RING RAGE ARCADE FAQ 1.02 05.12.01 'Ring Rage' Taito 1992 Game type: Fighter/Wrestling Number of Players: 4 Written by John "Kurgan" Schultes (kurgan@iastate.edu) If you wish to quote or paraphrase parts or all of this FAQ in another FAQ, please at least mention me and give credit where credit is due. If you decide to post this FAQ on your site, a kind email would be appreciated. I always enjoying seeing that somebody finds my work worthwhile. This FAQ should be made available for free to whoever wants it, so do not sell this FAQ or charge others to view it. This information is freely available to anyone who plays the game enough to figure the stuff out. ;) This document: Copyright 2001, John Schultes. ***************************************************************** Revision History ***************************************************************** 1.02 – Added "Haul Up" to Basic Moves section. Added more info on dropping weapons. 1.01 - Fixed several typos, cleared up some details about pinning. Added some more details to the weapons sections. Added Knuckle's special moves. Numerous other fixes. 1.0 – Initial release. ***************************************************************** Table of Contents ***************************************************************** 1. Overview 2. Object of the Game 3. Credit info 4. Controls 5. Game Modes 5a. Tournament 5b. Extra Match 5c. Battle Royal 6. Arenas 6a. Normal Match (Ring) 6b. Steel Cage Match 6c. Steel Match 6d. Street Match 7. Indicators 7a. Energy Meter 7b. Health Meter 7c. Power Meter 7d. Timer 8. Basic Moves 9. Weapons 9a. Wrench 9b. Bottle 9c. Chain 9d. Crate 9e. Chair 10. Player Characters 10a. Shaddam 10b. Scorpion 10c. Joe 10d. Rodie 10e. Yasha 10f. Deckerd 11. Boss Characters 11a. Spike 11b. Knuckle 12. Non-Player Characters 12a. Managers 12b. Cameraman 12c. The Ref 12d. The Announcer 12e. The Audience 13. Ending of the Game 14. Thanks To ***************************************************************** 1. Overview ***************************************************************** "Introducing... Ring Rage!" The TWF (Taito Wrestling Federation) Martial Arts Grand Prix! Ring Rage is an arcade arena-based wrestling/fighting game. The gameplay and theme is in the tradition of brawling classics like WWF Superstars and Pit Fighter. The game utilizes digitized graphics, much like Pit Fighter, and Mortal Kombat, and also includes digitized speech and sound effects. It has a violent over-the-top and somewhat comical flavor, inspired by boxing, "Ultimate Fighting," Professional Wrestling type spectacles, and probable influences from movies like "Blood Sport." The basic game consists of four wrestlers or fighters, chosen from a list of six playable characters (the two boss characters, the "punks," cannot be chosen in the "Tournament" mode, also only one human player can pick one of these two characters in "Battle Royal" and one team can play with one or both in "Extra Match"), each with different styles and characteristics. The four contestants for the championship are divided into two "teams" and can have any mix of human and CPU controlled characters. ***************************************************************** 2. Object of the Game ***************************************************************** The combatants enter the arena and fight one another for dominance, utilizing teamwork where appropriate to win, before time runs out. A match is over when a character from one team "pins" a character from the opposing team for the count of three (by the ref's count), except in "Battle Royal" mode, where the last character left (ie: not pinned) wins. ***************************************************************** 3. Credit Info ***************************************************************** One credit (coin) per player is needed to start. One credit, per player, is needed to continue. Each credit grants the player a full complement of health to his health meter. Up to 9 credits can be held in reserve during the game. Additional players can join the game by "buying in" at any time during the game, except during the final "Champ" match. Player's 1 and 2 are designated as the "Left Team," and work together in the tag team matches. Player's 3 and 4 are designated as the "Right Team" and oppose them. Any spots lacking human players are filled by computer controlled (CPU) characters. If a player buy's in, they replace the CPU character, according to the spot they chose (1, 2, 3, or 4). During the "Champ Match" extra players cannot buy in, and have to wait until the end of the match to join. ***************************************************************** 4. Controls ***************************************************************** Each player (up to four) has an eight-way joystick, and two attack buttons (punch) and (kick). ***************************************************************** 5. Game modes ***************************************************************** You can choose "Tournament" "Battle Royal" and "Extra Match." ***************************************************************** 5a. "Tournament" ***************************************************************** "In this mode, the players must work through four matches to meet the TWF Champions and battle for the title." This is the standard "tag team" 1 or 2 player cooperative contest in which players progress from match to match to the finals in the fifth match, against the boss team. Each time the player(s) win a match against the computer controlled team, a golden trophy is awarded. After they have won four trophies, the players proceed to the "Champ Match" against the boss team. If they beat the boss team, they win and the game is over. The game also immediately ends if they lose to them. No additional players may buy in during the Champ Match. If at any time the players fail to win a match on the way, they are asked to continue (at the cost of one credit each) and the game is over if they fail to do so. Each match begins with 3:00 on the clock. If there is no pin when it reaches zero, it is declared a "draw game" and all human players are asked to continue (with another credit each). A match ends when a character from one team is pinned by a character from the other (for the count of three, by the ref), with the victory going to the team that did the pinning. After one team (with at least one human player on it) beats another team (with at least one human player on it), the loser is asked to continue (at the cost of one credit). If they do not, they are eliminated, and the normal course of the game continues, with the surviving players entering successive matches against the computer for the title bout. Other human players can join in any time to replace computer-controlled characters, except during the final "Champ Match." Once opposing human players are eliminated, the Tournament series continues on its course. In "Tournament" mode, a single player will pick both their own character and their teammate. The computer then randomly generates its own team of two characters to be pitted against them. During the match players 1 and 3 will each begin in the arena or ring. At any time during the match, a player can move to where their teammate is, and "tag" them into the match (also called a "change-up"). In a single player game, the player will then assume control of the new character in the ring. The untagged teammate will normally hang out at the top of the screen, and while waiting, can move back and forth to better position them for a tag. When one character in the arena is getting low on health or appears to be in trouble, a signal will appear to "Support." When the character in the ring is being pinned or is caught in a hold, the signal to give will "Support" likely appear, giving the out of ring character license to enter the ring by pressing an attack button. In a single player game, your CPU teammate will usually enter the ring at this time, to help you for a bit, then go back to the sidelines. The entering character will automatically leave once the first character is "out of danger." This is the only game mode where players are given the option to "continue" (at the cost of one credit each) after losing the match. ***************************************************************** 5b. "Extra Match" ***************************************************************** "This mode consists of three matches. The team that wins the best of two claims victory!" The clock begins at 3:00. This mode is very similar to "Tournament" except that it consists of a single match that is broken up into up to three sub-matches or "rounds." The team that wins the best out of three wins the game. One player may choose to pick a "boss" character for the match. Once the winning team is declared, the game ends. ***************************************************************** 5c. "Battle Royal" ***************************************************************** "In this mode, the only survivor is the winner!!" The clock begins at 5:00. This is a 'survivor series' or 'last man standing' type of match. Pinning or forcing a character to "give up" eliminates them. Note that regardless of the number of human players, there are never more than seven contestants total in Battle Royal (so if you start with one player, you face six opponents; four players face three additional CPU opponents). If you control a boss character, you will not have to fight the remaining boss character you didn't pick. If no players choose a boss character, both may appear as CPU controlled characters. This mode can take place in the "street" (warehouse full of crates), a steel cage, or a ring on top of a construction site. Note that throwing an opponent out of the ring does NOT eliminate them, though it is fun to do. =) They will reappear back in the ring after a short period of time. No more than four characters (including human players) other than the Ref will simultaneously appear on the screen at one time. As characters are eliminated, others will appear to take their places. If all human players fail to survive the match, "No Winner/CPU Wins" is declared, and the game ends. ***************************************************************** 6. Arenas (the locales you fight in) ***************************************************************** The arenas are located in Calgary, Alberta Canada; and in the USA in Miami Florida, Chicago Illinois, Los Angels California, and New York City. The arenas available for the type of match are picked at random. ***************************************************************** 6a. Normal Match (Ring) ***************************************************************** This arena is located in Calgary, Alberta Canada or in Miami Florida, USA. This is the standard starting arena. You can enter/exit the ring. There are managers on the sidelines who will toss weapons into the ring from time to time. Also there are chairs that can be used as weapons, lying outside the ring. Running from side to side, you can bounce off the ropes (or throw the opponent into the ropes, sending him back at you). You can also climb on top of the turnbuckles and leap off. There is an announcer and NPC's outside the ring (managers, cameramen). This arena is featured in "Tournament" and "Extra Match" modes, and is also the arena for the final "Champ Match" with the boss team. ***************************************************************** 6b. Steel Cage Match ***************************************************************** This arena is located in New York. The steel cage is much like the ring, except that you cannot enter/exit the