Windjammers (Flying Power Disc) Neo Geo FAQ ...also for: Nintendo Virtual Console (discontinued) PlayStation 4/PlayStation Vita Version 1.3 Sports 1-2 players -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2003/2018 by June Kim/BakaOrochi All Rights Reserved. Unauthorized reproduction of this FAQ in any shape or form is prohibited. I mean, it's not like it's HARD to e-mail me if you want to use any part of this FAQ, is it? If you want to use ANYTHING, even codes or whatnot from this, CONTACT ME FIRST. This is my work, and not one bit of this is to be reproduced in any way, shape, or form. Copyright laws protect this FAQ. This is purely my own work, any other similarities to other FAQs are purely coincidental. I do respect all other copyrights and if I have inadvertently infringed on any, please contact me immediately so that I may remedy the problem. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FAQ History: 1.0 11/24/03 -First release 1.1 11/20/2016 -Updates/revisions to controls, content, etc. -I lifted some of the proper names off Wikipedia, so apologies for whomever wrote that, I don't have access to the AES manual. 1.2 12/4/2016 -Fixed some spacing issues to fit on mobile devices (well, iPhone anyway). Oops. -Revised some wording, play mechanics, added other random information. -Updated information about other releases including PS4/Vita (based on the PSX reveal event). 1.3 12/4/2018 -Once again, spacing issues. Also cleaned up the FAQ a little and added the ground hopping throws. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Contents: 1. What's the point of this FAQ? 2. What the heck is "Windjammers?" 2a. Playstation version changes 3. How to play 3a. Control 3b. Bonus Rounds 4. The players 5. Frequently asked questions...well maybe not that frequent. 6. Arcade (MVS) and Home (AES) settings 7. Can you give me some tips/secrets? 8. The arenas 9. Quotes 10. Closing notes/Thanks/Contact Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. What's the point of this FAQ? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Why not? I made this FAQ in 2003 as an exercise in writing, but also I didn't know anyone actually cared about this game. Over a decade later, turns out a good amount of people do so I think it's time I updated this now that I've actually had access to understand the nuances of the game better. It seems to surge a little in popularity when it briefly appeared in Nintendo Wii's Virtual Console before Data East went bankrupt (RIP) and disappeared from the Nintendo Store. Recently it's been announced to be released on Sony's PlayStation store for PS4 and Vita along with leaderboards and online play. However being as it may, those features may not be available permanently. I will update this FAQ if there's any new developments (probably not...it's Windjammers). 2018 update, a sequel was announced in the works but not much has surfaced about it. Also, Limited Run games has released a physical copy but good luck with landing a copy. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2. What the heck is "Windjammers?" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tennis and Pong (or air hockey), with a frisbee. That's the basic premise for what Windjammers is. What makes this game appealing is it's ability to be a pick-up-and-play game with it's relatively easy game mechanics, but increasingly fast paced action and strategic game play. While it is indeed technically a sports game, it can easily appeal to fans of the fighting game genre as well due to it's speed, strategy, and one-on-one play style. 2a. Playstation version changes The core gameplay is intact for the most part. Some moves are slightly easier to pull off, the graphics have been updated though with a 90's aesthetic. These versions (Playstation/Vita) also add an online multiplayer mode which I've not gotten to use. The extra options do not add much more otherwise besides a single player, local/online multiplayer modes, and a couple of extras (not much more than what's offered on the original versions). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3. How to play -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The objective of the game is to score as many points on your opponent either before the timer runs out (time limit is dependant on game settings), or the first person to score 12 points wins. For this FAQ, points and time will be based on the DEFAULT NeoGeo rules (12 pts/30s). You can score in a few ways: 1-Whip the disc into your opponent's goal. Depending on which arena you're in, the score areas will be different. Yellow area scores 3 points (and is usually the largest area), red scores 5. See "The Arenas" section for more details. 