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    FAQ/Move List by Bill Wood

    Version: 1.8(u) | Updated: 01/02/08 | Search Guide | Bookmark Guide

    =============================================================
    ==FIRE PRO WRESTLING RETURNS: GENERAL FAQ AND GUIDE v1.8(u)==
    =============================================================
    for Sony PlayStation 2 (U.S.)
    Version 1.8(u)
    by Bill Wood (billwood661@ca.rr.com)
    Last modified: 1/2/08
    
    Based on the Fire ProWrestling D Complete English Guide 
    written by Frank James Chan
    
    North American conventions by Bill Wood & Monitor
    
    Fire Pro Wrestling Returns (c) 2005 Spike (c) 2007 Agetec
    
    NOTE: This guide views and prints best with a monospace typeface.
    ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA
    
     ++ NOTE: This document was originally authored for the Japanese version
     ++ of the game, therefore you may see some inconsistencies when it comes
     ++ to dealing with conventions as they pertain to the North American
     ++ version. I've made every effort to keep things consistent, but please
     ++ keep this in mind when reading.
    
    =====================
    ==TABLE OF CONTENTS==
    =====================
    
    SECTION 01: VERSION HISTORY
    
    SECTION 02: INTRODUCTION
    
    SECTION 03: THE HISTORY OF THE FIRE PROWRESTLING SERIES
    
    SECTION 04: BASIC CONTROLS AND CONVENTIONS
            04.a...Menu Controls
            04.b...Game Controls
            04.c...Gameplay Conventions
            04.c.1.....Striking
            04.c.2.....Grappling
            04.c.3.....Running Attacks
            04.c.3.a.....Running Moves
            04.c.3.b.....Run Counters
            04.c.3.c.....Corner Run
            04.c.4.....High-Flying Moves
            04.c.4.a.....Running Dive to Opponent Outside
            04.c.4.b.....Slingshot to Opponent Outside
            04.c.4.c.....Slingshot from Apron to Opponent Inside
            04.c.4.d.....Top Turnbuckle Moves
            04.c.4.e.....Run-Up Rebound Moves
            04.c.5.....Opponent Down Moves
            04.c.5.a.....At Head, Opponent Facing Up
            04.c.5.b.....At Feet, Opponent Facing Up
            04.c.5.c.....At Head, Opponent Facing Down
            04.c.5.d.....At Feet, Opponent Facing Down
            04.c.5.e.....Running at a Downed Opponent
            04.c.6.....Multi-Teaming
            04.c.7.....Mount System (Shootfighting)
            04.c.7.a.....Guard Position
            04.c.7.b.....Mount (Facelock/Sprawl) Position
            04.c.7.c.....Back Mount Position
            04.c.8.....Performance (Taunt/Pose/Crowd Appeal)
            04.c.9.....Other Techniques (Various Conventions)
            04.c.9.a.....Exiting/Entering the Ring
            04.c.9.b.....Using Weapons
            04.c.9.c.....Staying Down on the Mat
            04.c.9.d.....Kicking Out of Pins and Escaping Holds
            04.c.10....Moves New to Fire Pro Returns
            04.c.10.a.....Corner-to-Center Attack
            04.c.10.b.....Steel Cage Commands
            04.c.10.c.....Over the Top Rope Toss
            04.c.10.d.....Reentering the Ring (Slide)
            04.c.10.e.....Ukemi
    
    SECTION 05: MODE SELECT SCREEN
            05.a...Game Modes
            05.b...Edit
            05.c...Options
            05.d...Save/Load
    
    SECTION 06: GAME MODES
            06.a...Match Setup
            06.a.1.....Exhibition
            06.a.2.....Tournament
            06.a.3.....League
            06.a.4.....Team Battle
            06.a.5.....Battle Royal
            06.a.6.....Title Match
            06.a.7.....Match Maker *UNDER CONSTRUCTION*
            06.b...Match Type
            06.b.1.....Normal Match
            06.b.2.....Cage Deathmatch
            06.b.3.....Barbed Wire Deathmatch
            06.b.4.....Landmine Deathmatch
            06.b.5.....SWA Rules Match
            06.b.6.....S-1 Rules Match
            06.b.7.....Gruesome Fighting
    
    SECTION 07:: EDIT MODE
            07.a...Wrestler Edit
            07.a.1.....Promotion Edit
            07.a.2.....Faction Edit
            07.a.3.....Wrestler Edit
            07.a.3.a......Creating a New Wrestler
            07.a.3.b......Editing Your Newly Created Wrestler
            07.a.3.b.1.......Name Edit
            07.a.3.b.2.......Skill Edit
            07.a.3.b.3.......Appearance Edit
            07.a.3.b.4.......Moveset Edit
            07.a.3.b.5.......Parameter Edit
            07.a.3.b.6.......CPU Logic Edit
            07.a.3.b.7.......Finisher Name
            07.a.3.b.8.......Profile
            07.b...Referee Edit
            07.c...Ring Edit
            07.d...Logo Edit
            07.e...Belt Edit
            07.f...Team Edit
    
    SECTION 08: OPTIONS
    
    SECTION 09: SAVE/LOAD
    
    SECTION 10: MISCELLANEOUS INFORMATION
            10.a...Random Select
            10.b...Clean Pause Screen
    
    SECTION 11: CREDITS
    
    ===============================
    ==SECTION 01: VERSION HISTORY==
    ===============================
    
    1.8 - FINALLY!!! This guide has been updated to be compatible with
    (u)   Agetec's North American release. Minor corrections as well.
    
    1.8 - Behavioral logic setting descriptions reversed, in keeping with
          Spike's new format. Other minor corrections.
    
    1.7 - Correction on "Opponent Standing Dazed in Corner" CPU Logic, thanks
          to Jason Stoddard.
    
    1.6 - Minor corrections and additions..
    
    1.5 - Minor corrections and additions.
    
    1.4 - The most important guide update to date, by far. Thanks to Lord
          Vermin, the Wrestler Edit section is MUCH more accurate and
          informative. Anywhere you see an +LV+ in that section, it means the
          preceding words are his, not mine.
    
          Also fixed an option in the One Night Tournament settings, and
          reworded the "Escaping a Pin" section due to revelations on the
          FPR boards.
    
    1.3 - Minor corrections and additions. Lots of typos corrected, plus a
          correction to the Match Configuration option settings.
    
    1.2 - Lots of general cleanup, plus:
          * Added "Ukemi" to the "New Moves" section (thanks Muka!).
          * "Junior" and "Heavy" order switched in Skill Edit.
          * "Random" option removed from ring selection.
          * R1 function explained in greater detail.
          * Minor update to arena descriptions
    
    1.1 - Lots of general cleanup, plus:
          * "Submission" "CRITICAL!" skill changed from Cost 20: to Cost: 25.
          * Special skill descriptions corrected.
    
    1.0 - Initial release of the guide. Expect a lot of additions, revisions
          and corrections in the near future. If you see (???) or *UNDER
          CONSTRUCTION* anywhere in this guide, it means it's either a work
          in progress, or hasn't been fully translated yet.
    
          "Ukemi" section of CPU Logic and "Match Maker Mode" still to do.
    
    ============================
    ==SECTION 02: INTRODUCTION==
    ============================
    Welcome to the Fire Pro Wrestling Returns General FAQ and Translation
    Guide v1.8(u)! Fire Pro Wrestling Returns (Fire Pro R, FPR) is a 2-D
    professional wrestling game made exclusively for the Sony PlayStation 2 by
    Spike Co. Ltd. In FPR, you can choose from hundreds of wrestlers from
    different promotions across the world, creating the possibility of endless
    dream matches. Combine this with an extremely challenging and rewarding
    gameplay system and a mega-deep Edit Mode, and you have what is quite
    possibly the best wrestling simulation in existence.
    