arena (although you can still tag in/out with your teammate). Running into or getting thrown into the sidewalls causes you to get hurt and fall down (those are steel bars after all, not ropes!). As far as I know, you cannot "climb" the cage (just the turnbuckles). There are no managers. This arena is featured in "Tournament" and "Extra Match" modes. ***************************************************************** 6c. Steel Match ***************************************************************** This arena is located in Chicago, Illinois. It is a half-built steel building structure, with a fenced off area full of screaming fans. It features large rubber bands on the left and right sides of the ring, which function like the ropes of the normal ring, and turnbuckles. You cannot normally exit the ring in this arena, and there are no NPC's other than the audience and the ref. Tossing someone out of the ring in this mode does NOT eliminate him. If a character is thrown out of the ring (off the building), they reappear back in the ring after a short period of time. There are several weapons lying around, including the chain. This arena is featured in "Battle Royal" mode. ***************************************************************** 6d. Street Match ***************************************************************** This arena is located in Los Angeles, California. It is in a warehouse, featuring stacks of crates (some of which can be picked up and used as weapons). There are steel fences keeping back the crowd on the left and right sides of the arena, which function the same as the walls in the Steel Cage arenas. There are no NPC's except the ref and the audience. In addition to the numerous crates, there is also a chain. When crates are shattered, they often contain wrenches, bottles, and other chains. This arena is featured in "Battle Royal" mode. ***************************************************************** 7. Indicators. A small portrait of each character's face appears at the top of the screen with the player number (1, 2, 3, and 4 respectively, from left to right). Next to each portrait are two colored bars, representing health and energy meters, which indicate each character's current status. ***************************************************************** At the beginning of each match, a character starts with a full health bar (top) and a full energy bar (bottom). Also it should be noted that the character that is in the ring will have his face highlighted in color while he is in the ring. The characters that are outside the ring (waiting to "tag" in or support) have their faces shown in black and white. All matches are timed. The fight clock appears at the top of the screen at the beginning of each match, showing the number of minutes and seconds left before the match ends. ***************************************************************** 7a. Energy meter ***************************************************************** This bar shows how much energy the character has at a moment in time. The amount of energy you have at a given time affects your recovery from being knocked down, caught in a grapple or hold, and being able to land successfully from an aerial move that leaves you in a vulnerable position on the mat. Note that your energy bar begins at full (while at full, it flashes), and then begins to decrease over time, until it is depleted to zero. It then begins to build back up to full, and continues this way throughout the match. ***************************************************************** 7b. Health meter ***************************************************************** This bar shows how much physical damage you can take before being able to be pinned successfully. Being hit by attacks from your opponents (or by inadvertently hurting yourself) reduces your health. Unlike energy, your health does not come back over time during the match (it is restored between matches). The only way to restore your health meter during a match is to insert another credit and hit the start button. This restores your health to full. However, this method is considered by most to be cheating, especially during a match against other human players. For a character to be successfully pinned, their opponent must be at zero health (or in the case of a human player, very low on health, and the player does nothing to try to get free from the pin). ***************************************************************** 7c. Power Meter ***************************************************************** The meter that appears when characters become engaged in a grapple. The colored portions correspond to the strength of each player (player 1: red, player 2: blue, player 3: green, player 4: yellow). For more information on Grapples, see section 8 ("Basic Moves"). ***************************************************************** 7d. Timer ***************************************************************** The fight clock normally begins at 3:00 (5:00 in "Battle Royal" mode) and counts down to zero. You receive a warning, as it gets closer to zero. The match ends when the timer ends, if there was no pin. Adding an extra credit and pressing start adds an additional 1:00 to the clock if another player buys in, or if a current player restores his health using an extra credit, although the total time remaining will never go above the original starting amount. Players can restore their health in this way only when they have less than 75% of their health meter full. Note that for the sake of competition, adding extra credits to fill your health meter in the middle of a match is usually considered cheating. ***************************************************************** 8. Basic moves (all player characters have these) ***************************************************************** Punch: Press the punch button. Short range, it does some damage. Kick: Press the kick button. Longer range, somewhat slower than punches. Seems to do more damage. Combo: Each character has a different "combo" that results from successive punches or kicks that hit an opponent. Climb Turnbuckle: For arenas that have them, there are four turnbuckles, with one in each corner of the ring. Find one, and get close to it, while pressing punch+kick. You should climb up on top of it. Pressing an attack button will allow you to leap off of it. Pressing down or punch+kick again will make you climb down. The announcer doesn't like it when you do this, and you eventually will get down automatically if you don't leap off. You may take damage (from landing badly if there is no opponent beneath you) if you are low on energy when performing this move. When you have high energy, you seem to be able to land on your feet after leaping off. Enter/Exit ring: In arenas that take place inside a ring (squared circle) you can exit the ring by getting close to the ropes on either side, and pressing (punch+kick) along with the desired direction. To re-enter the ring, simple get close to it and press (punch+kick) again. From certain angles, you can get back in simply by pressing the joystick towards the ring. You can "tag" or "change up" with your teammate by getting up to where they are standing outside the ring and press (punch) or (kick). The counter begins once you leave the ring. You can enter the ring again from any side, or from the bottom. You can only stay outside the ring for a certain amount of time (the count of 20, by the ref), or else you lose via a "Ring Out." If your opponent is about to get a ring out, and you leave the ring, it will count against you as well, and you will end up with a "Draw Match" where you both lose. Outside the ring you will find chairs you can use as weapons. Run: Double tap the joystick to the right or to the left, depending on the direction you want to start running in. If you run into the side of the ring, you bounce off the ropes. If you run into a wall or steel cage side, you smash into it and take damage (ouch). If you're outside the ring, you can also run into the side of it and get hurt. Generally running into your opponent will knock you both down. You can also be knocked out of your run by their attacks. You can stop yourself in the middle of a run, by pressing another direction on the joystick. The exception to this is when your character begins running, as a result of being shoved out of a grapple. At first, you will be unable to stop running after being shoved (hence you cannot avoid being slammed into the ropes or wall the first time). Dash attacks: While running, press (punch), (kick), or (punch+kick), to do various dash attacks. Each character has a different type of dash move. Generally these will knock down your opponent in one hit if they land successfully. Also, if you dash attack towards your opponent's fallen body, often you will stop and hit them with your attack instead of passing over them. Dash attacks respond the same way to walls/ropes that running does. Slide attack: Some characters also have a "slide" move, done after double tapping the joystick in a direction to run, that involves holding down/forward (diagonal down on the joystick) in the direction they are facing and pressing the kick button. Pinning: Pinning is where you hop on top of your opponent's fallen body and try to hold it to the mat, preventing them from getting up. If you do this for the count of three, by the ref, you defeat them. To pin, get over your opponent's fallen body, and press the joystick down plus both attack buttons. While performing a pin, you cannot do any other actions, and you can be knocked off of the pinned opponent if you are hit by another character. Note that your opponent must generally be at zero health in order to pin them successfully (for the count of three). You can also reduce their chances of escaping the pin by rapidly tapping the attack buttons. While you are being pinned, you cannot do anything, except hope that your teammate will save you, and tap the buttons and move the joystick around rapidly to try to get up. It is very hard (if not impossible) to get back up if you have zero health, and your opponent has some health. Note that if the ref counts to three while you are being pinned, you lose. Stomp: This move can be done on a downed opponent, or on somebody who is attempting a pin (to knock them off). Get over the fallen body of your opponent or the person doing the pin, and press either attack button. You will stomp on them with your foot. Normally you can hit them with three or four stomps, before they get up. One stomp will knock a person doing a pin off of their victim, and then they will get up. Some characters will do a "combo" type move after a certain number of stomps. Haul Up: You can cause a downed opponent to automatically stand up and engage you in a grapple. Do this by standing over their fallen body and pressing (punch) just over their head. You will yank them to their feet and then engage in a grapple. You can start tapping the buttons to do one of your grapple moves as soon as you see the animation of you lifting them up. Grapple: When two standing characters (not on the same team) move towards each other so they are touching, they will automatically get into a grapple. A "power" bar (divided into four segments) then appears in front of them, with a colored portion next to each grappler. By tapping the buttons fast, you can increase your color's dominance on the bar. The object is to get more of the bar than your opponent, then perform an action. This action can either be simply tapping the buttons fast without providing a direction, or by tapping a button with a direction (up, down, left, or