2-If you or your opponent drops the disc (if it's lobbed up in the air and not caught, or not catching a blocked disc), then it's 2 points for the opponent. 3-PUSH your opponent into the goal! This depends how strong your throw is and how close your opponent is to their own goal. Note that if a player is holding the disc and the time runs out, the disc will be considered dead and will be dropped or be thrown into the crowd if the set is won. If the disc already left the player's hand after the whistle is blown, the disc is still considered live, so make sure you don't let the disc past you until the referee calls the set/match. Games are structured similarly like tennis or volleyball. Each ROUND is divided into SETS. Each set goes up to 12 points and a person must win 2 sets to win the ROUND and thus advance to the next opponent. The third set is called the FINAL SET. The EXCEPTION to the 12 point rule is if both players' scores are within a margin of 3 points. For example, if you have 13 points, but your opponent has 11, then the game will keep going until you can score with a lead of over 2 points. You opponent CAN CATCH UP (i.e. you=13, opponent=11, opponent can score a 3 point goal, and both players will keep going until one person can lead with over 2 points). In this way, the game is similar to volleyball. A TIE will only occur if both players have identical scores and time runs out. BOTH players will win a SET if this happens. If another tie occurs and both players have won a SET (on the FINAL SET), SUDDEN DEATH will take place, in which the first person to score wins the ROUND. However, if both players tie and one players has already won a SET, the person that already as a SET point won will also win the ROUND, thus the game will not continue to a FINAL nor SUDDEN DEATH match. If there is still no winner after SUDDEN DEATH, the game is declared a draw, and both players lose. 3a. Control This is obviously the most crucial part of the game. You should learn all the conditions and how to control the disc if you want to be a decent player (and of couse, beat the computer). The game very briefly touches on the basics in the short tutorial, but there's more than that. First, your player will move differently depending on whether or not he/she is on the defensive or offensive. Note that C and D buttons do nothing throughout the entire game. Joystick/D-Pad: Controls your player. DEFENSE (if you don't have the disc): A=Block Direction + A = Slide (you will automatically catch the disc if you intercept it) B=Not used. -To catch a thrown disc, simply walk/slide into it's trajectory as it flies towards you. -You MUST be facing towards the disc's trajectory to catch or block it! If the disc flies at you and you're facing the opposite direction, your character gets knocked down and stunned for a few seconds, putting yourself at a big disadvantage. This stun will also send the disc flying straight up in the air. You will have little time to run over and catch the disc before it lands on the ground. OFFENSE (if you have the disc): A=Throw Direction + A = Controlled Throw B=Lob A + half-circle forward (back, down, forward or back, up, forward)= Curve Throw -You CANNOT walk around while the disc is in your possession! Once you catch the disc, you have to throw it from whatever position you are on your court. POWERED-UP OFFENSE (If disc is in the air and your character is posing and glowing): A=Throw special technique B=Throw a rolling lob (aka wheel spin shoot or power toss up) Quick return A + direction = Technique reflect A + half-circle forward (back, down, forward or back, up, forward)= Ground hopper -Start a power up by standing under a blocked disc. Your character will automatically pose and exclaim as they're ready. Mash that A button to power up! -If timed correctly, immediately after catching a special technique, you can reflect the opponent's thrown special technique right back at them. This can be reflected back and forth indefinitely. You can only reflect the technique they threw at you if it uses the same button. If you reflect back a unique technique using the B button however, it'll throw the powered rolling lob instead. -The ground hopper will throw a special technique where the disc hops along the ground at a random-ish trajectory. This is a bit tricky to pull off so you may need to practice the joystick motion a few times before mastering it. Gameplay notes and tips: Blocking: -When you're on the defense, blocking is absolutely necessary to throw special throws. When you see a disc coming at you, hit A as it hits you, and the disc will be deflected high in the air. When this happens, you'll see a crosshair on your court. Walk up to it and your character will automatically start posing. Mash A, and your character will start powering up. Remember though, blocking only puts your guard up for