238 lines
5.0 KiB
Plaintext
238 lines
5.0 KiB
Plaintext
![]() |
Saturday Night Slamasters FAQ
|
||
|
by Marlin Liew
|
||
|
|
||
|
|
||
|
version 2.0 10/13/94
|
||
|
|
||
|
|
||
|
Version History
|
||
|
|
||
|
1.0 First Version, all moves and give up holds
|
||
|
|
||
|
2.0 More Stratagys added, version history added
|
||
|
|
||
|
|
||
|
Introduction
|
||
|
|
||
|
Saturday Night Slamasters, or Slamasters as commonly known is a
|
||
|
wrestling game, where either you or you and a partner can
|
||
|
battle each other against the computer. There are 10 characters
|
||
|
to choose from, in 1 on 1, 8. Slamasters is made by Capcom,
|
||
|
the same people that made Street Fighter 2 and Darkstalkers.
|
||
|
|
||
|
|
||
|
The Object
|
||
|
|
||
|
The object of the game is to beat your opponent(s) by either
|
||
|
pinning them, making them give up, or keeping them out
|
||
|
of the ring for 20 seconds.
|
||
|
|
||
|
The Controls
|
||
|
|
||
|
O O O O
|
||
|
\ | / O O
|
||
|
O- -O
|
||
|
/ | \
|
||
|
O O O
|
||
|
|
||
|
The joystick and buttons
|
||
|
|
||
|
abbreveations
|
||
|
|
||
|
F,B The direction in which you have to grab your oppenent in order
|
||
|
to perform a move
|
||
|
|
||
|
A Attack
|
||
|
|
||
|
J Jump
|
||
|
|
||
|
* Super Slam (Must be grabbing the opponent)
|
||
|
|
||
|
** Special Pin/Submission Hold
|
||
|
|
||
|
Things to mention
|
||
|
|
||
|
To get in and out of the ring tap the controller twice in one direction
|
||
|
quickly
|
||
|
|
||
|
To climb the turnbuckle, get to the top turnbuckles and tap the
|
||
|
controller twice in that direction
|
||
|
|
||
|
|
||
|
The Moves
|
||
|
|
||
|
Biff/Gunloc
|
||
|
|
||
|
Rapid Fist
|
||
|
(Hit attack repeatedly)
|
||
|
|
||
|
*Head Rocker O O
|
||
|
| / -O A
|
||
|
|
||
|
**Perfect Plex (TM) | A
|
||
|
O
|
||
|
|
||
|
Pile Driver (F) | A+J
|
||
|
O
|
||
|
|
||
|
|
||
|
Great Oni
|
||
|
|
||
|
Cyclone Kick A+J
|
||
|
|
||
|
*Neck Wrecker 360 degree rotation, A+J
|
||
|
|
||
|
** Back Suplex (B) | A
|
||
|
O
|
||
|
|
||
|
Super Bulldog (F) | A+J
|
||
|
O
|
||
|
|
||
|
Titanic Tim (Titan)
|
||
|
|
||
|
Tsunami O- / | \ -O A
|
||
|
O O O
|
||
|
|
||
|
O
|
||
|
* Titan Breaker / | | A
|
||
|
O O
|
||
|
|
||
|
** Choke Hold (F) | A
|
||
|
O
|
||
|
O
|
||
|
** Back Breaker (B) | A
|
||
|
|
||
|
|
||
|
El Stingray (Stingr)
|
||
|
|
||
|
Jalapeno Comet | \ -O A
|
||
|
O O
|
||
|
|
||
|
*Atomic Diver -O | \ A
|
||
|
O O
|
||
|
|
||
|
** Choke Hold (B) A
|
||
|
|
||
|
Mike Hagger
|
||
|
|
||
|
Spinning Clothesline A+J
|
||
|
|
||
|
*Spinning Pile Driver 360 degrees rotation, then A+J
|
||
|
|
||
|
** Power Bomb Pin | A
|
||
|
O
|
||
|
|
||
|
Alexander the Grater (Grater)
|
||
|
|
||
|
Rapid Fists Repeatedly hit A
|
||
|
|
||
|
|
||
|
*Tornado Toss O -O O A
|
||
|
| |
|
||
|
|
||
|
** Power Bomb Pin (F) | A+J
|
||
|
O
|
||
|
|
||
|
** Back Breaker (F) O A
|
||
|
|
|
||
|
|
||
|
Rasta Mon
|
||
|
|
||
|
Jungle Fever Rapidly hit A
|
||
|
|
||
|
| O
|
||
|
*Dread Lock Drop O | A
|
||
|
|
||
|
** German Suplex (B) | A
|
