples
Height: 180cm
Weight: 73kg
Age: 20
Throwing Speed: E (average: 86.96 km/h)
Curve power: B
Running speed: B
Sliding power: E
Dexterity: A
Difficulty: Beginner
Signature move: "Sideburner"
Depending which direction you hold, up or down, he'll throw the frisbee to the
side walls,
which will accelerate and gain speed as it covers more ground, towards the goal.
Notes: Steve/Beeho is very nimble and a great recommendation for beginners. His
biggest
downside is that his special move is VERY predictable as you just need to know
if it'll be
going to the top or the bottom side of the screen. However don't let that fool
you; It
still has enough power to push you right into the goal if you're too close
while catching it.
Spain
Name: Jordi Costa
Height: 198cm
Weight: 105kg
Age: 24
Throwing Speed: D (average: 94.76 km/h)
Curve power: C
Running speed: D
Sliding power: B
Dexterity: D
Difficulty: Intermediate
Signature move: "Rocket Diagonal"
This move will do small zigzags across the court which will increase in range
as it zigzags
further.
Note: Between Jordi and Loris, I prefer Loris. They both move similarly as
fast but Jordi's
power is not as great as Italy's, plus his special really is nothing special in
my opinion as
it's relatively predictable to receive. He does move faster than Loris, so you
can decide if
you prefer Jordi's edge in speed over power.
His signature is also great for areans with barriers.
Italy
Name: Loris Biaggi
Height: 204cm
Weight: 110kg
Age: 23
Throwing Speed: C (average: 98.99 km/h)
Curve power: D
Running speed: C
Sliding power: C
Dexterity: C
Difficulty: Intermediate
Signature move: "Thunder Loop"
When tossed, the disc will travel in big circles and do loops until it hits the
goal. If it
hits the wall, it will bounce violently against the walls, pushing you back as
you catch it;
avoid being near the goal if this happens.
Notes: Loris is my recommendation for a beginner character as his special is
tricky to catch
as well as his speed and throwing power are all average-to-slightly above in my
opinion. You
generally don't need to worry about sliding to far to catch/block a receiving
disc and he
doesn't bend as easily against powerhouses Germany and USA as opposed to UK or
Japan.
Also, a slower thrown signature can be tricky to catch, don't be afraid to use
it!
USA
Name: Gary Scott
Height: 191cm
Weight: 125kg
Age: 23
Throwing Speed: A (average: 104.64 km/h)
Curve power: F
Running speed: E
Sliding power: D
Dexterity: E
Difficulty: Expert
Signature move: "Missle Throw"
He will whip the disc at the walls, which will bounce up and down VERY fast and
VERY strong.
Notes: Gary is very fun to use once you get a good handle on playing the game.
He doesn't
lumber as slow as Germany and his throws are not a laughing matter. If you
catch his special
which moves VERY fast and dynamic across the screen, it pushes you back a good
amount, thus
making it easier to score a goal this way. My only complaint is that he sounds
like the
biggest bro on the court.
Germany
Name: Klaus Wessel
Height: 194cm
Weight: 122kg
Age: 24
Throwing Speed: B (average: 101.27 km/h)
Curve power: E
Running speed: F
Sliding power: A
Dexterity: F
Difficulty: Expert
Signature move: "Blitzkreig"
This will go up, forward, down, forward, up, forward, down, forward, and so
forth.
It's a bit slow, but STRONG, and can be tricky, so be careful. Don't take this
one too lightly.
Notes: Klaus is really slow. I mean REALLY slow. Even his slides are pretty
slow but can
cover some ground better than simply walking. This guy is definitely someone
you want to
use if you're really handy with all the controls and familiar with the game
because you're
going to be mostly trying to anticipate shots. But he gets a HUGE payoff: he
throws hard
and quick. While he'll have probably the hardest time against Japan, since she
can catch-and-throw
very quickly, he can also throw hard shots that push her back a good amount.
Believe it or not, you can play some good serve-and-volley tactics with him
very well.
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5. Frequently asked questions...well maybe not frequent.
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Q. Is there a difference between South Korea and England?
A. No, there isn't even a palette swap. Steve Miller and BeeHo Yoo are exactly
the same.
The names are just changed for the different regions as is the voices (why this
is, I don't know
since only England is changed for the European version; Italy, Germany, and
Spain are remained
untouched).
