All Japan Pro-Wrestling / Zennichi Jet Japan Prowrest
Game guide/F.A.Q. sheet. Version: 1. Date: 5-25-01.
Written by me, NThero (
[email protected])
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.