Each wrestling type has its strengths and weakness. Players may follow a particular type to the letter or blend several together. Whichever combination the players choose, the guide will aid them in placing their points in the proper place for the type of character they want to play.
It is time to allocate points. All these points are for physical attributes only. Maneuvers and skills get their own pool of points to spend.
Once the points are distributed per the rules, their values are used to calculate derived Secondary Attributes. There are ten fictional regional federations with rich descriptions and background histories for players to choose from.
For every two years in a regional federation, wrestlers have a chance of holding a title belt in that federation. There are four regional title belts, each awarding fame points, which adds extra points to spend on maneuvers and skills in the next step. Wrestlers begin with points to spend on maneuvers and skills.
If they need more, they may opt to give their wrestlers drawbacks. Drawbacks work against wrestlers in-game but award extra points to spend in character creation. The more extreme the drawback, the more points gained. Each drawback has its own in-game mechanical trigger.
With no more points to be gained, players are free to pick maneuvers and skills for their wrestlers. There are 36 holds and 78 strikes to choose from. Descriptions of each are listed at the back of the book in the appendix. Guideline instructions are provided for players wishing to customize or create their own maneuvers.
Players may choose as many holds or strikes as they wish as long as they can afford its cost and meet requirements; some holds have Technical Ability minimum requirements, as do select strikes with Power. Players may increase their ability in maneuvers by purchase levels. The total amount of maneuvers known equals the level that may be obtained in each.
The more maneuvers a wrestler has, the higher skill level they can attain in all their maneuvers. They are used to break out of holds, distract the referee, escape a pin, dodge, send an opponent into the ropes, Charm, or change partners in tag team matches. In All-Star Wrestling , all the action occurs on the mat in phases. There are ten 6-second phases in one minute, and matches can last as long as the players wish. Regular wrestling matches usually last 10 to 15 minutes if not ended earlier with a pin or disqualification.
Wrestlers take action on each of their phases. The number of phases a wrestler gets is dictated by their Agility score. A wrestler may perform a maneuver, special skill, or recover endurance or Damage Points on their turn. When performing a hold or strike, an endurance spend is required no matter the outcome of the challenge. Next, a d20 is rolled, and its result must match the sum of the previous calculation or lower for the attack to be successful. Rolls of one count as critical hits no matter if the sum is a negative and a 20 is a fumble.
Holds and strikes have their own crit tables, while the fumble works for them both. When a wrestler successfully applies a hold, the hold is maintained for each successive phase if not broken or disengaged. A wrestler may disengage their hold to use a strike or an Irish Whip, propelling their opponent into the ropes to set up another attack on the next phase.
Using Irish Whips in this way is risky if your opponent gets to attack first in the next phase. Strikes are straightforward—any strikes connecting deals the appropriate damage. An Irish Whip and a strike may be used in one phase to form a combo. Both moves require successful dice rolls to work. The combo deals more damage at the cost of Endurance for the strike and Irish Whip. Wresters who find themselves outside of the ring may choose to stay there and make a recovery.
They do so at the risk of being counted out and disqualified after their first phase of recovery. If the wrestler chooses to go straight back in after getting tossed, it uses up their whole action and leaves them open for attack if their opponent goes first in the next phase. When a wrestler takes damage, it is first absorbed by their Body.
Any damage exceeding that subtracts from their Damage Points. As a wrestler reaches zero on their Damage points or zero or below in Endurance, they start to incur negative modifiers to their dice rolls until they are back into positive numbers. Wrestlers can recover in any phase as their action at their recovery rates. A pin can only occur after the attacker has successfully struck their opponent. A wrestler may also win a match by placing their opponent in a submission hold.
Matches can also end in disqualifications from illegal moves or exceeding the time limit one can spend outside of the ring if tossed out. There are several illegal maneuvers and skills which are available to Villian wrestlers. When a villain uses an illegal maneuver or skill, they gain an advantage over their opponent but may get caught by the referee.
A referee roll is required, and the result is cross-referenced on the Referee Chart. Not all referees have the same keen eyesight or are judicious with their rulings.
All-Star Wrestling allows players to compete in tag team competitions. Wrestlers have the same actions available to them as in single matches. Wrestlers use the tag team skill to tag their partners in. If their partners act on the same phase and have similar agility scores, they may combine their attacks on their opponent. A villain wrestler can jump in and save their partner from getting pinned with the illegal Pin Interference skill or use Distract the Referee skill to allow their partner to get in extra hits.