    The wrestlers in FPR are fictional in the sense that they are based on
    very real professional wrestlers (mostly Japanese), but their names are
    changed to avoid legal issues in the game's native country. Fortunately
    the game has a rename option that allows players to give these likenesses
    their real world names. This "pseudo-realistic" approach to wrestler
    creation gives Spike the ability to up the roster to a mind-blowing total
    of 327, nearly five times the amount of any American wrestling game!
    
    But that's not all. With FPR, Spike has increased the available number of
    wrestler edits (known as "CAWs" to most American gamers) to a whopping
    500! Altogether, that's 827 wrestlers in a single game, each with their
    own appearance, skills, movesets, offensive/defensive stats and CPU logic!
    
    Indeed, with FPR, Spike has decided to pull out all the stops and give the
    fans what they want; an expansive wrestling game experience with a nearly
    limitless number of possibilities. Finally, long desired options such as
    face/head layering, traditional steel cage matches and ring editing are
    available in a Fire Pro game... and that's only the tip of the iceberg!
    
    I need to mention here that this guide would never have been done (by
    myself anyway) were it not for the Mysterious Kagura and Frank James Chan
    (a.k.a. Icemaster), whose earlier Fire Pro guides are the basis for what
    you're reading now. Frank's guides have introduced scores of players to
    this influential wrestling game series, hopefully this guide will serve a
    similar purpose. Thanks also to MDK for his transcription of button
    mappings from FPD to FPZ, it made the task of authoring of this guide a
    whole lot easier. Monitor also deserves a ton of credit for helping to
    make this guide consistent with the North American release.
    
    I would also like to make mention of the terrific community of players
    spawned by their appreciation of Fire Pro Wrestling. Most of them are
    extremely helpful and only too willing to help out newcomers, and were it
    not for them, a guide such as the one you're reading certainly would not
    exist. In that sense, this guide isn't authored by one person, but dozens
    of people who are always looking for new players to share their Fire Pro
    experiences, be it managing an e-fed, having a five-star match with a
    friend, or simply LOLing at the mention of Pineapple Jojo.
    
    ===========================================================
    ==SECTION 03: THE HISTORY OF THE FIRE PROWRESTLING SERIES==
    ===========================================================
    Before we delve into the guide proper, let's take a glance at what has
    made the Fire Pro series such a sensation with gamers across the globe:
    
    Since 1989, HUMAN Entertainment and Spike Co. Ltd. have produced the
    unique and highly entertaining Fire ProWrestling series of videogames for
    the Japanese market. In Japan, pro wrestling (or puroresu) is taken more
    seriously both as a sport and a form of competition than it is in most
    other regions of the world (with Mexico being the lone possible
    exception). Pro wrestling even receives coverage in the sporting columns
    of major Japanese newpapers.
    
    Fire ProWrestling games are a reflection of this spirit, focusing on solid
    simulation and technique as opposed to flashy graphics and mundane match
    options. For this reason, Fire Pro has developed a loyal following in its
    native homeland, as well as an ever-growing legion of fans in North
    America, Europe and abroad.
    
    Over the last fifteen years, over a dozen Fire ProWrestling titles have
    appeared on several import consoles, including the PC Engine, Super
    Famicom, Saturn, PlayStation, Wonderswan and GameBoy Advance. Two handheld
    versions have even been distributed in the U.S. through BAM Entertainment.
    And as you'll see here, even though the series has steadily built a solid
    fan base, Fire Pro's own real-life version of Victory Road wasn't always
    a smooth one...
    
    Fire ProWrestling made its debut in 1989 on a Japanese console known as PC
    Engine. The long standing tradition of using the likenesses of real-life
    wrestlers began with this very first game, which featured timeless
    classics as Victory Musashi (Antonio Inoki) and Star Bison (Stan Hansen).
    And although the sparse roster of 16 wrestlers may seem anemic by current
    standards, the game was an apparent success, or at least popular enough to
    inspire two PC Engine sequels in Japan before moving over to the ultra
    popular Super Famicom system.
    
    The following excerpt is from The Mysterious Kagura's "Pro-Wrestling
    Video Game History:"
    
       "I believe the purpose of the Fire Pro series was to attract the
       'hardcore' pro wrestling fan. Given the idea that pro wrestlers
       from different promotions would be able to face each other in
       interpromotional 'dream matches' that normally would never even
       happen due to the political nature of professional wrestling.
       HUMAN greatly accomplished that purpose by using the likenesses
       of those wrestlers and giving them pseudonyms, but at the same
       time, gave them their real-life moves and attributes."
    
    It was during this time that HUMAN boosted the popularity of Fire Pro by
    providing gamers with several solid titles. And as import gaming became
    increasingly popular during the early 90's (mainly due to the success of
    Street Fighter II and other fighting games), it was not uncommon to find
    Super Famicom versions of Fire ProWrestling floating around on import
    gaming store shelves.
    
    Even to this date, Fire Pro has arguably attained its biggest success on
    Nintendo's 16-bit console. When it was all said and done, the Super
    Famicom hosted no fewer than eight "Super Fire Pro" titles, including the
    classic Super Fire ProWrestling X Premium, which remains a favorite of the
    emulation community to this day.
    
    Many Fire Pro fans outside of Japan were introduced to the series in 1996
    with Fire Pro S: Six Men Scramble (6MS) for the Sega Saturn. As this game
    featured at what was at the time an unrivaled amount of depth when it came
    to wrestler creation (in many ways it still does), American gaming mags -
    and even a few American wrestlers, such as Rob Van Dam - touted 6MS as a
    brilliant alternative for fans of wrestling games who didn't mind having
    to clear a language barrier to enjoy an excellent game.
    
    The other remarkable feature of 6MS was its unparalleled roster. While the
    rosters of previous Fire Pro games had steadily increased from the
    original 16 over the years, the roster in 6MS topped out at 160, which was
    absolutely unheard of back then. Even to this date, no wrestling game
    outside of those developed by the creators of Fire Pro can offer such a
    large collection of wrestlers gathered under one banner.
    
    But a great roster is not enough to create a truly memorable wrestling
    game, and fortunately HUMAN decided to complement the stellar roster in
    6MS with the best gameplay in a Fire Pro game to date. With adjustments
    and improvements in terms of animation and timing, the grappling system
    took a vital step forward, and although it still wasn't the easiest system
    to learn, many had decided it was definitely the best.
    
    Helping to break the language barrier of import gaming was the exploding
    internet gaming community, many of whom devoted selfless hours to making
    sure that the uninitiated would be able to see what made these games so
    special. Were it not for the efforts of classic Fire Pro personae such as
    The Mysterious Kagura, and later the Icemaster (Frank Chan), many of us
    would still be scratching our heads, wondering what the big deal is.
    
    In June of 1999, nearly three years later the release of 6MS, HUMAN
    released Fire ProWrestling G (FPG) for the Sony PlayStation in Japan.
    Sony's system offered exposure to an even wider audience due to the
    console's overwhelming lead in the console race, yet most longtime Fire
    Pro fans were anything but impressed by the latest offering. In fact, the
    concessions made to tailor the game for the PlayStation (4 Men Scramble?)
    had many believing that Fire ProWrestling had seen its brightest days.
    
