Jikkyou Power Pro Wrestling '96: Max Voltage FAQ Version 1.0
Written by: The Archon (
[email protected])
Copyright 2004, Steven Dobirstein (The Archon)
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GUIDE HISTORY
January 7, 2004 - Began work on the guide. Wrote pretty much everything
except the list of moves and the credits.
January 8, 2004 - Did the giant list of moves and the credits, polished up
the guide a bit, and submitted it to gamefaqs.com. This is considered version
1.0 of the guide, and unless I'm asked by someone to update something I'll
consider it finished.
TABLE OF CONTENTS (To skip quickly to any section, just copy any of these
titles including the number and the dash and use the "find" feature.)
1 - Introduction
2 - Controls
3 - Special Wrestler Conditions
4 - The Menus and Game Modes
5 - The Different Groups
6 - Career (Max Voltage) Mode
7 - List of Moves Available for Purchase in Career Mode
8 - Credits (for those who deserve it)
================
1 - Introduction
================
Jikkyou Power Pro Wrestling '96: Max Voltage is a wrestling game originally
available for the Super Famicom system, and was never released into the North
American market. It offers a good variety of fictional (though mostly based
off actual Japanese puroresu stars, if you watch that you'll pick out who
many of these people really are) wrestlers and a good selection of game
modes, as well as a good career mode. You can have singles, tag, or six man
tag matches, as well as "shoot-style" or "deathmatch" style matches if you
like. It's also one of the first games to feature an announcer, and he's
actually very good especially for a SNES game.
Unlike most wrestling games I saw it had no FAQ posted so I took it upon
myself to write this guide, where I will try and cover what I thought
necessary. Basically I'm considering version 1.0 the finished version, unless
I am e-mailed by someone asking me to add something. If that should happen,
then revisions will be made as needed. This is also the first FAQ I've ever
done, and I hope you find it up to standard. This is not a total "how do I
slaughter the game" FAQ, more of just me going through and translating the
menus for those who are lost, especially in the buying moves area where the
list is very huge. I hope you find it useful.
============
2 - Controls
============
In the menus:
Use the pad to move around to the different selections.
Use the B button to confirm your selections.
In matches (all controls assume you are using the default setup):
Basics:
Pad moves your wrestler around.
X = Grapple
Y = punches/arm strikes, once in a grapple performs weak grapple moves
B = kicks/leg strikes, once in a grapple performs medium grapple moves
A = Strong striking move, once in a grapple performs strong grapple moves
R = Run, in grapple use to Irish whip opponents to the ropes. While you are
running you can press Y B or A to do various moves.
L + pad towards your tag partner = Tag your partner in tag matches. You must
be close to them.
Start = pause/unpause game
Select = taunt during a match
When opponent is on the ground:
L = Pin a downed opponent lying on his back. (There's no pinning in REAL'S)
B = perform submission moves (Boston crab, camel clutch ect.)
Y = perform ground strikes (elbow drop, stomp ect.)
X = at his legs, will grab the wrestler and you can drag the downed man to
another part of the ring. At the head, you'll pick him back up to his feet.
Tap L and R repeatedly = kick out of pins, also, use while in submission
moves to escape. You can also hold down a direction on the pad while trying
to escape from submission moves and your wrestler will move towards the
ropes. If he gets to the ropes the hold is broken automatically (if rope
breaks are turned on). Also this is how you get up if downed in a "REALS"
fight.
Other Controls:
Climb to the top rope: Tap either up or down (depending which post) twice to
climb. If you're jumping at a man in the ring HOLD THE PAD IN THE OPPOSTIE
DIRECTION YOU JUST TAPPED TWICE (if you tapped up twice to climb one of the
posts at the top of the ring hold down, if your at the bottom of the ring
hold up). Press B Y or X to do moves. I make this warning because otherwise a
lot of wrestlers will by default try to jump out to the floor even if there's
nobody there. B is seemingly the standard button the game assigns moves that
you'd use on a downed person in the ring to (top rope elbow drops ect.) and A
gets the stronger things like moonsaults usually.
Getting in and out of the ring:
Tap twice against the ropes to climb either in or out. To get to the apron,
but not all the way to the floor (or all the way back in) tap only once,
though that takes a bit of practice to get the exact timing right.