right). The direction you choose for a move is NOT dependent on the direction you are actually facing while in the grapple). If you increase the bar enough in your favor in this tug of war, and then press a certain combination, you will do a special move. You'll know you've done a special move, when (though sometimes the computer forgets to do this) the screen zooms in on you and the crowd cheers. Sometimes the announcer will give some commentary on the move. If you don't seem to make it this far after a certain amount of time, but still have more of the bar then they do, you will shove them forward (onto the ropes, or into the sidewall). Pickup/Use weapon: Stand over the weapon you want to pickup and press any attack button. While you are holding the weapon, press any attack button to use it. If you start running, enter/exit the ring, climb the turnbuckle, perform a special move, attempt to stomp or pin an opponent, or enter a grapple, you automatically drop the weapon you are holding. Some weapons are good for one use only. You can also get rid of a weapon you don't want anymore by picking up another, or by swinging it repeatedly (you'll eventually drop it). You can drop a held weapon at any time by pressing (punch+kick). Be careful, as one swing of your weapon can also take down your teammate! Recovery: Often the computer will tell you to "Get Up" while you are locked in a hold or on the ground. You can get up or out of the hold faster by taping the buttons rapidly and moving the joystick around. The enemy can fight your efforts by tapping their buttons and moving their joystick around while performing the hold or move on you. They can also stomp on your fallen body to reduce your health. ***************************************************************** 9. Weapons ***************************************************************** During "Battle Royal" there are several weapons strewn on the arena floor for you to pick up. In "Tournament" the managers will at various times (often during a pin or hold) toss a weapon into the ring for anyone to use (wrenches, bottles). Weapons can also be found outside the ring (chairs for example). Normally, one hit of a weapon will knock down an opponent. Dropping weapons: One hit from your opponent knocks the weapon out of your hands. Weapons disappear after a certain amount of uses after being picked up. They will drop out of your hands and disappear after a certain number of swings, regardless of if they hit anyone or not. Weapons may drop out of your hands and disappear after being held for approximately eight seconds (apparently because of the ref). A weapon is also dropped when you being a run, stomp, pin, grapple, climb the turnbuckle, enter/exit the ring, or perform a special move. You can drop a weapon at any time by pressing (punch+kick). Tip: You can swing a weapon a few times, drop it, then pick it up again, and swing it a few times, etc and use it for a longer time this way. ***************************************************************** 9a. Wrench ***************************************************************** This weapon knocks down the opponent in one hit, and can be used multiple times. If it is swung seven times after being picked up, it will drop out of your hands and disappear. It can be found outside the ring and is often tossed into the ring by managers. Occasionally you will find one after smashing a crate in the Street Match. ***************************************************************** 9b. Bottle ***************************************************************** This weapon knocks down the opponent in one hit, and usually shatters after the first hit and can no longer be used. If it is swung eight times after being picked up, it will drop out of your hands and disappear. It can be found outside the ring and is often tossed into the ring by managers. Occasionally you will find one after smashing a crate in the Street Match. ***************************************************************** 9c. Chain ***************************************************************** The chain has a long reach, and can knock down multiple opponents; it can be used multiple times. If it is swung about nine times after being picked up, it drops out of your hands. Occasionally you will find one after smashing a crate in the Street Match. It is only found in the Street and Steel Match arenas. ***************************************************************** 9d. Crate ***************************************************************** This large box is a thrown weapon, and is good for only one use, upon which it shatters. If it is knocked out of your hands, it also shatters. The crate can be used to take out multiple opponents at once. A crate before being dropped or thrown can be held an indefinite amount of time. It is only found in the Street Match Arena. ***************************************************************** 9e. Chair ***************************************************************** This weapon is found outside the ring in all but "Battle Royal" mode (since you don't go outside the ring on purpose). It can be swung an indefinite number of times, and never disappears while outside the ring. If your opponent inside the ring is very close to the edge, you can hit them with the chair from outside the ring. You CAN bring the folded chair into the ring, where it then becomes subject to disappearing like any other weapon. (I have only done it once, by accident, if anyone figures out how to bring it into the ring more consistently, please let me know! - kurgan@iastate.edu). This weapon can knock down the male manager NPC. ***************************************************************** 10. Player Characters (note, these can also be CPU controlled): ***************************************************************** ***************************************************************** 