Q. Does the difficulty/usage level (Beginner/Expert) matter?
A. IMHO, no. The computer can use the Beginner level characters and their
specials just as
efficiently as an Expert character. If you're not good at the game yet, I
would suggest starting using
an Intermediate character, as they're the most balanced, so you can get a feel
of whether or not
you prefer more power over speed. Once you get a feel for the game, then I
would suggest trying
out the slow characters (since they are VERY sluggish, but their sig moves are
effective).
Q. Are there any secret characters/arenas?
A. Not that I know of.
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6. Arcade (MVS) and Home (AES) settings
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There really isn't much in terms of options.
These are the only things that will affect the game play.
LEVEL:
1-8, 1 is the easiest, 4 is standard MVS settings.
The harder the game, the more the computer will be resiliant against you.
SET TIME:
1-99, default is 30
This will determine the SET time. I reccomend changing this to allow for more
time during sets.
CONTINUE:
On or Off, default is ON
Do you want to let your customers (or yourself) continue if you lose a Round?
If no, then game
will be over as soon as you lose.
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7. Can you give me some tips/secrets?
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At this time, I don't know of any.
You can already play "mirror matches" by default and there's no hidden
characters, bosses, nor
endings. It's about as straightforward of a game as you can get.
Best tip I can give you though:
If you have access to the dip switches, I highly suggest setting the Soft Dip
settings for
the timer to "99 sec." I prefer using 60 seconds as it's not too long but not
short enough to
feel like you barely had time to play.
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8. The arenas
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As you play the computer, you'll play these courts in corresponding order.
Though it seems "random," it's not. When you play a 2 player game, you have
your choice of
courts.
The color set up is from top-to-bottom of the screen.
Beach
Yellow-Red-Yellow
All scoring areas are even.
No barriers
(Country=USA)
Lawn
Yellow-Red-Yellow
Red area is about 25% of the goal.
No Barriers.
(Country=Italy?)
Tiled
Red-Yellow-Red
Red are about 20% of the goal.
No barriers.
(Country=UK)
Concrete
Red-Yellow-Red
Red are about 10% of the goal, very small.
Two yellow barriers, placed somewhat close to the walls.
(Country=Germany)
Clay
Yellow-Red-Yellow
Red is about 30% of the goal.
Two green barriers close to the middle.
(Country=Spain)
Stadium
Yellow-Red-Yellow
Initially, the Red area is VERY small, however every two yellow goals
scored and every red goal scored enlarges the size of the unscored goal's
red goal area! Thus, this makes it easier for the losing side to score 5
points on their opponent. Once a goal is scored on an enlarged side, the
size will go back to normal size. The red goal size DOES NOT decrease after
each set.
While this seems bizarre and unfair at first, it actually is great for handicaps
and allowing for the opponent to stage a comeback against better players.
No barriers.
(Country=Japan?)
*Note: FINAL ROUND is ALWAYS at the Stadium*
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9. Quotes
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I've eliminated this section of the FAQ: the great part about this game
is that everyone speaks bits of the country they're supposedly from.
The bad part is that I don't know Italian or German.
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10. Closing notes/Thanks/Contact Information
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Thanks to...
Data East for this wonderfully short and fun game.
..and may you rest in peace.
Copyrights...(every game I mentioned thus far, just to be safe)
Windjammers is trademark/copyright of Data East/Sega.
Neo-Geo is trademark/copyright of SNK, SNK Playmore, SNK NEOGEO.
Playstation is trademark/copyright of Sony Computer Entertainment.
Wii, Wii U, Virtual Console is copyright of Nintendo.
~~~
Before e-mailing me...
Know that I don't read or respond to the following types of e-mails:
-Begging for codes
-Asking for the GameShark/Enhancer/whatever bypass code
-How to modify your system
-How to pirate games
-Unlocking codes
-Spam
-Viruses
-CODES, PLEASE STOP ASKING ME FOR THEM
-Criticism that isn't constructive (e.g. "your FAQ sucks")
-Other such stupidity
You can e-mail me at BakaOrochi at hotmail dot com
If you'd like to reuse this FAQ in ANYWAY, SHAPE OR FORM, PLEASE contact me
FIRST!
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This FAQ can be located at
http://www.gamefaqs.com