    When HUMAN went out of business a short time after, Fire Pro fans were
    even more convinced that 6MS would go down in history as the series'
    greatest title. Yet like a phoenix rising from the ashes, Fire
    ProWrestling would make a triumphant return to consoles in 2001 in the
    form of Spike's Fire ProWrestling D (FPD) for the Sega Dreamcast. Touting
    enhanced visuals, vastly expanded content and more match options than even
    the most hardcore fan could possibly imagine, Spike did the impossible by
    taking the Fire Pro series out of HUMAN's hands and to an entirely
    different level.
    
    The increase in both quality and quantity in Spike's Fire Pro D cannot be
    understated. Simply put, they knocked one out of the ballpark with their
    first swing. In fact, FPD was such an improvement over its predecessors in
    nearly every aspect (sound being the lone possible exception) that it
    basically rendered all earlier versions of the game obsolete, no easy feat
    considering the nostalgia among Fire Pro fans when it came to the beloved
    Six Men Scramble.
    
    It was at this time that the series arguably gained it biggest fanbase
    outside of Japan, as scores of disenchanted Dreamcast owners began looking
    for new software for their beloved yet slumping system. Increasingly, the
    name "Fire Pro" was being used as the benchmark for just how good a
    wrestling game could be, and a result, more and more wrestling gamers
    dissatisfied with the current crop of WWF/E titles began making the switch
    over to this influential Japanese game.
    
    Released for the PlayStation 2 in 2003, Fire ProWrestling Z was intended
    to be Fire Pro's swan song, a final farewell for the diehard fans who
    rigorously supported the series over the years. However, while the game
    sported numerous improvements, it also seemed lacking in areas when
    compared to FPD, especially in the audiovisual department. And when it
    became apparent that the fans expected much more from the final Fire Pro
    title (which is still a great game, if a little too similar to its
    predecessor), Spike decided to go back to the drawing board and produce
    another effort, one that would live up to the fans' lofty expectations.
    
    Which brings us to the present, and Fire Pro Wrestling Returns. Has Spike
    succeeded in giving the fans what they want? Well, judging from the
    majority of reactions from longtime players, that answer is a resounding
    "yes". Consider this: how many video game franchises have managed to
    escape extinction not once, but twice? Fire ProWrestling has, which is a
    testament to both the enduring quality of the series, and the faithful
    fans who support it.
    
    Here's my list of recommended Fire Pro titles:
    
       * Super Fire ProWrestling X Premium (Super Famicom)
       * Super Fire ProWrestling: Queen's Special (Super Famicom)
       * Fire ProWrestling S: 6 Men Scramble (Saturn)
       * Fire ProWrestling G (PlayStation)
       * Fire ProWrestling D (Dreamcast)
       * Fire ProWrestling Z (PlayStation 2)
       * Fire ProWrestling (GameBoy Advance)
       * Fire ProWrestling 2 (GameBoy Advance)
    
    ==============================================
    ==SECTION 04: BASIC CONTROLS AND CONVENTIONS==
    ==============================================
    
    -------
    --KEY--
    -------
    
    O.......Circle button
    X.......X button
    []......Square button
    /\......Triangle button
    L1......L1 button
    R1......R1 button
    L2......L2 button
    R2......R2 button
    Up......D-Pad UP
    Down....D-Pad DOWN
    Left....D-Pad LEFT
    Right...D-Pad RIGHT
    +.......simultaneously
    /.......or
    N/A.....does not apply
    ???....."work in progress" section of the guide
    
    -----------------
    --MENU CONTROLS--
    -----------------
    
    X Button........Choose/Confirm
    
    /\ Button.......Cancel/Go Back
    
    [] Button.......Enter Submenu Screen (where available)
    
    O Button........Open Folders (where available)
    
    R2 Button.......Fast Scrolling: Hold the R2 trigger to scroll faster on
                    screens with long categories, such as movelists and head
                    options.
    
    L Analog Stick..Access Groups (from Wrestler Select Screen)
                    Normally, when choosing wrestlers from the select screen,
                    you are presented with an entire organization roster to
                    choose from. By toggling the L Analog stick Up and Down,
                    you are able to divide the organization into its various
                    groups, which can make the wrestler selection process
                    more convenient.
    
    R Analog Stick..Shortcut Dial: Opens Submenus just like the [] button, but
                    can be quicker and more convenient. This can be disabled
                    from the Options menu.
    
                   ++ NOTE: If you are having trouble with the menus is FPR,
                   ++ it may be worth your time to familiarize yourself with
                   ++ the Shortcut Dial, which can make menu navigation a
                   ++ whole lot easier.
    
    -----------------
    --GAME CONTROLS--
    -----------------
    
    [] Button.......Weak Attack
                    Used for weak strikes and grapples. The exact move varies
                    depending on the situation and assigned move.
    
    X Button........Medium Attack
                    Used for medium strikes and grapples. The exact move
                    varies depending on the situation and assigned move.
    
    O Button........Strong Attack
                    Used for strong strikes and grapples. The exact move
                    varies depending on the situation and assigned move.
    
    /\ Button.......Run/Pick Up Weapon
                    * Allows your wrestler to voluntarily run (as opposed to
                    being Irish whipped).
    
                    * When outside of the ring, stand close to the ring apron
                    and press /\ + direction toward the ring to grab a weapon
                    from underneath the ring.
    
                    * If/when a weapon is dropped on the ground, it may be
                    picked up by standing "above" it and pressing /\ + Down.
    
                   ++ NOTE: In the Landmine Deathmatch, you can grab the
                   ++ light tubes off of the corner boards by pressing /\ +
                   ++ direction toward the corner. The light tube can then be
                   ++ used to poke the opponent in the gut, smash the stomach,
                   ++ or shatter over the head depending on the button used.
    
    D-Pad ..........Walk (the analog stick is not used for wrestler movement)
    
    L Analog Stick..Performance (Taunt, Crowd Appeal)
                    Every wrestler has up to four different Performances
                    (taunts/poses/crowd appeals). Each one is triggered by one
                    of the Analog Stick's four directions: Left, Right, Up,
                    and Down. Some wrestlers may have the same taunt assigned
                    to more than one direction.
    
    L1 Button.......Breathe/Tag/Dodge/Ukemi
                    * Hold Breathe to catch your breath and avoid fatigue
                    during a match. Knowing when and where to use this is an
                    important part of the match strategy.
    
                    * In Tag Team Matches, press L1 + D-Pad toward a partner
                    standing on the apron to tag out.
    
                    * Press L1 (with the appropriate timing) to dodge an
                    Irish whipped opponent.
    
                    * Press L1 during a grapple or while lying prone on the
                    ground for the "Ukemi" option (see the "New Moves" section
                    of the guide for more details).
    
    R1 Button......."3D" Walk/Drag Opponent/Front Facelock (from grapple)
                    Holding the R1 button while moving about the ring will
                    modify movement so that the wrestler moves in a first
                    person perspective rather than relative to the screen.
                    (i.e. holding R1 and pressing Up will walk forward from
                    your wrestler's point-of-view). This can be useful for
                    tactics such as circling an opponent.
    
                    Note that in tag matches, while holding R1, you will
                    remain locked onto whichever opponent you are currently
                    focused on. In other words, R1 can be used to bypass the
                    Fire Pro auto-focus feature and focus on a single opponent.
    
                    You can also drag a downed opponent around the ring by
                    holding a direction + R1. And for the first time in a Fire
                    Pro game, you can drag the opponent in directions other
                    than left and right! Simply pressing R1 without a
                    direction will make your wrestler automatically drag the
                    opponent in the opposite direction he is facing.
    