10a. Shaddam, The Killer ***************************************************************** Height: 6 ft 3 in Weight: 270 lbs Birthplace: The Middle East? Finish Blow: Camel Clutch Suplex Style: Wrestling This guy has a stereotypical Arab themed outfit, with camo pants and sunglasses. He has a knife he can use during holds (which the ref doesn't appreciate), and he can also breathe fire. Combos (done from close range): (tap punch) fourth blow is a gut punch (tap kick) fourth blow is a gut punch Dash attacks (double tap joystick in either direction, then press): (punch) knife thrust (kick) somersaulting spin-dash (punch+kick) leaping knee (punch or kick, over fallen body) butt drop Stomp moves (tap kick while standing over fallen body): normal stomps Turnbuckle moves (after climbing turnbuckle): (punch or kick) leaping knee Special Moves: Fire Breath: (punch+kick) Neck Stretch ("Camel Clutch"?): Tap (punch) while standing over legs of fallen body Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) stab face with knife repeatedly (left) throw opponents body forward, often out of ring ("Suplex"). (right) fire breath (down) fire breath (no direction) knife thrust Notes: After using Fire Breath, he usually takes a few moments to recover. The move itself is also kind of slow, so you can be hit before you have a chance to pull it off. The announcer calls his left throw a "Suplex" but it really isn't (compare to suplex of other characters). After a successful "Suplex" he will take a moment to make victory gestures for the camera. ***************************************************************** 10b. B.B. Scorpion ***************************************************************** Height: 6 ft 9 in Weight: 300 lbs Finish blow: Flying Body Press Back-Breaker Style: Wrestling This fat dude looks like he really belongs on some Pro Wrestling TV circuit as a "bad guy." He wears a red and blue outfit and a mask. Combos: (tap punch) third blow is a head butt (tap kick) third blow is a dash punch Dash attacks (double tap joystick in either direction, then press): (punch) clothesline (kick) shoulder dash (punch+kick) body splash Stomp moves (tap kick while standing over fallen body): normal stomps Turnbuckle moves (after climbing turnbuckle, then pressing UP plus): (punch or kick) body splash Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) slams opponent's back over his shoulder, after which he gestures ("Back Breaker) (left) chokehold, which can make opponent "give up" if at zero health (right) body slam (down) body slam (no direction) head butt Notes: Slow, but strong. As a CPU character, if he gets beat up too much by the same moves, he'll get "mad" and gesture for a bit. His "Flying Body Press" finish blow, is actually just a normal, but well-timed body splash (try hitting them with it from close range). Though he brings a chain with him to the match, he drops it outside the ring and it is gone once the match actually begins. As the CPU, he will sometimes yell, "I am the winner!" at the beginning of the match, or when he is about to pin somebody. ***************************************************************** 10c. "KO" Joe ***************************************************************** Height: 6 ft 4 in Weight: 260 lbs Birthplace: USA: Los Angeles Finish Blow: Super-Uppercut Style: Kick Boxing This African-American guy wears purple boxing gloves and trunks. Combos (done from close range): (tap punch) third blow is a knockdown punch (tap kick) third blow is a high kick Dash attacks (double tap joystick in either direction, then press): (punch) dash punch (kick) flying kick where he falls down afterward, if done over fallen body, results in a knee slam (punch+kick) same as with just (kick) (diagonally down/forward+kick) sliding kick Stomp moves (tap kick while standing over fallen body): normal stomps Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch or kick) leaping punch Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) uppercut that sends opponent into the air ("Super Upper-Cut") (left) roundhouse kick (right) roundhouse kick (down) shoulder throw (no direction) gut punch Notes: He is strong, but slow. His normal kicks cause him to move forward a step. Though only his super uppercut is listed as a finish blow, his roundhouse kick finish is another. As the CPU, he will sometimes yell, "I win!" when he is about to pin somebody. ***************************************************************** 10d. Gunboat Rodie ***************************************************************** Height: 6 ft 5 in Weight: 230 lbs Birthplace: Austria Finish Blow: Clothe-line Back-Breaker Style: Wrestling This blonde muscle-bound guy looks like another professional wrestler. He's bare-chested, wearing green elbow pads and spandex. Combos (done from close range): (tap punch) third blow is a dash punch (tap kick) third blow is a dash punch Dash attacks (double tap joystick in either direction, then press): (punch) dash punch (kick) drop kick where he falls down afterward, if done over fallen body, results in an elbow drop (punch+kick) shoulder dash Stomp moves (tap kick while standing over fallen body): third stomp is an elbow drop Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch or kick) elbow drop Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) slams opponent over his knee ("Back-Breaker") (left) suplex, which causes him to fall down (right) suplex, which causes him to fall down (down) body slam (no direction) elbow charge Notes: He is strong, but slow. His finish blow "Clothe-Line" is simply a well-timed dash punch (try to hit them at very close range to get it right). Sometimes after being beaten up by the same moves over and over, he'll stop and flex his muscles. His normal kicks cause him