Windjammers (Flying Power Disc) Neo Geo FAQ ...also for: Nintendo Virtual Console (discontinued) PlayStation 4/PlayStation Vita Version 1.2 Sports 1-2 players -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2003/2016 by June Kim/BakaOrochi All Rights Reserved. Unauthorized reproduction of this FAQ in any shape or form is prohibited. Come on, 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). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Contents: 1. What's the point of this FAQ? 2. What the heck is "Windjammers?" 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). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 with it's relatively simple game mechanics, but increasingly fast paced action but simple premise. 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. 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 someone is holding the disc and the time runs out, the disc will be considered dead and either fall out of their hands or be thrown into the crowd if the set is won. If the disc leaves the player's hand and then the whistle is blown indicating time is up, the disc is still considered live and the set will end as soon as either the disc is caught by the opponent or a goal is scored, so make sure you don't let the disc past you until the referee calls the set. 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, 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 the most crucial part of the game. You must learn all the conditions and how to control the disc if you want to be a decent player (and at worst, beat the computer). 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 any direction except towards the goal; 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. OFFENSE (if you have the disc): A=Throw Direction + A = Controlled Throw B=Lob 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 (If disc is in the air, and your character starts to pose and glow): A=Throw special technique B=Throw a rolling lob (aka wheel spin shoot or power toss up) A + direction = If pressed quickly after catching a special technique, you can reflect the opponent's own special technique right back at them. This can be reflected back and forth indefinitely and make for some very intense games. DETAILS: Block: 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 to it, and your character will automatically start posing. Hit A, and your character will start powering up. Remember though, blocking only puts your guard up for a full 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. Also, if the disc is RIGHT next to you, and you hit A JUST as it hits you, the disc will fly up either above you or closer to you. The earlier you hit A, the farther away the disc will fly away from you, thus giving you a harder time to charge. Throw: If you hold onto a disc longer, your throw speed will be slower! 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 have a trail as it zooms off). You can also do these if you catch a lobbed (or blocked) throw. Signature Throws: You must be standing inside the crosshair and your character MUST be posing to power-up for one of these. 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 hitting 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. Lobs: These will toss the disc high in the air, and you control where it lands. This is not suggested for beginner as if your opponent can place themselves where the disc will land early enough, 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 them off (especially against a slower opponent) and get a free 2-pointer. 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. 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, your throws will naturally be slower; you cann throw a REALLY FAST curve disc throw. Ground hoppers: I STILL do NOT know how this happens, but it seems to occur randomly. These can be VERY difficult to catch, and are powerful (as in, they will push you back if you catch them). These will skip along the ground in different patterns, and everyone has this move. Additionally these can also be deflected back by your opponent. Reversals: If you get time it right, if your opponent throws a signature move at you, you can COPY it, and do the SAME move on them right back! You can do this with ANYTHING thrown at you, including the ground hopping throws and the powered lobs. If you hit A, you will copy their move. If you hit B, you will do a power lob instead. You have to hit either button THE SECOND you receive the disc (timing is VERY tight, so you may not be able to reverse often). You CAN do a reversal upon reversal, and the computer will do it too (I've gotten into a reversalbattle with the computer a few times, it's quite entertaining as well as intense). You also SWITCH UP reversals, i.e., a ground hopping move can be reversed with a B power lob, and back and forth. Warning: A reversal will reverse the move with the fastest speed possible, so reversals come out VERY fast right back at you! 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. -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. -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. 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. 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 her sliding moves very quickly. This makes it very easy to overshoot where you're trying 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. South Korea (European version only) Name: Beeho Yoo UK (England) (Japan and US versions) Name: Steve Miller ***Note that UK/KOR is the exact same guy, 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 down 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 to the goal 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. 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. 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. Only complaint is that he the most obnoxious sounding 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5. Frequently asked questions...well maybe not that 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 why, 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 using an Intermediate character, as they're the most balance, 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 to worry about 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. If you want to beat the game, you'll have to do it in one shot! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 and Playmore. ~~~ 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 -How to unlock *your favorite song here* -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, YOU MUST contact me FIRST! So please save yourself the legal trouble. I won't bite your head off or anything =E -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This FAQ can be located at http://www.gamefaqs.com