    Start...........Pause the game. From here you will see two options:
    
                       1. Continue
                       2. Quit (to Main Menu)
    
    ------------------------
    --GAMEPLAY CONVENTIONS--
    ------------------------
    
     ++ NOTE: If this is your first experience with the Fire ProWrestling
     ++ series, I would seriously suggest that you take a peek at the FPR
     ++ Beginner's Guide, a companion piece to this guide which was
     ++ specifically written to help newcomers get accustomed to the game.
    
    The exact move your wrestler will execute depends on the wrestler's own
    move set and fighting style. However, the method used in order to perform
    those moves are universal. For example, the [] button always represents
    the weakest attacks in your wrestler's arsenal, be it a scoop slam or a
    single leg takedown.
    
    As a general rule, you should gradually progress from your weakest moves
    to your strongest moves over the course of the match. Attempting strong
    moves at the opening of the match will usually result in a reversal or
    counter, but depending on the circumstances, they may actually work. When
    sticking to this basic "weak-to-strong" rule of thumb, you'll notice that
    the flow of a typical Fire Pro match simulates that of a properly worked
    professional wrestling match.
    
    The command conventions listed here are broken down into nine individual
    groups, with sub-groups within each group:
    
       * Striking
       * Grappling
       * Running Attacks
       * High-Flying Moves
       * Opponent Down Moves
       * Multi-Teaming (Double/Triple Team Attack)
       * MMA System (Shootfighting)
       * Performance (Taunt/Pose/Crowd Appeal)
       * Other (Various Conventions)
    
    ----------
    -STRIKING-
    ----------
    Striking moves are done by simply pressing any of the attack buttons. Over
    time, players should become familiar with the distance at which you must
    stand from the opponent in order to connect with striking moves. Also
    note that different strikes must be initiated from different distances.
    
    When standing (opponent also standing):
    
        []...............................Weak Strike
        X..............................Medium Strike
        O + D-Pad (any direction)...Strong Strike #1
        O...........................Strong Strike #2
        [] + X......................Strong Strike #3
    
    -----------
    -GRAPPLING-
    -----------
    If you're a fan of wrestling games, you'll already know that grappling is
    the meat and potatoes of any respectable game, and no amount of bells and
    whistles can save a game with a bad grappling system. Your success or
    failure in a Fire Pro match will certainly depend on mastering the game's
    excellent grappling system. And since it's not exactly friendly to
    novices, it's important that you read this section closely to how to
    understand how grappling works in a Fire Pro game.
    
    To initiate a grapple, simply come within proximity of your opponent. When
    you are close enough, you will see the startup animation for the grapple
    automatically engage. This is your key to prepare for your command input.
    At the moment when the two wrestlers make contact (arms locked), you will
    hear a small "smack" sound effect. At this point, be the first to enter a
    grapple command to win the grapple (which move is actually performed will
    depend on which controller command was input by the successful player).
    
    Don't forget that even when you DO win the grapple, the move can still be
    countered/reversed depending on the circumstances!
    
     ++ NOTE: Repeatedly pressing a button rapidly (button mashing) will NOT
     ++ win a grapple, in fact it can cause you to lose it! For beginners
     ++ this may seem hard at first, but once you are familiar with it, the
     ++ timing becomes a completely natural reaction.
    
     ++ NOTE: Counters/reversals depend on many factors. In most cases, if an
     ++ opponent is not worn down enough to take a big move, the move may be
     ++ countered or reversed automatically. If the two players enter their
     ++ commands simultaneously, they will enter a Test of Strength, one of
     ++ the few instances where button mashing has any effect in this game.
    
    There are four major grapple setups in Fire Pro Returns:
    
       * Front Grapple (grappling an opponent who is facing you)
       * Back Grapple (grappling an opponent who is facing away from you)
       * Corner Grapple (grappling an opponent who is in the corner)
       * Apron Grapple (grappling an opponent who is on the apron)
    
    Listed below are the basic grappling conventions for Fire Pro Returns:
    
    FRONT GRAPPLE
    Grappling an opponent facing you. From this position there are 13 grapples
    of varying strengths available to your wrestler, plus the ever-popular
    Irish whip and Front Facelock options:
    
       []...................Weak Front Grapple Move #1
       [] + Up..............Weak Front Grapple Move #2
       [] + Left/Right......Weak Front Grapple Move #3
       [] + Down............Weak Front Grapple Move #4
       X..................Medium Front Grapple Move #1
       X + Up.............Medium Front Grapple Move #2
       X + Left/Right.....Medium Front Grapple Move #3
       X + Down...........Medium Front Grapple Move #4
       O..................Strong Front Grapple Move #1
       O + Up.............Strong Front Grapple Move #2
       O + Left/Right.....Strong Front Grapple Move #3
       O + Down...........Strong Front Grapple Move #4
       [] + X.............Strong Front Grapple Move #5
    
       /\...................................Irish Whip
       This is generally used to throw opponent toward the ropes. However,
       there are variations depending on your own position:
    
          * Your back is facing a corner:
          This will cause you to throw the opponent into the turnbuckle, which
          usually ends with them dazed in the corner. See "Corner Grapple" for
          more info on this position.
    
          * Your back is up against ropes:
          You will throw your opponent out of the ring. See "High-Flying
          Moves" for more info on this position.
    
          * Outside the ring with your back up against the apron:
          You will throw your opponent back into the ring.
    
       R1 Button.........................Front Facelock
       Used to grab the opponent by the head and move him/her around the ring,
       which is useful when moving the opponent to the center of the ring or
       away from his or her partner's corner. There is a variation to this:
    
          * Your back is up against ropes:
          This will cause you to throw the opponent out to the apron (but not
          down to the floor). From here you can set up an Apron Grapple move
          (see "Apron Grapple" for more info).
    
       Also, in tag matches, you can tag out while holding an opponent in the
       Front Facelock, which can be useful for setting up double team
       maneuvers.
    
    BACK GRAPPLE
    Grappling an opponent from behind. This is usually only possible if the
    opponent is standing dazed, is busy fighting others in a multiplayer
    situation (i.e. Battle Royal), or has the "Back Switch" move in their
    front grapple set.
    
      [].......................Weak Back Grapple Move
      X......................Medium Back Grapple Move
      O...................Strong Back Grapple Move #1
      O + Up/Down.........Strong Back Grapple Move #2
      O + Left/Right......Strong Back Grapple Move #3
      [] + X..............Strong Back Grapple Move #4
    
      /\...................................Irish Whip
      See "Front Grapple /\" above.
    
      R1 Button...................Double Team Setup #1
      Used to hold the opponent's arms back, allowing a partner to attack
      (strike only).
    
      R1 Button + Up..............Double Team Setup #2
      Used to hoist opponent on your shoulders to set up double team moves,
      such as the Road Warriors' Doomsday Device.
    
    When an opponent grapples you from behind, you can attempt to counter by
    pressing [] or X. The timing for countering is the same as grappling
    offensively, as described at the top of this section.
    
    CORNER GRAPPLE
    When an opponent is dazed in the corner (see "Front Grapple /\" for
    whipping to corner) you can walk in and grapple them. Note that only the
    east and west ringposts may be used for corner setups. You may climb the
    north and south ringposts for high-flying moves, but you cannot whip your
    opponent into them.
    
       O + Up...................Corner Grapple Move #1
       O + Left/Right...........Corner Grapple Move #2
       O + Down.................Corner Grapple Move #3
    
       R1 Button...........................Tree of Woe
       Sets the opponent up in the "Tree of Woe" (hooked upside-down on the
       ringpost). You can strike the opponent from this position.
    
    Note that certain moves that "throw" opponents from the top turnbuckle
    (i.e. Superplex) require a SECOND grapple input, which is to be performed
    as your wrestler is grappling the opponent on the top rope.
    