a second, then your character drops his/her arms. If you hit A too early, you will drop your guard automatically, and you'll end up catching the disc instead of blocking/deflecting it, so time your blocks! -If you block too early, the disc will deflect farther from you. The closer the disc is to you before you block it, the closer it will be to you when it deflects up in the air, thus giving you an easier time to charge. You can use that to your advantage if you're sneaky. -A good defense does make for a good offense. Be aware where you are on the court when you're on the defense. Since you can get pushed into your goal, you don't want to be near it when you're trying to catch a throw (especially if you're a character with lower power VS a character with higher power). -Your court position becomes even more crucial when playing on a court with barriers in the center. Be mindful where you are on your court when catching a thrown disc. -While playing a serve and volley style, even with a fast character, this game allows some severe punishment if you don't change up your play style. -Watch your sliding! Sliding isn't always ncessary and you may end up sliding right past a throw disc. Throw: -If you hold onto a disc longer, your throw speed will be slower! While generally you want to trip up your opponent, remember that you can also slow the pace of the game down this way, which is especially effective if you're trying to wind down the clock. -As soon as you receive the disc, hit A quickly to throw the fastest possible throw you can. Sometimes you will throw a SUPER FAST throw if you can time the catch and throw well enough (you will know if you do this, as your character will say something, and the disc will leave a trail as it zooms off). You can also do these off a lobbed catch. -Don't forget you can curve your throws! This is especially useful for areans with barriers. Signature Throws: -ANY time a disc is tossed up in the air, whether by a lob, a block, or if the disc hits on of the net barriers, you can power-up by mashing A a couple times. -Everyone has a signature move that can be activated when you've powered up. See the Players section for more detail on their signature moves. -The same principle for throwing applies for signature throws: The longer you hold it, the SLOWER your throw will be, even if it's powered up! Usually not an ideal strategy for beginners. -Slow signature throws can useful for frenetic players and a throw that has a confusing trajectory, particarly the two Intermediate level characters. -It's not always necessary to do signature throws. An over-reliance on them can end up costing you matches! Lobs: -These will toss the disc high in the air and you control where it lands. This is not suggested for beginners as if your opponent can place themselves under the disc's landing spot and it'll give them a free charge-up. -However, just like tennis, you can use lobs to toss the disc at the opposite end of the court, which can throw off a net player (especially against a slower opponent) and get a free 2-pointer. -Also you can force a slower paced game this way for fast games. -Remember, you can also control where your lob lands by using the joystick before hitting B. Special lobs: -When you're powered up, this is another great way to change it up. Instead of hitting A to throw your signature move, hit B, and it will do a FAST rolling technique which will launch the disc in the air, land in front of your opponent's goal and roll right in! This is great against opponents that love to play serve-and-volley style and stay right in front of the net constantly. -This is also good to keep opponents from blocking your throws to charge up and instead force them on the defensive. Controlled Throws: -When you hit A, you will throw the disc back in a straight line. If you throw it while holding a direction, you will throw it in an angle at that direction. If you ROLL your controller forward, you can put a spin on it! Think of it similar to doing a HCF+A motion with a fighting game. Start from back (or down), roll the joystick, back, to down, to forward, and hit A. You can do this with different directions, so experiment! Just remember though, while your throws will naturally be slower; you can throw a REALLY FAST curve disc throw if you can do the motion fast enough. -The same concept is used for the ground hopper special technique. Ground hoppers: -These are useful to keep your opponent guessing and the speed is also controlled again by how long you hold on to the disc before releasing it. -If you throw this near a wall, chances are it'll just hug the wall the entire way to the opponent's goal. -Additionally these can also be caught or deflected by your opponent just like any other move. Reversal/reflect: -These can