Planchas and slingshot moves:
Some wrestlers have either a plancha variant (from in the ring out to the
floor) or a slingshot move (from the apron into the ring, which is why you'd
want to be able to stand on the apron). Simply walk over to the ropes and
keep holding the direction you want to jump, then press Y. If you have a move
of that type you'll do it, but not all wrestlers have these moves. Note that
you should ABSOLUTELY NOT try these in deathmatches, as you'll electrocute
your wrestler if you try! Though you can still do top rope moves in
deathmatches.
===============================
3 - Special Wrestler Conditions
===============================
During matches you might see the wrestlers get into special conditions.
Bleeding:
Fairly obvious when it happens, your wrestler will appear to be bleeding
quite badly. It serves little purpose other than graphically, except that
sometimes when you become bleeding you also become dizzy.
Dizzy:
Sometimes when you first are bloodied, you also can get dizzy. While dizzy
you lose a great deal of control over moving your wrestler - holding right
won't necessarily move your wrestler to the right. He might start going to
the right, then up or left or down suddenly. The effect wears off after about
1 minute, and there's nothing to show you it's happening graphically though
it will be very obvious. You can still grapple and strike normally while
dizzy, but it's very tough to get into proper position, and if you are
dizzied on the floor there's a good chance of getting counted out.
Stunned:
Will occur after some big striking moves, as well as a few grapple moves like
a DDT as well. When stunned a wrestler will seem to have the proverbial
"little birdies" flying around his head, and if you stand him up he will be
unable to move. The big advantage is that if you grapple a stunned person
they will not be able to counter any move you do no matter how strong. So if
you can get a quick stun, you can then try and hit one of your strong
grappling moves early for big damage when normally that move would be
countered. Also, while a wrestler is stunned is pretty much the only time you
can get in your rear grapple moves (German suplex, dragon suplex ect.), which
you perform the same as a regular grapple but from behind - hence you need
them to stand still which they only do while stunned.
In the "REALS" matches in this game, a stun in how you earn a knockdown and
will trigger the referee 10 count. If the wrestler doesn't rise by the count
of 10 he loses by KO. You cannot do anything while this count is happening,
you simply stand in the neutral corner and must wait to see if the wrestler
gets up or not.
Note that hitting them in ANY WAY will clear the stun, so don't waste it by
hitting a basic punch when you could be hitting a dragon suplex!
Burned:
Just like bleeding except you blacken instead of redden. "Throwing Fire" is a
move in the game, and if you get hit there's a chance you become burned.
Burned is virtually the same as bleeding, except it seems to have a much
higher percentage of becoming dizzy. It should be noted throwing fire also
damages your character, and throwing it multiple times will wear you out very
quickly so be careful if you choose to have it.
Mist:
A special move some wrestlers have is spitting mist. It doesn't do much
damage, but it can be used to quickly score a stun if it works - it stuns
people in a hurry. Note that this won't win you a REAL'S match since it stuns
them but leaves them on their feet, and to get a knockdown they have to be
knocked over and stunned at the same time.
============================
4 - The Menus and Game Modes
============================
Below is a list of all the menus and the options available to you within.
The main screen:
Versus - A single exhibition match
Tournament - 16 man elimination tournament
League - A 10 person round robin league
Max Voltage - The career mode that's the heart of the game. Full details in
the "max voltage" section.
Option - the option menu
First, the option menu:
Level (1,2,3,4) - the difficulty level
Text (1,2,3,4) - speed at which text will scroll
Channels - stereo or mono
Voice - turn announcer on or off. Leave him on. ;-)
The settings below allow you to change the controls if you wish, I never do
as the default setup is fine.
Last option at the bottom is "back", which saves your changes and goes back
to the main scren.
In either the versus, tournament, or league screens:
The next screen you come to gives you three choices at the top of the screen,
and the "back" option at the bottom to return you to the main screen if you
wish. The three choices are regular style matches, REAL'S "shoot style", or
deathmatch.
After you choose your kind of match, you come to the match setup screen. In
tournament and league, these rules will apply to all matches in the league.
Your choices:
Type - in regular matches, you can select 1-on-1, tag team, or 6-man tag. In
REAL'S and deathmatches it must be 1-on-1. You'll then choose how many human
players - Man vs. CPU, CPU vs. CPU or Man vs. Man.