    APRON GRAPPLE
    When an opponent is standing on the apron, walk into them to grapple just
    as you would for normal front grapple moves. (See R1 Button under the
    "Front Grapple" section above for an easy way to get opponents out to the
    apron in order to set up these moves.)
    
       []/X/O................Inside Apron Grapple Move
    
    When an opponent tries to perform an apron grapple, you can attempt to
    counter the move:
    
       []/X/O...............Outside Apron Grapple Move
    
    -----------------
    -RUNNING ATTACKS-
    -----------------
    Make your wrestler start running by pressing /\. Make your wrestler stop
    running by pressing the D-Pad in the opposite direction he/she is running.
    
    *Running Moves*
    While running toward the opponent:
    
       [].............................Running Attack #1
       X..............................Running Attack #2
       O..............................Running Attack #3
    
    *Run Counters*
    When an opponent is running (either voluntarily or after being Irish
    whipped), you have three run counter moves to defend yourself with. Keep
    in mind that your wrestler is vulnerable to run counters when you run
    voluntarily.
    
       []................................Run Counter #1
       X.................................Run Counter #2
       O.................................Run Counter #3
    
       L1 Button..................................Dodge
       Used to dodge a running opponent. Depending on your fighting style,
       this may be a leap frog or drop to the mat.
    
    *Corner Run*
    When an opponent is dazed in the corner (see "Front Grapple /\" on
    throwing to corner) you can run toward them for a move.
    
       O...............................Corner Run Attack
    
    -------------------
    -HIGH-FLYING MOVES-
    -------------------
    High-flying moves are death-defying aerial maneuvers that can really wow
    the audience. These moves are not necessarily available to all wrestlers;
    in fact some cannot climb the turnbuckle at all! Generally speaking, large
    heavyweights generally use very few high-flying moves, while luchadors and
    juniors use quite a few.
    
    For top rope attacks such as Missile Kicks, you can attempt them whether
    the opponent is dazed or not, although it would generally be wise to
    attempt such moves only when they are dazed as the opponent has to be
    pretty much stationary for the move to connect.
    
    *Running Dive to Opponent Outside*
    When in the ring and an opponent is standing outside, run toward the ropes
    in the direction opposite the opponent, then hold the O button as you hit
    the opposite ropes. Continue holding O as your wrestler heads back toward
    the opponent and he will catapult himself outside the ring (provided he
    has such a move in his moveset).
    
    *Slingshot to Opponent Outside*
    When in the ring and an opponent is standing outside, stand up against the
    ropes closest to the opponent and press O + D-Pad in the direction toward
    the opponent to launch your wrestler over the top rope (provided he has
    such a move in his moveset).
    
    *Slingshot from Apron to Opponent Inside*
    When standing on the apron and an opponent is in the ring, press O + D-Pad
    in the direction toward the opponent to propel your wrestler back into the
    ring with a flying attack (provided he has such a move in his moveset).
    
    *Top Turnbuckle Moves*
    Climb the post by standing near it and pressing [] or X + D-Pad in the
    direction toward it. Note that, unlike Irish whipping to the corner, high
    flying moves that involve climbing the post (i.e. moonsaults) can be
    performed from any of the four turnbuckles. You can also climb corners
    from the outside by pressing [] + D-Pad in the direction toward the corner
    when standing near it on the apron.
    
    Also, when standing on the apron, you can swing around a corner post to
    move to the apron on another side of the ring by pressing X + D-Pad in the
    direction toward the corner.
    
       []...................................Post Move #1
       X....................................Post Move #2
       O....................................Post Move #3
       [] + X...............................Post Move #4
    
    Which moves are aimed at standing opponents and which are aimed at downed
    opponents depends on each wrestler's moveset.
    
    *Run-Up Rebound Moves*
    Run toward a corner and hold [] or X to perform an acrobatic move off the
    ringpost. Very few wrestlers have these types of moves in their
    repertoire, but they are exciting to watch. As "off the middle of the
    rope" type moves such as Chris Jericho's Lionsault aren't available in
    FPR, these attacks are about the next best thing.
    
       [].......................Run-Up Rebound Attack (Standing Opponent)
       X........................Run-Up Rebound Attack (Downed Opponent)
    
    -----------------------
    -OPPONENT DOWNED MOVES-
    -----------------------
    When an opponent is down, you can perform grounded strikes and submissions
    by standing over them and inputting the proper command. For pro wrestlers,
    at least one of these moves should result in a pin attempt. Shootfighters
    (mixed martial artists) should not have a pin at all.
    
    *At Head, Opponent Facing Up*
    
       X...........................Opponent Down Move #1
       O...........................Opponent Down Move #2
    
       [].........Lift opponent to feet by the hair/head
       If the opponent is sufficiently worn, this is a great way to set them
       up standing dazed in order to perform strong strikes, back grapples,
       and high-flying moves from the top rope.
    
       R1 Button...........................Drag Opponent
       Use the R1 button + D-Pad to drag a downed opponent around the ring.
       Often used to pull opponents away from the ropes to avoid a rope break
       if Rope Check is On (see Match Configuration).
    
    *At Feet, Opponent Facing Up*
    
       X...........................Opponent Down Move #3
       O...........................Opponent Down Move #4
       [].......Roll Opponent Over to Face Down Position
       R1 Button...........................Drag Opponent
    
    *At Head, Opponent Facing Down*
    
       X...........................Opponent Down Move #5
       O...........................Opponent Down Move #6
       [].........Roll Opponent Over to Face Up Position
       R1 Button...........................Drag Opponent
    
    *At Feet, Opponent Facing Down*
    
       X...........................Opponent Down Move #7
       O...........................Opponent Down Move #8
    
       []............Lift opponent to feet by the tights
       If the opponent is worn down enough, this is a great way to set them
       up standing dazed in order to perform strong strikes, back grapples,
       or high-flying moves from the top rope.
    
       R1 Button...........................Drag Opponent
    
    *Running at a Downed Opponent*
    Run toward a downed opponent and hold O to execute a running strike.
    
    ---------------
    -MULTI-TEAMING-
    ---------------
    Double and triple team moves occur when more than one wrestler grapples an
    opponent. Such a situation may occur in Battle Royals or even tag matches
    when wrestlers are in the ring helping their partner. Situations for
    multi-teaming include:
    
       Front Double Team (2 grapple an opponent from the front)
       Front Triple Team (3 grapple an opponent from the front)
       Back Double Team (2 grapple an opponent from behind)
       Back Triple Team (3 grapple an opponent from behind)
       Corner Double Team (2 corner grapple an opponent)
       Corner Triple Team (3 corner grapple an opponent)
    
    ----------------------------
    -MMA SYSTEM (SHOOTFIGHTING)-
    ----------------------------
    Shootfighting (mixed martial arts, MMA) became a huge phenomenon in Japan
    several years ago, when MMA events would regularly outdraw pro wrestling
    events. Currently, more and more people in North America are discovering
    this fantastic and exciting new sport. In Fire Pro Returns, shoot-style
    takedowns are available to all mixed martial artists as well as several
    shoot-style workers. The method varies between fighters, although it is
    usually assigned as one of the grapples, strikes and/or one of the
    downed moves.
    
    Note that ALL characters - be they shootfighters or pro wrestlers - have
    moves available to them from the various shoot positions, so that they may
    defend themselves from these positions if necessary.
    
    *Guard Position*
    The timing for the mount grapple is just after the attacker leans his
    torso back and is leaning forward to initiate his attack.
    
       [].........................Guard Position Move #1
       X..........................Guard Position Move #2
       O..........................Guard Position Move #3
    
    If you are on the receiving end of a mount, you can counter by pressing
    any of the three buttons ([]/X/ O) at the signal. This will execute your
    Mount Position Counter Move.
    