to move forward a step. ****************************************************************** 10e. Yasha, The Ninja Warrior ***************************************************************** Height: 6 ft Weight: 220 lbs Birthplace: Japan? Finish Blow: One-Hundred Punch Super-Kick Style: Karate This slender (but apparently solid muscle) martial arts guy wears a read ninja type mask, gloves, and pants. Combos (done from close range): (tap punch) third blow is a roundhouse kick (tap kick) third blow is a flip kick Dash attacks (double tap joystick in either direction, then press): (punch) flying body corkscrew, if it misses, he takes a moment to grunt (kick) flying kick, if it misses, he takes a moment to grunt (punch+kick) hurricane kick (diagonally down/forward+kick) sliding kick Stomp moves (tap kick while standing over fallen body): third stomp is a flipping body drop Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch) leaping knee, after which he takes a moment to grunt (kick) hurricane kick Special Move: Back flip: (punch+kick) Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) knee and jump kick, after which he bows ("Super-Kick") (left) rapid punches ("One-Hundred Punch") (right) shoulder throw (down) shoulder throw (no direction) cobra strike punch Notes: He is the quickest character in the game. ******************************************************************* 10f. Kelly Deckerd ***************************************************************** Height: 6ft 3in Weight: 245 lbs. Birthplace: Hong Kong Finish Blow: Judo Throw Style: Martial Arts This guy reminds me of the Karate Kid from the movies of the same name. He wears a white headband, gloves, and pants. Combos (done from close range): (tap punch) third blow is an elbow that misses if he's too close (tap kick) third blow is a dashing kick Dash attacks (double tap joystick in either direction, then press): (punch) leaping knee (kick) somersaulting flying kick (punch+kick) somersaulting flying kick (diagonally down/forward+kick) sliding kick Stomp moves (tap kick while standing over fallen body): third stomp is a knee drop Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch) leaping knee (kick) leaping knee Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) repeated knees to opponent (left) back throw ("Judo Throw") (right) back throw ("Judo Throw") (down) shoulder submission hold (no direction) double-fisted overhead blow Notes: He is very quick. If you perform the same move on him multiple times, he often gets upset and gets on his knees in what appears to be an appeal to mercy. ******************************************************************** 11. Boss Characters. The punks you fight during the "Champ Match" at the end of the "Tournament" series. In this mode, you cannot play as them. During "Battle Royal" mode only one player may be a boss character. During "Extra Match" one team may choose to play with one or both. ******************************************************************** ***************************************************************** 11a. Spike ***************************************************************** Height: 7 ft 6 in Weight: 330 lbs Birthplace: New York, USA Finish Blow: Back-Breaker Leg Drop Style: Wrestling The larger of the two punks, he and Knuckle approach the ring with their Road Warrior-esque spiked armor. He also wears a facemask, though he loses both it and the armor once the actual match begins. He wears a jock strap over his black leather pants, a yellow Mohawk haircut, and spikes. Combos (done from close range): (tap punch) third blow is knee (tap kick) third blow is knee Dash attacks (double tap joystick in either direction, then press): (punch) leaping knee (kick) leaping knee (punch+kick) body splash (diagonally down/forward+kick while over fallen body) leaping stomp (diagonally down/forward+punch while over fallen body) butt drop Stomp moves (tap kick while standing over fallen body): third stomp is a butt drop Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch) leaping knee, if done onto fallen body, results in a butt drop (kick) leaping knee, if done onto fallen body, results in a butt drop Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) Cracks opponent's back over his shoulders ("Back-Breaker") (left) squeeze hold (right) squeeze hold (down) pile driver (no direction) body toss, which can throw his opponent out of the ring Notes: His finish blow "Leg Drop" is really just a well-timed butt drop onto a fallen body. His normal kicks cause him to move forward a step. He is the tallest character, and probably the toughest CPU character to beat. After performing a finish blow, he will often stop to preen for the cameras. ***************************************************************** 11b. Knuckle ***************************************************************** Height: 5 ft 5 in Weight: 280 lbs Birthplace: New York, USA Finish Blow: Atomic Drop Suplex Style: Wrestling Shorter and fatter than his teammate Spike, he dresses similarly, and has a red Mohawk. Combos (done from close range): (tap punch) third blow is a head butt (tap kick) third blow is a low punch Dash attacks (double tap joystick in either direction, then press): (punch) dashing low punch (kick) body splash (punch+kick) body splash Stomp moves (tap kick while standing over fallen body): normal stomps Turnbuckle moves (after climbing turnbuckle, then press UP plus): (punch or kick) body splash Special Moves: (punch, over legs of fallen body) body twirl throw (punch, over waist of fallen body) back stretch Backflip: (punch+kick) Grapple Moves (while in grapple, tap buttons to gain advantage, then press): (up) body slam ("Atomic Drop") (left) suplex, can be a pinning move ("Suplex") (right) suplex, can be a pinning move ("Suplex") (down) head butt (no direction) head