Time limit - none, 15, 20, 45, or 60 minute time limit.
Mat type - Plain, SJPW, REAL'S, BOM, or WWC. SJPW is the default for regular
matches, REAL'S is the default for REAL'S matches, and BOM is the only choice
for deathmatches.
Options - Count outs to be 10 count, 20 count or no count out, default is 20.
Lumberjack on or off, default is off for everything but REAL'S. If it's on,
you cannot stay outside of the ring, your character automatically re-enters
the ring. Rope breaks on or off, default is always on. With rope breaks on
you cannot be pinned in the ropes, and you can escape submission moves by
getting to the ropes.
Teams - select the wrestlers for the match.
Go - start the match/tournament.
Back - move back a menu.
After any match you'll come to a screen where the reporter asks the winner a
question and he will answer. It makes no difference at all which question you
choose. After that you'll be returned to the main screen if it was just a
Versus match, or back to the tournament or league screens if that was your
chosen mode.
In the league and tournament modes:
When matches not involving a human player are up, you'll be presented with
pictures of the wrestlers, the question "skip?" and three choices. OK, skip
the match. No, watch the CPU vs. CPU match, back, return to the tournament
screen. Also in league mode you can move freely around the board and have
matches in any order you wish while in tournaments the matches are in a set
order.
============================
5 - The Different Groups
============================
Here's the groups and what makes them different:
Super Japan Pro Wrestling
In the career mode you'll start here every time. They are your standard style
Japanese company - singles, tag and 6-man matches. These are the standard
type of matches we're all familiar with that you can win by pin, submission,
or count out. In the career mode Shiina also starts here before leaving to
form the REAL'S Group. Nakage is their top star in the career mode.
REAL'S
In career mode, Shiina leaves SJPW to start this group, which is more martial
arts based. Matches are all one-on-one. There is no pinning, and you win by
either making your opponent submit, by knocking them out, or by running them
out of points. Allow me to explain the points system. If you are downed, the
10 count starts and you take a "down" point. If you get 5 down points, you
lose. If you're put in a submission hold and take a rope break that counts as
an "escape" point. If you get 3 "escape" points, that equals one down. The
score during this style of match is constantly displayed at the top of the
screen.
BOM
The hardcore, deathmatch company. They do have standard style matches like
SJPW, but then they also have their crazy deathmatches. In a deathmatch, the
ropes are electrified, and there are explosives put outside the ring. By the
way I highly recommend you turn off count outs if you are going to play a
deathmatch in exhibition mode, as it's much more fun that way. After all
where's the fun in blowing up your friends if you can only do it to the count
of 20? Bandou is their top star.
WWC
The "World Wrestling Council" is the North American based show, and in the
career mode you'll be sent here by SJPW for six months early in your career
to gain some international experience (if you win the "Young Lion Cup").
Matches are just like SJPW, either standard one-on-one, tag, or 6-man. Their
top star is a huge, blond, balding, American who uses a leg drop as his
finisher, called Sparkster. Heh.
=============================
6 - Career (Max Voltage) Mode
=============================
When you first click on the Max Voltage option from the main screen, you'll
be brought to the load screen where you can either continue your saved game,
or start a new one. Note that once you complete the game you can choose your
created person in exhibition modes now! I don't know how many different
wrestlers the game will save at one time.
The load/new game menu:
The first three options are the three different slots where you can save a
game. To load one of those files just press B on it, and to start a new game
press B over any of the empty slots. The option after those is the delete
feature. Click on it, click on any of your saved files, then you'll be asked
if you want to delete, yes or no. The last option is to go back to the main
menu.
When you start a new game you'll first be asked to fill in your name. There
is no option for English characters so if you don't speak Japanese just pick
anything you think looks cool. I find that ironic, because even in the
Japanese version of the game all the characters names are in English except
yours, go figure. On the bottom of the screen you have 3 options per row, 2
rows. The first two move you between your first and last name (if you decide
to do one less than 4 characters long), the third option on that line
confirms your name is done. The bottom three options take you through the
various Japanese writing to choose from.
The next screen asks you to set your birthday by month and day (you always
start in the game as an 18 year old). Personally I just always go with my
real birthday since it doesn't really matter.