    *Mount (Facelock/Sprawl) Position*
    When you counter a shooter's attempt to tackle you for a mount, you will
    have him in a front facelock. In MMA, this counter position is commonly
    known as a "sprawl". The timing for the mount/facelock grapple is when the
    fighter that is countering slams his opponent to the mat.
    
       [].......................Mount (Facelock) Move #1
       X........................Mount (Facelock) Move #2
       O........................Mount (Facelock) Move #3
    
    If you are on the receiving end of a front facelock, you can counter by
    pressing any of the three buttons ([]/X/O) at the signal. This will
    execute your Mount/Facelock Counter Move.
    
    *Back Mount Position*
    In the back mount position, wait for the mounting fighter to raise both
    fists, that is the ready position which is your signal to press a button.
    
       []....................Back Mount Position Move #1
       X.....................Back Mount Position Move #2
       O.....................Back Mount Position Move #3
    
    If you are on the receiving end of a Back Mount, you can counter by
    pressing any of the three buttons ([]/X/O) at the signal. This will
    execute your Back Mount Counter Move.
    
     ++ NOTE: MMA is definitely one of the tougher aspects to master in FPR.
     ++ Therefore it is recommended that you learn the basics of Fire Pro's
     ++ main grappling system before moving on to shootfighting. If you feel
     ++ you are ready for the shootfighting challenge, please refer to my
     ++ Quinton "Rampage" Jackson Fire Pro Returns character guide, which
     ++ describes the game's MMA system in much greater detail.
    
    ---------------------------------------
    -PERFORMANCE (TAUNT/POSE/CROWD APPEAL)-
    ---------------------------------------
    Performing can be useful depending on your wrestler's fighting style.
    Every wrestler has four available performances, which are performed by
    pressing any of the four directions on the Analog Stick:
    
       Analog Stick Left..................Performance #1
       Analog Stick Right.................Performance #2
       Analog Stick Up....................Performance #3
       Analog Stick Down..................Performance #4
    
    ----------------------------------------
    -OTHER TECHNIQUES (VARIOUS CONVENTIONS)-
    ----------------------------------------
    
    EXITING AND ENTERING THE RING
    To exit the ring, to go out to the floor or entrance ramp, simply stand up
    against the ropes and press [] + D-Pad in the direction toward the ropes.
    Do the same up against the ring apron to go back inside. Rather than
    exiting directly down to the floor, you can also exit out to the apron
    first by using X instead of []. Doing so again will jump down to the
    floor. Similarly, you can use X to climb up to the apron before going
    directly inside. You can also press [] + X to slide into the ring.
    
    USING WEAPONS
    To acquire a weapon, go outside to the floor, stand up against the ring
    apron, and press /\ + D-Pad toward the ring to grab a weapon from
    underneath the ring. You can even choose your custom wrestler's weapon
    preference if so desired.
    
    Weapons can be dropped voluntarily by pressing /\ again. They are also
    dropped automatically when grappling, when an opponent lands a successful
    strike, or when coming into contact with just about anything (running into
    a ringpost, colliding with a running opponent, etc.).
    
    Note that some functions (such as grappling) are disabled while wielding a
    weapon. You CAN use Breathe when holding a weapon without dropping it.
    
    To pick up a dropped weapon, press /\ + Down when standing just slightly
    "above" the upper rim of it. Since the button input is shared with the
    "Run" command, this takes some practice, but becomes natural over time.
    
    Warning: If DQ count is On, watch for the ref count when bringing a weapon
    into the ring. You can attack with it as much as you like, but if you do
    not drop the weapon by the count of five, you're disqualified!
    
    STAYING DOWN ON THE MAT
    If you would like to stay down on the mat (for instance, to convince a
    human opponent you're injured), hold the X button while you are down. If
    you are in the process of getting up to your feet, holding [] will keep
    you in a crouched position for a limited amount of time, which is useful
    for dodging strikes when an opponent is expecting you to get up.
    
    When holding X while lying on the mat, you can also hold the D-Pad Up or
    Down, and if the wrestler has recovered enough, he will roll in a north or
    south direction. You can use this to roll out to the floor or to dodge a
    top rope move, since the recovery time for rolling is slightly quicker
    than that of standing up. Just hold X + Up and you will roll to safety
    while your opponent hits the floor in an unpleasant way!
    
    VOLUNTARILY RELEASING A PIN/SUBMISSION/ILLEGAL HOLD
    If you would like to release a pin or hold to continue punishing your
    opponent, or are performing an illegal act on an opponent and would like
    to avoid disqualification (if the DQ Count is on), press the X button.
    Your wrestler will cease whatever activity he's engaged in and allow the
    opponent to regain their footing.
    
    KICKING OUT OF PINS AND ESCAPING HOLDS
    To kick out of a pin attempt, tap the X button rapidly. You can simply
    hold the X button down with mashing, but it may reduce your chances of
    kicking out of the pin, and repeated presses help to recuperate spirit
    energy. To escape a submission hold, simply roll the D-Pad around rapidly.
    
    -----------------------------------------
    -NEW MOVES EXCLUSIVE TO FIRE PRO RETURNS-
    -----------------------------------------
    
    CORNER-TO-CENTER ATTACK
    The Corner-to-Center Attack is performed by going to the east or west
    turnbuckle and pressing O + Away when your opponent is downed near the
    center of the ring. If your wrestler doesn't have a Corner-to-Center
    Attack in his or her arsenal, this does nothing.
    
       O + Away (in corner, opp. down)........Corner-to-Center Attack
    
    STEEL CAGE COMMANDS
    With the all-new steel cage comes all-new playing conventions. You can
    scale the cage to escape, and even pull off high-flying moves from the top
    (provided your wrestler has such an attack in his or her arsenal).
    
       []/X (on ground)....................................Ascend cage
       D-Pad......................................Move (while on cage)
       O (on ground, opp. climbing).........................Shake cage
       O (while climbing, opp. climbing)...............Attack opponent
       []/X (near turnbuckle).............................Climb corner
       O (climb corner, top of cage)..........Dive off the top of cage
    
       From Grapple:
       /\ + Away (back to ropes).........Ram opponent's head into cage
    
    OVER THE TOP ROPE TOSS
    You can now toss an opponent over the top rope. You can perform this move
    from anywhere inside the ring; if the wrestlers aren't close to the ropes,
    the wrestler performing the toss will drag his opponent by the hair to the
    ring edge, then do the toss. If the opponent is not sufficiently worn
    down, he will simply roll under the bottom rope and back into the ring.
    
       From Grapple:
       R1 + /\............................Toss opponent over top rope
    
    REENTERING THE RING (SLIDE)
    In previous Fire Pro games, you could reenter the ring one of two ways;
    by climbing up on the apron then walking through the ropes, or by rolling
    under the ropes into the ring. Now you can also perform a stylish slide
    into the ring!
    
       [] + X + D-Pad toward ring......................Slide into ring
          (outside of ring, near apron)
    
    UKEMI
    In real-life terms, "ukemi" means defending against an attack. In Fire Pro
    terms, pressing L1 at the right moment disables your wrestler's ability to
    use ukemi; in other words, it basically renders him or her defenseless.
    
    Holding L1 during a grapple or while lying prone on the ground disables
    all auto-counter/reversal functions, meaning that the opponent can attempt
    whichever move they want without fear of retaliation.
    
       L1 (while grappling or downed)............................Ukemi
    
    ==================================
    ==SECTION 05: MODE SELECT SCREEN==
    ==================================
    The game's main menu.
    
