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Post by Shadow Master on Feb 18, 2024 16:59:25 GMT
Back in August, I discovered Akira Maeda's bonus taunt hidden in Super Fire Pro-Wrestling Special's Edit mode. The game lists the bonus taunt under Akira's Fire Pro rename 'Akira Saeba'.
Upon further playing, the 'hidden' taunt actually belongs to AJPW legend Akira Taue (who uses the taunt by normal means in-game). In Special, Akira's name is written as 'Akira Sagami'. I would imagine having similar-sounding Fire Pro renames must have confused the HUMAN staff when tabbing out Special's Edit mode. Disappearing blood:
This next find isn't a glitch or programming error; it's more along the lines of an overlooked sprite mishap.
Once Abdul The Danger (Abdullah The Butcher) is covered in blood, critical'ing Abdul on his back will display an unfinished sprite of the Butcher depicted strangely without blood on his face.
For a legend that is often regarded for his bloody brawls and crimson mask visages, this oversight was always strange to encounter while playing Special.
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Post by Shadow Master on Feb 28, 2024 5:04:06 GMT
As the previous pages have shown us, Super Fire Pro-Wrestling Special is a game that is filled with many secrets and Easter eggs. After years of playing through Special, there's secrets even I'm still uncovering. In Chapter 9 of Champion Road, the player can actually critical opponents!
Chapter 9 (Beat Generation) introduces The Gruesome Fighting championship match type to the Fire Pro series; the first-ever UFC-inspired Octagon to be featured in a Wrestling game. With this new ring comes a series of opponents and specific gameplay features not found in any other part of Champion Road.
Morio has eight techniques which can causes criticals; specific moves that can either knock an opponent unconscious, or snap either the opponent's arms or legs; causing the opponent to give up instantaneously (should the hold be held long enough for a referee to spot it).
The outcome of performing a critical is always random in a match, yet Morio's critical techniques are as followed:
Koppo Kick - Y + B (while standing). Knockout critical.
Arm Bar - A (at head of downed opponent - face up). Submission critical.
Cross Leg Lock - A (at feet of downed opponent - face up). Submission critical.
Reverse Heel Hold - A at legs of downed opponent - face down. Submission critical.
Double Knee Rush - Up + A (front grapple). Knockout critical.
Rolling Leg Lock - Left/Right + A (front grapple). Submission critical.
Uppercut Rush - Down + A (front grapple). Knockout critical.
Snap Suplex - Left/Right + A (back grapple). Knockout critical.
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Post by Shadow Master on Aug 10, 2024 17:55:07 GMT
New discovery! Opponent has zero health code:
Morio gets a quick, 5 second victory using the zero health code.
By entering the following Game Genie/Pro-Action Replay code, players can reduce the opponent's health down to zero at the start of the match:
DDDA-F386
Note: in tag matches, this code only works against player 3. Player 4 (the tag partner)'s health remains unaffected.
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Post by Shadow Master on Aug 16, 2024 21:42:22 GMT
Decades later, secrets are continuing to be discovered in Special.
The maximum number of points a player can earn is 65535
In Super Fire Pro-Wrestling Special, players can keep track of their wins, losses, DQ's, and other match statistics with Special's unique 'Fight Records' option. Over the years, I have been trying to max out my own Fight Records file's win counter. In the top left corner, the number 26377 is my current number of wins. Yes, that's 20,000+ wins saved. While I continued to keep track of my wins, I noticed the section directly underneath my win count (points) wasn't changing. In other Fire Pro games win or now points are tallied up after each match in Fire Pro's
World Championship mode. In Special, there is no World Championship mode, yet points are still awarded to players in Special through One Night Match mode while using a Fight Records account. That's when I decided to get crafty. Using the ZSNES emulator's hacking capabilities, I decided to start hacking my Fight Records account. While I could never adjust my number of wins, I was able to adjust the number of matches tallied.
Seeing as 65535 was the highest value presented on my Fight Records account, I tried to experiment and set my match total to 70,000, 80,000 or even 100,000 matches. Alas, I could only input a value close to 65,000. So, I adjusted my match total to 65535 and went back to playing the game itself. 655355 points and 1 match recorded. The game reset the score.After playing a few more matches I discovered a strange feature. While my match points never moved from 65535, the number of matches I participated in (next section over - also adjusted to 65535 to experiment, were reset). So, there you have it. The highest number of: - wins - losses - DQ's - Countouts - Points- or Matches in total all come to 65535 before resetting back to 1.
In the real world, the Nature Boy Ric Flair is said to have competed in a grand total of 4986 matches over his 50+ year career; beating out the likes of Hulk Hogan, Randy Orton, and Andre The Giant respectively in the process.
In comparison, if a Wrestler wrestled one match every night to earn Special's maximum number of 65535 bouts, it would take the Wrestler exactly 179 years to earn that number. The same can be said for players deciding to play 1 match in Special every night, too.