Next you are asked to pick your "sport background", and this does have some
effect on your initial moveset. It won't make an overwhelming difference no
matter what, since eventually you're going to buy moves to replace virtually
anything in your initial moveset anyway. The choices are:
WR - wrestling
JD - judo
SM - sumo
BK - basketball (what the hell?)
KT - karate
MT - Muay Thai
SW - ???
GY - ???
BD - bodybuilding
NO - none
Now you come to the main screen of the career mode, and this is also where
you will come to if you loaded a game. I'll run through all the different
menus and what they do.
The option in big red characters just left of your initial cursor position
advances to the next thing you have to do, usually either training or a
match. Don't press it until you've done other things (mainly buying moves).
The option your cursor starts on is your bio. It's not really required to
ever see it, but it's there.
Beneath that is your match history, it keeps a win/loss record of all your
matches. At first you'll just be training and there will be nothing in it.
Kind of neat later on to go back and see all those wins though. ;-)
The third option is the news section. Sometimes there's a news item to read,
and you can always click on the two green buttons to see the events being
held this month, and who has the titles in all the active companies right
now. The last option takes you back to the main screen. Again, it's not
really ever required to be here but it won't do you any harm either.
Option 4 is very important. This shows all the different companies, and later
it lets you switch companies if you want to (after you've come back to SJPW
from your tour of WWC I believe). To get the "best" ending you'll need all 4
title belts, and you will need to switch groups to do it. The very bottom
button takes you back to the main screen of career mode. Note you don't HAVE
to change groups to beat the game, it simply affects what ending you get
depending on how many of the title belts you end up with.
Option 5 is the most important, this is where you get your moves. Here's how
it works: when you wrestle you get points for performing moves. If you do
striking moves you get striking points, grappling moves give you grappling
points, and submission moves give you submission points. You then spend these
points to get new moves. My advice is to rack up 50 points in grappling quick
and get the pinning powerbomb. This is because after the first few times in
training (where you do quick 2 minute sessions just to build up points) they
put you in a 10 minute match against Sparrow. You have to beat him to get
into SJPW. That move is cheap and can make it a lot easier, either that or
the DDT. As to the movelist, it is in the next section where I'll run over
all the different moves and what they are. Click on the first button, scroll
up and down through the moves, press B to buy the move. Press left and right
to switch from striking, to grappling, to submission. Moves you have gain a
red symbol next to them.
The second option here is the one that lets you assign the moves you've
bought to your buttons. Don't buy a move and forget to assign it! All these
menus work the same way. You click on whatever move is highlighted and it
calls up a list of your available moves. You can then choose which move to
assign that button. There are a total of 11 pages of moves which you move
between by pressing left and right. When you are done press A to return to
the main page for option 5.
Here's what's on the 11 pages
1: Y button strikes
Standing - near/far
Opponent kneeling - near/far
Opponent on ropes
Vs. running
2: B button strikes
Standing - near/far
Opponent - kneeling near/far
Opponent on ropes
Vs. running
3: Ground moves
Opponent on back strikes - by head/by legs
Opponent on belly strikes - by head/by legs
Opponent on back submissions - by head/by legs
Opponent on belly submissions - by head/by legs
4: A button strikes
Regular strike
Vs. Running
5: Running moves
Y button - normal/diagonal/opponent on mat
B button - normal/diagonal/opponent on mat
A button - normal/diagonal
6: On post (On the top rope)
Y button moves - to the floor
B button moves - first to the floor, second into the ring
A button moves - first to the floor, second into the ring
7: Front grapple, weak moves (Y button)
8: Front grapple, medium moves (B button)
9: Front grapple, strong moves (A button)
10: Rear grapple moves
Y - always a submission move
B - medium strength move
A - strong move
11: Other stuff
First option is your plancha/slingshot move
Second option is suicide dives (hard to pull off)
Third option is what your counter to being rear grappled will be
Fourth option is your taunt
The last button on Option 5's main page (below the chart that shows how many
points you have to spend in each section) takes you back to the main career
mode screen.
Option 6 is the costume change section. It's not available until after you
beat Sparrow in your 10 minute training match, then you can choose what kind
of look you want.
Option 7 is your eating habits. Set it to heavy until you are around 115-120
kg, which will be a long time, then to normal until it drops lower again -
try and keep somewhere around 115. The options are light, normal, heavy, and
return to the main career page.