       +--------------------- +
       |      MAIN MENU       |
       |----------------------|
       | 1. GAME MODES        | <- Set up a match and play!
       |----------------------|
       | 2. EDIT              | <- Edit wrestlers, referees, rings and more!
       |----------------------|
       | 3. OPTIONS           | <- Configure settings to your liking
       |----------------------|
       | 4. SAVE/LOAD         | <- Use memory card functions
       +----------------------+
    
    ==========================
    ==SECTION 06: GAME MODES==
    ==========================
    Select "Game Modes" and press X to configure a professional wrestling or
    MMA (shootfighting) match. First we will review the initial match setups,
    then look at specific match options below.
    
       +----------------------------+
       |     INITIAL MATCH SETUP    |
       |----------------------------|
       | 1. Exhibition              |
       | 2. Tournament              |
       | 3. League                  |
       | 4. Team Battle (5 vs. 5)   |
       | 5. Battle Royal            |
       | 6. Title Match             |
       | 7. Match Maker             |
       +----------------------------+
    
    --------------
    --EXHIBITION--
    --------------
    Your standard exhibition mode.
    
       1. Normal Match 
       2. Cage Deathmatch 
       3. Barbed Wire Deathmatch
       4. Landmine Deathmatch 
       5. SWA Rules Match 
       6. S-1 Rules Match 
       7. Gruesome Fighting (MMA)
    
    --------------
    --TOURNAMENT--
    --------------
    Set up an elimination-style wrestling tournament. Participants are paired
    against one another, with the winner advancing to the next round. If
    you're a fan of classic Japanese wrestling, this is where you can create
    your very own Super J-Cup tournament!
    
    1ST SCREEN
       Setup New Tournament
       Continue (resume a previously saved tournament)
    
    MATCH TYPE
       1. Normal Match 
       2. Cage Deathmatch 
       3. Barbed Wire Deathmatch
       4. Landmine Deathmatch 
       5. SWA Rules Match 
       6. S-1 Rules Match 
       7. Gruesome Fighting (MMA)
    
    NAME ENTRY
    Enter a name for your tournament. When you are done, press Start, then
    choose the first option to enter Match Configuration.
    
    MATCH CONFIGURATION
    Which options are greyed out depends on the match type chosen. Please
    refer to the specific match types later in this guide to view specific
    match options.
    
       Settings...........Choose from 1-4 preset match setups
       Match Type.........Singles, Tag, 6 Man Tag, 8 Man Tag, Mix (handicap)
       (other match options listed below, may be unavailable depending on
       match type chosen)
    
    SINGLE ELIMINATION TOURNAMENT BRACKETS
    Use D-Pad Up/Down to choose from one of the 32 available tournament slots,
    then press X to choose who will control the wrestler in this slot (CP, 1P,
    2P, etc). You will then be prompted to choose a wrestler for that slot.
    Repeat this until you have setup your desired tournament brackets.
    
    Pressing [] during this screen will give your four options:
    
       1. Random Select (fills ALL available slots)
       2. Delete Entry
       3. Switch Entry Order
       4. Entry Finished (start tournament)
    
    To replace a wrestler in one of the slots, select the wrestler and press
    Right. You'll see his name highlighted in blue above his image, you are
    now free to choose another wrestler by pressing X.
    
    To change control of a wrestler, select the wrestler and press Right
    twice. You'll the control icon highlighted, from there you can press O
    to change wrestler control (1P, CP, etc.).
    
    When finished, press [], then choose "Done". You must choose a minimum of
    three participants.
    
    STARTING THE TOURNAMENT
    After your tournament has been set up, you will be taken to the prelim
    match-up screen. Pressing [] on this screen will reveal three options:
    
       1. Auto-run Tournament (CPU automatically proceeds to next match;
             pressing any button after choosing auto-run disables this)
       2. Quick Save
       3. Done
    
    If you do not perform a Quick Save before exiting a tournament, you will
    lose all unsaved progress.
    
    ----------
    --LEAGUE--
    ----------
    Set up a round robin-style wrestling tournament for up to 64 wrestlers!
    Each participant will face all of the other participants, the one with the
    most points in the end will emerge victorious.
    
    1ST SCREEN
       Setup New League
       Continue (resume a previously saved tournament)
    
    MATCH TYPE
       1. Normal Match 
       2. Cage Deathmatch 
       3. Barbed Wire Deathmatch
       4. Landmine Deathmatch 
       5. SWA Rules Match 
       6. S-1 Rules Match 
       7. Gruesome Fighting (MMA)
    
    NAME ENTRY
    Enter a name for your league. When you are done naming your league, press
    Start, then choose the first option to enter Match Configuration.
    
    MATCH CONFIGURATION
    Which options are greyed out depends on the match type chosen. Please
    refer to the specific match types later in this guide to view specific
    match options.
    
       Settings...........Choose from 1-4 preset match setups
       Match Type.........Singles, Tag, 6 Man Tag, 8 Man Tag, Mix (handicap)
       Rules..............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Matches............1 Fall, 3 Falls
       Point Type.........2 Point win, 5 Point win
       (other match options listed below, may be unavailable depending on
          match type chosen)
    
    LEAGUE BRACKETS
    You start with one available bracket. Press X to choose who will control
    the wrestler in this slot (CP, 1P, 2P, etc). You will then be prompted to
    choose a wrestler for that slot. Repeat this until you have setup your
    desired league brackets.
    
    Pressing [] during this screen will give your four options:
    
       1. Random Select (fills ALL available slots)
       2. Delete Entry
       3. Switch Entry Order
       4. Entry Finished (start tournament)
    
    To replace a wrestler in one of the slots, select the wrestler and press
    Right. You'll see his name highlighted in blue above his image, you are
    now free to choose another wrestler by pressing X.
    
    To change control of a wrestler, select the wrestler and press Right
    twice. You'll the control icon highlighted, from there you can press O to
    change wrestler control (1P, CP, etc.).
    
    When finished, press [], then choose "Done".
    
    STARTING THE LEAGUE
    After your league has been set up, you will be taken to the preliminary
    match-up screen. Pressing [] on this screen will reveal four options:
    
       1. Current Ranking
       2. Go to Match
       3. Quick Save
       4. Exit Tournament
    
    If you do not perform a Quick Save before exiting league play, you will
    lose all unsaved progress.
    
    ---------------
    --TEAM BATTLE--
    ---------------
    Teams of five face each other in a series of singles matches.
    
    1ST SCREEN
       1. Match (Start an Elimination Match)
       2. Team Edit (Create a custom team of 5)
    
    MATCH SETUP
    There are three available Team Battle match setups:
    
       1. Marathon (winner stays to fight next opponent)
       2. Team War (entry order can be chosen)
       3. Team War (random entry order)
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Select wrestler control (1P, CP, etc.)
       Red Corner.........Select wrestler control (1P, CP, etc.)
       Rules..............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Matches............1 Fall only
       Ring...............See "Normal Mode"
       Venue..............See "Normal Mode"
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100% - 800%
       COM Skip...........OFF, ON
       Referee............Choose a referee
       Rope...............OFF, ON
       Elimination........N/A
       Lumber.............OFF, ON
       Tornado............N/A
       Cut Play...........N/A
       DQ Count...........OFF, ON
       Outside............OFF, ON
       BGM................Choose a Background Music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    *Team Selection*
    Choose from one of the preset teams or a team made using Team Edit (chosen
    at the first screen of this mode).
    
    TEAM EDIT
    Select an existing team to edit, or create your own custom team in one of
    the available slots. There are 64 team slots, the last 19 are empty.
    
