Saturday Night Slamasters FAQ

                         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





 


  


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