||
|
O
|
||
|
|
||
|
Jumbo Flap Jack
|
||
|
|
||
|
Pancake Poison O- / | \ -O A
|
||
|
O O O
|
||
|
O
|
||
|
* Pancake Toss | O- -O A
|
||
|
O
|
||
|
** Bear Hug (F) | A
|
||
|
|
||
|
|
||
|
Scorpion
|
||
|
|
||
|
| O
|
||
|
Slam Stand O | A
|
||
|
|
||
|
O |
|
||
|
* Death Spiral | O A
|
||
|
|
||
|
** Pile Drive Pin (F) | A+J
|
||
|
O
|
||
|
|
||
|
** German Suplex (B) | A
|
||
|
O
|
||
|
|
||
|
|
||
|
Stratagy
|
||
|
|
||
|
People with long range kicks and punches, like Scorpion, can just
|
||
|
stand and wait for their opponent to come, then repeatedly kick
|
||
|
them. This works well because you inflict a lot of damage upon
|
||
|
them, while they don't even touch you.
|
||
|
|
||
|
The second stratagy is the grab and slam. Just grab your
|
||
|
opponent, and do a move that gets them on the ground.
|
||
|
Preferrably, a super slam. Then, walk over to them, pull them
|
||
|
up, and do your super slam again. Repeat this process up to
|
||
|
three times. Note some characters can't do this because their
|
||
|
super slam doesn't set them up well for another one.
|
||
|
|
||
|
The third stratagy is to get you opponent out of the ring
|
||
|
(1 player match only) then pummle him with the weapons
|
||
|
outside of the ring. Hammer Throwing him also works well,
|
||
|
since they hit the railing which takes a good amount of
|
||
|
energy from him.
|
||
|
|
||
|
Sometimes, usually on the first opponent, I get him to come
|
||
|
out of the ring, then I just keep him down on the floor
|
||
|
and barely make it in the 20 count. This is most easily
|
||
|
accomplished by hammer throwing him against the far guard
|
||
|
rail when the count is at about 17 or 18. The only problem
|
||
|
is if the computer doesn't give up right away and manages to
|
||
|
delay your hammer throw, or slam you, you could either end
|
||
|
up losing the match, or getting a D.K.O. (Double Count Out)
|
||
|
|
||
|
|
||
|
Turnbuckles
|
||
|
|
||
|
Once you know how to use the turnbuckle jump effectively,
|
||
|
they are one of the best moves in the game. To jump off
|
||
|
the ropes, hit jump, then in the air, hit attack. Hitting
|
||
|
attack while on the turnbuckle will result in some kind of
|
||
|
taunt, which gets the crowd fired up. As far as I know,
|
||
|
Stinger has the best moves off the turnbuckle. Turnbuckle
|
||
|
moves take a lot of damage, sometimes as much or more than
|
||
|
the super slams
|
||
|
|
||
|
|
||
|
Give up Holds and Special Pins
|
||
|
|
||
|
Every character has either a special pin, give up hold,
|
||
|
or both. Give up holds tend to be better, because they
|
||
|
take less time for you to finish you opponent off. Thus,
|
||
|
making it harder for your opponents partner (in Team Battle)
|
||
|
to knock you off before you can get the three count.
|
||
|
|
||
|
|
||
|
|
||
|
Feel free to send any corrections or suggestions
|
||
|
|
||
|
Hope this helps anyone that needs it!
|
||
|
|
||
|
Marlin
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|