butt Notes: If Spike and Knuckle win together, they give each other "five." If he gets beat up by the same move over and over, he will sometimes get "angry" and make frustrated gestures. ***************************************************************** 12. Non-Player Characters ***************************************************************** ***************************************************************** 12a. Managers (each team has one) ***************************************************************** These folks will cheer you on and occasionally toss you weapons from outside the ring (wrenches, bottles). The left team manager is a gal in a pink dress, who tosses bottles into the ring. The right team manager is some dude in a tacky black and white speckled suit and hat, with a purple tie, who picks up chairs, and tosses wrenches into the ring. Notes: The male manager can be knocked down by hitting him with the chair, but no other weapons seem to affect either manager. When you lose, the opposing team's manager will mock you. They can be knocked down by most attacks (which perhaps would distract them from throwing weapons into the ring), but seem to have unlimited health and keep getting back up. They cannot be pinned, grappled, or thrown. ***************************************************************** 12b. Cameraman ***************************************************************** This guy films the match for the viewing public and for posterity. He only gets paid if he gets the action on tape. He can be knocked down the same as managers, and cannot be grappled, thrown, or pinned. Like the managers, there doesn't seem to be a way to defeat them. Notes: Weapons do not seem to affect him. If you knock him down, he will attempt to continue filming the match, from a prone position. ***************************************************************** 12c. The Ref ***************************************************************** This poor guy tries to make sure that this is a clean fight. He gets upset and chastises the fighters and wrestlers who climb on top of the turnbuckles and pick up weapons. Don't worry though, his calls can all be safely ignored except the one where he says "One... Two... Three!" =) He can be knocked down the same as the other NPC's, but you might want to keep him on his feet so he can do the count (otherwise you can't win). He takes a licking, but keeps on ticking. Notes: Weapons do not seem to affect him. He gets upset and shakes his finger if a weapon is picked up, if Shaddam uses his stabbing move, and if a character climbs a turnbuckle. He is invulnerable while he is doing a count (for a person out of the ring to the count of 20 and for a person being pinned for the count of 3). ***************************************************************** 12d. The Announcer ***************************************************************** He announces the contestants before the match, and the winners/losers at the end. Once the match begins, he goes away until the outcome is decided. You cannot interact with him at all. ***************************************************************** 12e. The Audience ***************************************************************** These enthusiastic people are here to watch the spectacle and to cheer on their favorites. When somebody does a particularly astounding move, they will often applaud. Much like the ref, they get upset when you do certain things, and will boo or yell at you (such as if you pick up a weapon, or exit the ring). They also boo the losers. Sadly, unlike Pit Fighter, you cannot really interact with the crowd beyond encouraging them to cheer or boo. Notes: The crowd gets upset when the ref points out something you shouldn't be doing (picking up weapons, climbing turnbuckles) or if you exit the ring. It is hard to make out what they are saying, but it sounds like they're yelling "Stupid! Get out of there!" ***************************************************************** 13. Ending of the Game ***************************************************************** Not much to get excited about really. If your team wins the "Champ Match" in "Tournament" mode or "Extra Match" mode, or if you are the last one standing in "Battle Royal" mode, you are declared the winner. The camera zooms in on you, while the crowd cheers, and the announcer points to you and babbles on about something. The announcer congratulates you and the audience cheers you and boos the losers. In "Tournament" mode, you get a quick screen graphic of what your characters are doing with their fame and fortune after they win (ie: hanging out with models, becoming governor, etc) some text saying you won, the Taito logo, and that's it. In any other mode, after the winner is declared, it simply goes to the Game Over screen (unless you had a high score, in which case you get to enter your initials), then back to the title screen. Ring Rage is one of those games where the real fun is in the gameplay (especially in multiplayer), not so much getting to the end and "winning." ***************************************************************** 14. Thanks to ***************************************************************** The people at Taito who created this great game, and the cool people who played this game with/against me, it was lots of fun! I hope you found this FAQ interesting and/or helpful. Constructive feedback is welcome. If you have anything you would like to add to this FAQ, please send a polite email to the following address: kurgan@iastate.edu Please do NOT bother me about where to find this game. If you are lucky enough to find Ring Rage in an arcade near you and you're a fighting/wrestling fan, do yourself a favor and play it. It's one of those gems you can't afford to pass up. This document: Copyright 2001, John Schultes.