Once a wrestler tags out, they may recover on each phase they remain outside of the ring. With each completed match, wrestlers gain Wrestler Points as long as they are not disqualified. Wrestlers and tag teams are evaluated monthly based on their win-loss record to determine who gets a shot at title belts. A rating chart must be maintained by the players for each match they compete in. After a game month elapses, their rankings are calculated.
Those with the highest rankings have a chance at competing for title belts. Also, those who hold titles are always placed in the top ranks until they lose their belts. It is worthy to note that wrestlers with title belts may opt for disqualification rulings if they are losing their matches.
They will not receive any points for improvement, but title belts do not transfer due to disqualification. If wrestlers use this tactic too often, they risk being put into title matches without disqualifying rules.
The author knows his material well and is very good at presenting it. After each chapter, a detailed example of rules or game mechanics is presented to alleviate any misunderstandings. Also sprinkled throughout are essays covering aspects of professional wrestling. These add flavor and ideas for players to use in-game. On a humorous side note, the author uses very similar-sounding names for his regional organizations and wrestling personalities.
I had to reach out to wrestling savants to confirm what I was reading was fiction, and it was. Another way to win is by executing a finisher. These unblockable moves become available towards the end of the match and are only KO's when your opponent's life bar is flashing.
At this point, you can unleash the finisher that must first go through a taunt before being used. This animation must not be interrupted by any strikes or grapples to activate your finisher and you must strategically place your attack so it cannot be dodged while the opponent is stunned for example or you'll have to hit a few moves to get your finish meter maxed out again.
Signatures are especially useful here. The game features a large variety of fighters. The fighter select screen is split into two halves.
The left side is where you will find the Legends, mostly fighters from the 80s and 90s. The right side is where you will find the superstars whom are modern and still active wrestlers under contract at the WWE. You can also create your own wrestler. Additional wrestlers will be made available as paid downloadable content after the game's release.
This allows for the creation of new wrestlers using the move sets and finishers of other wrestlers that are included in the game. Along with move sets and finishers, new wrestlers can be given preset entrance animations and nicknames that will be used by the announcers. Unfortunately though, you cannot customize your movesets with specific moves. You can only choose preset movesets of the roster and a finisher.
You can unlock finishers as well as alternate ring gear by using the superstar or legend whose finisher you want to use with a created superstar by going though any one of the 3 Paths of Champions. Path of the Champions is a mode where you can compete in three different ladder style matches consisting of a variety of ten fights each. The three different paths include legends, superstars, and tag team each with its own wrestling "end-boss" storyline who you must beat in order to become the champion.
These matches are usually based on common factors between wrestlers from each generation. Fantasy warfare matches include:. This edit will also create new pages on Giant Bomb for:. Until you earn points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.
Overview The wrestlers appear to be styled after huge, bulked-up action figures. Gameplay WWE's gameplay focuses on both strikes and grapples. Wrestlers The game features a large variety of fighters. Slaughter Mr. Path of Champions Mode Path of the Champions is a mode where you can compete in three different ladder style matches consisting of a variety of ten fights each.
Fantasy warfare matches include: Greatest Warrior: Ultimate Warrior vs. Sheamus Possessed of raw strength and willpower, these two warriors will stop at nothing to win.
Greatest High Flyer: Eddie Guerrero vs. Rey Mysterio Armed with the grace and power of the luchadors, which of these acrobats will fly higher? Innovative Offense: Ricky Steamboat vs. Kofi Kingston These All Stars have dazzled fans around the world with their innovative offensive moves! Perfectly Awesome: Mr. Perfect vs. Greatest Big Man: Andre the Giant vs. CM Punk Polar opposites with unmatched fighting skills, which would you choose as your role model? Edge Two of the WWE's master technicians turn their incredible skills on one another!
Which is the top predator? Stars and Stripes Showdown: Sgt. Slaughter vs. Biggest Superstar: Hulk Hogan vs. John Morrison From flashy outfits to cool shades to high-flying moves, these two Superstars have it all! Ruthless Aggression: Jimmy Snuka vs. Kane These All Stars fight with a ruthless aggression that spark fear in their opponents hearts! Undisputed: The Rock vs. Triple H Only few have ever held the Undisputed Championship! Who was the greatest?
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