1 hour and 65 minutes.
When setting a time limit for a match, the standard options are 5, 10, 30, and 60 minutes. There's also the option to have no time limit.
Yet, even in no time limit matches, Special still keeps track of the match time....to some degree.
In my attempt to max out my Fight Record's win count, I also experimented by setting the game's auto-turbo speed to the highest settings and left the match running for two hours; hoping to reach an insane timing score.
When I returned home several hours later, I completed the match and was disappointed. According to the match result, the time only went for 40 minutes.
That's when I realized that, like other scores and records kept track of in the game, Special resets the timer after a certain number. Keeping a closer eye on followup matches, I discovered that Special resets the timer of a no-time limit match exactly after 99 minutes and 99 seconds (or 1 hour and 65 minutes).
The extended time counter could be inspired by Masa Saitoh and Antonio Inoki's legendary Island Death Match, which serves as one of the longest bouts in modern Wrestling history. The match itself ran for a total match time of 2 hours 5 minutes and 45 seconds (125 minutes - just 40 minutes under Special's cutoff time).
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Post by Shadow Master on Sept 30, 2024 1:08:18 GMT
You can literally play tournament mode your entire life...About two years ago, I thought I reached the maximum number of tournament appearances in Special. Should a player start tournament mode on the default settings, the player will be challenged to compete in eight tournaments. Upon completion of the eight tournament, the game's staff credits are shown. Yet, if players continue to sit through the credits, the player is then brought back to the tournament mode menu screen where a ninth tournament is then presented. From here, each subsequent tournament that the player starts Special then keeps track of. At the time, I used ZSNES' hacking ability to change my tournament appearances to 101 wins. Once the counter stopped, I concluded that 101 was the final number. Turns out I was wrong. Disabling the same cheat that allowed me to hack my tournament appearances allowed the game to continue keeping track of my score regularly again. It seems the changed number would remain frozen until the cheat to adjust the score was deactivated.
Upon completing the 50171th (yes...fifty thousandth...) tournament will immediately bring the player back to the mode selection screen; preventing them from going any further. I've also noticed that the text for 'tournament' in Japanese has since become shortened to just 'ーナメント' (nament) to properly display the number of tournament appearances.
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Post by kato556 on Nov 2, 2024 14:07:50 GMT
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Post by Shadow Master on Nov 2, 2024 20:36:20 GMT
You may be onto something! Also, welcome to the Critical Club forums! Personally speaking, I always looked at Reiko as another reason for Morio to commit suicide. By the time Reiko was able to confess her love to Morio, the psychological damage of being a successful Pro-Wrestler was already taking a dangerous toll on the troubled protagonist. Two murders, a retirement of an idol, and a harrowing, first-hand glimpse into Pro-Wrestling's darker side were all enough to convince Morio that the path he choose was all in vain. That he went through too much to ever settle down and truly love Reiko. Reiko became the one positive in Morio's life. A part of the story that gave readers hope for Morio. But it was too late. If I were in charge of a sequel I would have kept Morio alive. His suicide attempt would have been a failed one. And much like Mick Foley's TNA promo from years past, I would have turned Morio into a sympathetic figure. One who preached the dangers of becoming a Pro-Wrestler to younger generations of aspiring hopefuls. The final match would conclude with the rookie instilling a newfound faith in Smith. One that allowed the haunted veteran to finally come to terms with the torments of his past, and once again re-enter the squared circle as a rekindled Pro-Wrestler.
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Post by kato556 on Nov 3, 2024 1:28:13 GMT
Man I wish they made a hack or patch for a good ending for that story.. i would love to play that if this actually created!
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Post by Shadow Master on Nov 3, 2024 6:31:32 GMT
Man I wish they made a hack or patch for a good ending for that story.. i would love to play that if this actually created! For a couple of years now, several parties have been working away at an English patch. Two years ago, I tried my own hand at providing an English translation here (in text form). 1000 screens later, a proper translation has yet to surface. From my own experience hacking Super Famicom roms, I can tell you that Special is an odd animal. It doesn't co-operate to text editing like other Japanese games do. Adjusting certain addresses or changing certain values is a hit and miss process with Special. The game truly is a 'Special' enigma in gaming. To properly hack Special is a true challenge. Over a thousand screens of Japanese text filled with references to characters that all received copyright-friendly Fire Pro renames, to a comprehensive recital of history surrounding Puroresu that even the most discerning of Japanese Wrestling fans may not know (Inoki's exploits against Willem Ruska, Yosiaki Fujiwara's sponsorship from the Japanese eyeglasses manufacturer, Nobuhiko Takada's Japanese Baseball idol, the rise of the Yamaha Brothers tag team, etc...). X Premium's text was a cakewalk in comparison to the encyclopedic exhibition that is Special.
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