be create some great tension and fantastic back-and-forth volleys if they are timed well. -Reflecting a shot is also much more beneficial towards human opponents, especially if you can toss back one with a particular trajectory (e.g. Steve Miller's). -As forementioned, you also SWITCH UP reversals, i.e., a ground hopping move can be reversed with a B power lob, and back and forth. -Note that all reflected moves will be returned at their optimal speeds so be careful when on the receving end. -Reflected shots can be changed into a normal quick shot upon receiving. Tips for play: -Just because you can throw fast doesn't mean you need to. Furthermore, it doesn't always benefit throwing a disc in an angle to bounce off walls. -Sometimes a straight shot or a slower curved shot are just as effective. -Other ways to play is similar to playing at the net for tennis (like serve-and-volley style) to apply pressure and give a great sense of quicker and unpredictable play, as well as less likely to smack your disc into a net barrier. Just like Tennis however, this can work against you easily if you're playing experienced players and remember that the opponent can still lob it behind you. -With that said, it's VERY important that you learn how to switch up your style in the middle of a match. -If you've gotten the hang of controling disc direction and can place yourself in favorable enough position on the court, use the barriers to your advantage; if you hit them straight, it'll pop the disc up, but if your disc hits the side, it'll bounce right off. Most specials benefit GREATLY from this as it completely throws off the trajectory of your shot and can throw your opponent off balance. -With that, don't be afraid of using the barriers! -Getting 5 pointsi great! Relying on them to end matches faster will limit your strategy so focus on ways to simply get the disc past your opponent rather than scoring the most points. -Special techniques, while are great, should not be heavily relied on. Get used to being able to throw good shots before completely relying on techniques. Remember that every player REALLY telegraphs their special techniques while charging so it's pretty obvious what you're about to do; curved, angled, or straight shots are far less predictable. 3b. Bonus Rounds After 2 Rounds, you will be given a Bonus Round. You cannot lose this either way, nor can you avoid them, so you might as well play them. You only gain points for winning/losing, nothing more. Feel free to botch them. The first one is "DOG DISTANCE." As soon as you receive the disc, hit A right away (this does a fast throw, which will give you the most distance). You then control the dog. Jump over or avoid obstacles, as otherwise your dog will be slowed down, and will have difficulty catching up to the disc. When the disc starts falling low enough, hit A to jump and catch the disc before it falls on the ground. You get more points the farther the dog goes before catching it. FYI- Each country/player has a different dog color. Their hankey around their neck goes with their owner's corresponding uniform color. USA-Grey UK/S. Korea-White Germany-Black Japan-Brown Italy-Dark brown Spain-Grey The second one is "FLYING DISC BOWLING." This is about as basic as it gets. Hit A to throw the disc at the pins. The objective? Like bowling, get strikes by knocking down the pins in one throw. If there are some leftover, knock down the remaining ones for a spare. If either you knock all pins down within two tries, or you leave some over after two tries, the pins will reset. After 10 frames (10 pin resets), the round will end. You control the disc like you do in the court. Your best bet is to throw the disc as fast as you can straight ahead. You can also throw curves too and make the disc go slower, just like while you're in an actual match. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4. Players -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Japan Name: Hiromi Mita Height: 170cm Weight: 55kg Age: 22 Throwing Speed: F (average: 82.44 km/h) Curve power: A Running speed: A Sliding power: F Dexterity: B Difficulty: Beginner Signature move: "Lightning Wave" or "Fire Snake" She will throw the disc in a flame wave, which will snake up and down the court. Notes: I personally do not recommend Hiromi for beginners as she moves VERY quickly as well as she slides very quickly. This makes it very easy to overshoot where you're trying to go to catch the disc and higher chance of completely missing your target. Because she moves so fast, you may also end up facing the wrong way while attempting to catch the disc and end up on the floor. However if you're able to use her well, she can cross the court to catch discs much easier than most of the other players, so she can also be a