Option 8 (the red one at the very bottom) is the option menu again. Don't
worry about saving, the game auto-saves.
When you do push the big red one at the top to move on after buying moves,
you'll often be asked to train in the WSL system. That's weights, stretch,
run. Keep it balanced at 4/4/4, or 5/3/4 and you should come out good. Then
the first button beneath the WSR chart moves you on. Even 6/3/3 works pretty
well, especially if you're building a power wrestler. Then you go into
matches. Remember you gain points to buy new moves based off what you do. So
if you need more grappling points, hit a bunch of bodyslams and snapmares to
build up points. Eventually you can buy better stuff.
The first two matches you do will be 2-minute time limit sparring sessions
that you use to build up points. Then you get the 10-minute time limit match
against Sparrow. After that, if you win, you will debut for Super Japan. If
you lose, the game is over and you can start again. If you draw it depends on
how well the game thinks you've done. Once you're into Super Japan a lot of
what happens depends on your win/loss record.
Also, on the main screen of career mode, pay attention to that bouncing happy
face in the upper right corner. It's an indicator of your health. Don't worry
if it's yellow and still smiling or if it's bouncing up and down and happy.
But if it's lower than that, instead of training when you get to the WSR
screen, take the second option of the three buttons and rest. It does you no
good to go into a match if you're all tired and can be pinned in 1 minute.
=======================================================
7 - List of Moves Available for Purchase in Career Mode
=======================================================
I'm guessing a good chunk of why people need an FAQ is right here. So I'll
list all the moves as they appear in the English ROM version (I have both
that and the Japanese game itself), and also a better explanation of some
(since some of the translations are short abbreviations that tell you
NOTHING). I honestly haven't bought EVERY move in the game (there's more than
you'd ever need), so if there's something you're totally unsure about what it
is, here's the solution to your trouble. Save your game. Buy the move you're
unsure about. ASSIGN IT TO A BUTTON (we all forget to do it now and again).
Try it out in a match and see what it is. If it's something you definitely
don't want, just reset the game. Certainly I'm able to give explanations on
enough of the moves that between those and the moves that are obvious you
should be able to build a great wrestler just off that.
STRIKING MOVES
(Note that there are some strikes, like the elbow smash and the medium kick
which can be assigned as both a basic strike move and a grapple move. Even
the grapple version still counts towards your striking score. Also some moves
like the discus elbow are actually exclusive grapple moves, even if they are
listed as a strike, and yes those score as strikes too. Moves labeled
"running", "top rope" or "ground" can obviously only be assigned in those
areas.)
10 points
Back elbow - running move
THK chop - Overhead chop
KNF edge - Ric Flair's big weapon, the knife edge chop
Ovphch
RHP
2X stomp
20 points
Elbw Pnch - basic elbow smash
K. Sink - running kneelift, which is called a "Kitchen Sink" in Japan
Leg Drop
AB ST
Fist Drop
Discus Elbow - grappling, spinning elbow smash
30 points
Stab - hit the opponent in the neck with your fingers
LBLW
Groin Stomp - ground move
Knlft
Headbutt
40 points
Jumping Knee - running move
Lkick - low kick
Midkick - medium kick
PT
DSCBCHP - spinning back chop
Mongolian chp - grappling, Mongolian chop
Body attack - running move (I think)
Hip attack - running move
50 points
Hkick - high kick
Sentn - senton splash, ground move
Thrst K
SB
Ezgr - enzugiri
KNKA K
FlyK - jumping spin kick
60 points
Shlkck
Diving Headbutt
Faceslap
Roll Savate
Plancha
70 points
CW Elbow - cartwheel elbow, running move
Jsphlk
Aprn dropkick - dropkick from the apron into the ring, slingshot move
Missile Dart - it's either a running move or a plancha but I've forgotten
Aprn headbutt - diving headbutt from the apron into the ring, slingshot move
Scplnc
80 points
Run hbutt - running headbutt
Lgsw - legsweep, grapple move
Mist
Tope conhilo - plancha move
Fly lariat - running move
90 points
Aprnline - clothesline from the apron into the ring, slingshot move
Snstflip - sunset flip, slingshot move
Abise
100 points
Ax kick
Fire - remember it damages you as well to use it
Mslt press - moonsault, top rope move
120 points
Apron moonsault
Moonsault double stomp - top rope move
150 points
Smrslt drop - top rope move
Shooting star press - top rope move
200 points
Ax Bomber - finisher strength clothesline, running move
300 points
Sasuke Special - suicide dive
Stardust press - top rope move
GRAPPLING MOVES
(I will try my best to label all the rear grapple moves as such.)