fantastic defensive player. When using her, I suggest avoid overusing her sliding until you can get used to her speed. South Korea (European version only) Name: Beeho Yoo UK (England) (Japan and US versions) Name: Steve Miller ***Note that the character himself doesn't change, just different voice samples Height: 180cm Weight: 73kg Age: 20 Throwing Speed: E (average: 86.96 km/h) Curve power: B Running speed: B Sliding power: E Dexterity: A Difficulty: Beginner Signature move: "Sideburner" Depending which direction you hold, up or down, he'll throw the frisbee to the side walls, which will accelerate and gain speed as it covers more ground, towards the goal. Notes: Steve/Beeho is very nimble and a great recommendation for beginners. His biggest downside is that his special move is VERY predictable as you just need to know if it'll be going to the top or the bottom side of the screen. However don't let that fool you; It still has enough power to push you right into the goal if you're too close while catching it. Spain Name: Jordi Costa Height: 198cm Weight: 105kg Age: 24 Throwing Speed: D (average: 94.76 km/h) Curve power: C Running speed: D Sliding power: B Dexterity: D Difficulty: Intermediate Signature move: "Rocket Diagonal" This move will do small zigzags across the court which will increase in range as it zigzags further. Note: Between Jordi and Loris, I prefer Loris. They both move similarly as fast but Jordi's power is not as great as Italy's, plus his special really is nothing special in my opinion as it's relatively predictable to receive. He does move faster than Loris, so you can decide if you prefer Jordi's edge in speed over power. His signature is also great for areans with barriers. Italy Name: Loris Biaggi Height: 204cm Weight: 110kg Age: 23 Throwing Speed: C (average: 98.99 km/h) Curve power: D Running speed: C Sliding power: C Dexterity: C Difficulty: Intermediate Signature move: "Thunder Loop" When tossed, the disc will travel in big circles and do loops until it hits the goal. If it hits the wall, it will bounce violently against the walls, pushing you back as you catch it; avoid being near the goal if this happens. Notes: Loris is my recommendation for a beginner character as his special is tricky to catch as well as his speed and throwing power are all average-to-slightly above in my opinion. You generally don't need to worry about sliding to far to catch/block a receiving disc and he doesn't bend as easily against powerhouses Germany and USA as opposed to UK or Japan. Also, a slower thrown signature can be tricky to catch, don't be afraid to use it! USA Name: Gary Scott Height: 191cm Weight: 125kg Age: 23 Throwing Speed: A (average: 104.64 km/h) Curve power: F Running speed: E Sliding power: D Dexterity: E Difficulty: Expert Signature move: "Missle Throw" He will whip the disc at the walls, which will bounce up and down VERY fast and VERY strong. Notes: Gary is very fun to use once you get a good handle on playing the game. He doesn't lumber as slow as Germany and his throws are not a laughing matter. If you catch his special which moves VERY fast and dynamic across the screen, it pushes you back a good amount, thus making it easier to score a goal this way. My only complaint is that he sounds like the biggest bro on the court. Germany Name: Klaus Wessel Height: 194cm Weight: 122kg Age: 24 Throwing Speed: B (average: 101.27 km/h) Curve power: E Running speed: F Sliding power: A Dexterity: F Difficulty: Expert Signature move: "Blitzkreig" This will go up, forward, down, forward, up, forward, down, forward, and so forth. It's a bit slow, but STRONG, and can be tricky, so be careful. Don't take this one too lightly. Notes: Klaus is really slow. I mean REALLY slow. Even his slides are pretty slow but can cover some ground better than simply walking. This guy is definitely someone you want to use if you're really handy with all the controls and familiar with the game because you're going to be mostly trying to anticipate shots. But he gets a HUGE payoff: he throws hard and quick. While he'll have probably the hardest time against Japan, since she can catch-and-throw very quickly, he can also throw hard shots that push her back a good amount. Believe it or not, you can play some good serve-and-volley tactics with him very well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5. Frequently asked questions...well maybe not frequent. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Q. Is there a difference between South Korea and England? A. No, there isn't even a palette swap. Steve Miller and BeeHo Yoo are exactly the same. The names are just changed for the different regions as is the voices (why this is, I don't know since only England is changed for the European version; Italy, Germany, and Spain are remained untouched). Q. Does the difficulty/usage level (Beginner/Expert) matter? A. IMHO, no. The computer can use the Beginner level characters and their specials just as efficiently as an Expert character. If you're not good at the game yet, I would suggest starting using an Intermediate character, as they're the most balanced, so you can get a feel of whether or not you prefer more power over speed. Once you get a feel for the game, then I would suggest trying out the slow characters (since they are VERY sluggish, but their sig moves are effective). Q. Are there any secret characters/arenas? A. Not that I know of. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6. Arcade (MVS) and Home (AES) settings -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There really isn't much in terms of options. These are the only things that will affect the game play. LEVEL: 1-8, 1 is the easiest, 4 is standard MVS settings. The harder the game, the more the computer will be resiliant against you. SET TIME: 1-99, default is 30 This will determine the SET time. I reccomend changing this to allow for more time during sets. CONTINUE: On or Off, default is ON Do you want to let your customers (or yourself) continue if you lose a Round? If no, then game will be over as soon as you lose. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7. Can you give me some tips/secrets? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- At this time, I don't know of any. You can already play "mirror matches" by default and there's no hidden characters, bosses, nor endings. It's about as straightforward of a game as you can get. Best tip I can give you though: If you have access to the dip switches, I highly suggest setting the Soft Dip settings for the timer to "99 sec." I prefer using 60 seconds as it's not too long but not short enough to feel like you barely had time to play. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8. The arenas -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you play the computer, you'll play these courts in corresponding order. Though it seems "random," it's not. When you play a 2 player game, you have your choice of courts. The color set up is from top-to-bottom of the screen. Beach Yellow-Red-Yellow All scoring areas are even. No barriers (Country=USA) Lawn Yellow-Red-Yellow Red area is about 25% of the goal. No Barriers. (Country=Italy?) Tiled Red-Yellow-Red Red are about 20% of the goal. No barriers. (Country=UK) Concrete Red-Yellow-Red Red are about 10% of the goal, very small. Two yellow barriers, placed somewhat close to the walls. (Country=Germany) Clay Yellow-Red-Yellow Red is about 30% of the goal. Two green barriers close to the middle. (Country=Spain) Stadium Yellow-Red-Yellow Initially, the Red area is VERY small, however every two yellow goals scored and every red goal scored enlarges the size of the unscored goal's red goal area! Thus, this makes it easier for the losing side to score 5 points on their opponent. Once a goal is scored on an enlarged side, the size will go back to normal size. The red goal size DOES NOT decrease after each set. While this seems bizarre and unfair at first, it actually is great for handicaps and allowing for the opponent to stage a comeback against better players. No barriers. (Country=Japan?) *Note: FINAL ROUND is ALWAYS at the Stadium* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 9. Quotes -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I've eliminated this section of the FAQ: the great part about this game is that everyone speaks bits of the country they're supposedly from. The bad part is that I don't know Italian or German. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 10. Closing notes/Thanks/Contact Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thanks to... Data East for this wonderfully short and fun game. ...and may you rest in peace. Copyrights...(every game I mentioned thus far, just to be safe) Windjammers is trademark/copyright of Data East/Sega. Neo-Geo is trademark/copyright of SNK, SNK Playmore, SNK NEOGEO. Playstation is trademark/copyright of Sony Computer Entertainment. Wii, Wii U, Virtual Console is copyright of Nintendo. ~~~ Before e-mailing me... Know that I don't read or respond to the following types of e-mails: -Begging for codes -Asking for the GameShark/Enhancer/whatever bypass code -How to modify your system -How to pirate games -Unlocking codes -Spam -Viruses -CODES, PLEASE STOP ASKING ME FOR THEM -Criticism that isn't constructive (e.g. "your FAQ sucks") -Other such stupidity You can e-mail me at BakaOrochi at hotmail dot com If you'd like to reuse this FAQ in ANYWAY, SHAPE OR FORM, PLEASE contact me FIRST! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This FAQ can be located at http://www.gamefaqs.com