10 points
Tackle
Rlgsw
JDF
20 points
Sidewalk Slam
Back Drop - vs. running move
Backslide - rear grapple move
30 points
Judo Throw
Brain Bstr - basic vertical suplex
Shoulder buster
Gutwrench suplex
Side backbreaker
Belly to belly suplex
40 points
2X arm suplex - a double underhook suplex, or a "western suplex"
Arm drag
50 points
DDT
RCS
Jawbreaker
Dragon Screw
Backdrop - rear grapple move
Powerbomb - pinning move
60 points
German Suplex - rear grapple pinning move
Titlawhirl backbreaker - vs. running move
Overhead suplex
Spinebuster - vs. running move
Tombstone piledriver
70 points
Small package
Takedown slam
Underhook suplex - pinning move
Powerslam - pinning move, vs. running
80 points
Release Powerbomb
Chokeslam
Hurricanrana
90 points
Northern Lights Suplex - pinning move
100 points
Press Slam
Bridging Backdrop - rear grapple pinning move
Fisherman Suplex - pinning move
Full Nelson Slam - rear move
Tndr Whsky
Frankensteiner - vs. running move
120 points
Northern Lights Bomb
German Suplex Whip - rear move
Jumping Powerbomb - pinning move
130 points
GW Powerbomb
150 points
SSD
Hlarm Sd
Slider Piledriver
Thunder Fire Powerbomb
Brainbuster DDT
200 points
Cap Shoulder
Giant Swing - ground, on back, by legs move
Tiger Suplex - rear grapple pinning move
Dragon Suplex - rear grapple pinning move
Fisherman Buster
230 points
Doctor Bomb
250
Tiger Driver
300 points
Black Tiger Bomb
SUBMISSION MOVES
{These moves could either be on the ground, from a grapple, or from a rear
grapple. I will do what I can to show which are which, but again even I have
never used all of the moves so some I just don't know.)
10 points
Armcltch - opponent on back, head move
Hammer Lock - grapple move
Leg Clutch - opponent on back, leg move
20 points
Sleeper - rear grapple submission
40 points
Front Facelock - grapple move
Kneebar - opponent on back, leg move
50 points
Double Wristlock - opponent on back - head move
CHK
Ankle Lock - opponent on stomach, leg move
60 points
Facelock - opponent on back, head move
Side Arm Bar - opponent on stomach, head move (there are very few choices
here, I think this one and the default camel clutch might be the only two
choices)
70 points
Bridging Chin Lock - opponent on stomach, leg move
CVLF
80 points
Deathlock
Chickenwing - opponent on back, head move
90 points
Legbar - opponent on back, leg move
Bearhug - grapple move
Canadian Backbreaker - grapple move
100 points
Claw - grapple move
Abdominal Stretch - grapple move
Shoulder Lock
Figure Four Leglock - opponent on back, leg move
Argentine Backbreaker - rear grapple submission
120 points
Heel Hold - opponent on back, leg move
130 points
Double Chickenwing - opponent on back, head move (W.A.R. Special)
Dragon Sleeper - opponent on back, head move
150 points
STF - leg move, opponent can be EITHER on back or stomach
Stranglehold Gamma - opponent on back, head move
Scorpion Deathlock - opponent on back, leg move
200 points
Stretch Plum - rear grapple submission
ATL
300 points
Cyclone Clutch - opponent on back, head move
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8 - Credits (for those who deserve it)
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Myself, The Archon, for doing what no other did and constructing this guide.
Geoffrey Hughes, to whom I'm forever in debt not just for introducing me to
this game (among so many others) but for introducing me to puroresu, and thus
changing my life forever.
Konami, for making this great game.
Gamefaqs.com for giving me somewhere to host this, and somewhere for us all
to find the answers we need.
Virginia, for being herself.
Zach Arnold for doing what he does.
Giant Baba (may his soul rest in peace) for founding the King's Road.
Everyone at the puroresupower.com forum. Even Jack Halewood. ;-)
That's it, go play!