    *Name Entry*
    Enter a name for your team. To use English alphabet characters, press []
    at the naming screen, then choose the 4th option down.
    
    *Participant Select*
    Use D-Pad up/down to highlight one of the slots. Press X to choose a
    wrestler for that slot.
    
    ----------------
    --BATTLE ROYAL--
    ----------------
    Every man for himself with up to eight participants in the ring at one
    time! When all but one of the participants are eliminated, the last one
    remaining is declared the winner.
    
    1ST SCREEN
    
       Normal...........All start in the ring together, eliminated
                           participants must leave.
       One Fall.........First pinfall wins the match.
       Endless..........Eliminated participants stay to continue fighting.
       Over the Rope....Elimination via getting thrown over the rope.
       Timed Entrance...Participants come out separately; similar to the
                           format of the WWE Royal Rumble, except the total
                           number of participants is still limited to 8.
    
     ++ NOTE: "Over the Rope" contestants can be eliminated by simply being
     ++ thrown or knocked out of the ring, not strictly over the top rope. To
     ++ have an "over-the-top-rope" style Battle Royal, choose a "Normal"
     ++ match, then turn "Over the Top Rope" On in the Match Configuration
     ++ settings (see "Normal" match settings).
    
    NORMAL/ONE FALL/ENDLESS/OVER THE ROPE
    
    *Configuration Screen*
    See "Normal Mode". Options not applicable to the mode will be greyed out.
    
    *Wrestler Select*
    Use the D-Pad to highlight one of the 8 slots, then press X to select a
    wrestler for that slot. After you've chosen your wrestler, you may then
    choose who will control it (1P/CP/None). If you chose None, the slot will
    become empty. You may also highlight the wrestler's name and press X to
    select a new wrestler for that slot.
    
    Pressing [] in the Wrestler Select Field will give you these three options:
    
       1. Random Select (fills ALL available slots)
       2. Start Match (must have at least three participants)
       3. Return to Match Configuration Screen
    
    Once you are finished assigning all desired slots, you may press Start to
    immediately begin the match.
    
    TIMED ENTRANCE
    
    *Configuration Screen*
    See "Normal Mode". Options not applicable to the mode will be greyed out.
    
    *Wrestler Select*
    Use the D-Pad to highlight one of the 8 slots, then press X to select a
    wrestler for that slot. After you've chosen your wrestler, you may then
    choose who will control it (1P/CP/None). If you chose None, the slot will
    become empty. You may also highlight the wrestler's name and press X to
    select a new wrestler for that slot.
    
    Pressing [] in the Wrestler Select Field will give you these three options:
    
       1. Random Select (fills ALL available slots)
       2. Start Match (must have at least three participants)
       3. Return to Match Configuration Screen
    
    Once you are finished assigning all desired slots, you may press Start to
    go to the Order Select Screen.
    
    *Order Select*
    Choose the time and order when each participant will enter the match. The
    first two will always be 0 min (start of the match). You can increase and
    decrease the entry time by highlighting the number to the right of the
    wrestler's name and pressing X (increase) or O (decrease).
    
    Once you are finished assigning all desired times and entry orders, you
    may press Start to immediately begin the match.
    
    ---------------
    --TITLE MATCH--
    ---------------
    Hold a contest to decide the wearer of your custom made belts. You can
    enter Belt Edit Mode directly from Title Match by pressing the D-Pad
    Right on the selected title, or by pressing [], then selecting the 3rd
    option. See the "Belt Edit" section for more details on editing and
    creating custom title belts.
    
     ++ WARNING: Editing a belt/title will erase ALL title history!
    
    After creating a title slot, you will be prompted as to the conditions
    which the title must be won/defended:
    
       # of Wrestlers..........Single
                               Tag
                               6-Man Tag
                               8-Man Tag
       Weight Class............Heavy
                               Junior
       Match Type..............Normal Match
                               Cage Deathmatch
                               Barbed Deathmatch
                               Landmine Deathmatch
                               SWA Rules Match
                               S-1 Rules Match
                               Gruesome Fighting 
    
    Highlighting an already created title slot and pressing [] will reveal
    these options:
    
       1. Switch Title Order - Switch title into any of the 8 slots.
       2. Go to Title Match
       3. Belt Edit - Edit the look of the belt (see warning!).
       4. Delete Title History - Erase all title history.
       5. Delete Title
    
    After winning a title, the winner will be prompted to enter his or her
    name for posterity. Note that when you choose to defend that title in the
    future, you will be prompted to choose only one "corner", who will be the
    challenger for that title.
    
    ---------------
    --MATCH MAKER-- *!!!UNDER CONSTRUCTION!!!*
    ---------------
    Match Maker puts you in the role of a pro wrestling booker, allowing you
    to create a complete match card (or series of cards), from opener to
    headliner. You are then awarded points for your performance, which are
    determined by the how well the audience reacts to the show.
    
    When entering Match Maker, you are presented with three options:
    
       1. Season Play - Manage a complete year's worth of wrestling events.
       2. Competition Play - Manage a single wrestling event.
       3. Ranking - Shows the highest rankings in Season and Competition.
    
    SEASON PLAY
    *!!!UNDER CONSTRUCTION!!!*
    
    COMPETITION PLAY
    After choosing Competition Play, you will first be prompted to name your
    wrestling card. You are then prompted to choose a promotion you would like
    to book an event for. After selecting your promotion, you are able to book
    the card itself, from opening match to headliner (7 matches total). If
    you're familiar with real-life events/feuds this promotion has used in the
    past (such as the Kuishinbo Kamen vs. Ebessan feud in the Osaka Pro
    promotion), you may want to recreate some of these scenarios here.
    
    That's it for the various match setups. Now let's take a look at the
    individual match types and options:
    
       +---------------------------------------------------------+
       |                  SPECIFIC MATCH TYPES                   |
       |---------------------------------------------------------|
       | 1. Normal Match                                         |
       | 2. Cage Deathmatch                                      |
       | 3. Barbed Wire Deathmatch                               |
       | 4. Landmine Deathmatch                                  |
       | 5. SWA Rules Match                                      |
       | 6. S-1 Rules Match                                      |
       | 7. Gruesome Fighting                                    |
       +---------------------------------------------------------+
    
    ----------------
    --NORMAL MATCH--
    ----------------
    Choose this for a standard professional wrestling match. You can choose a
    wide variety of match stipulations from the Configuration Screen:
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose number of players (1-8), wrestler control
                             (human or CPU), control of seconds/managers:
                          [ Wrestler |     CP       | confirm ]
                          [  Second  | 1P, 2P, etc. | choice  ]
       Red Corner.........Choose number of players (1-8), wrestler control
                             (human or CPU), control of seconds/managers:
                          [ Wrestler |     CP       | confirm ]
                          [  Second  | 1P, 2P, etc. | choice  ]
       Rule...............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Over-Rope..........OFF, ON (ON: Wrestlers can be eliminated by being
                             tossed over the top rope)
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Matches............1 Fall, 3 Falls
       Ring...............SWA
                          View Japan (New Japan Pro Wrestling)
                          Olive Japan (All Japan Pro Wrestling)
                          Super NOVA (Pro Wrestling NOAH)
                          NEO1-MIX (Zero-ONE MIX)
                          Riki Pro (Rikimaru Puroresu)
                          Blizzard Pro (Michinoku Puroresu)
                          Azteca-Pit (Toryumon/Dragon Gate)
                          Zip Japan (Big Japan)
                          Kansai (Osaka Puroresu)
                          S-DOJO (K-DOJO)
                          BBT Pro (DDT)
                          AWG (American)
                          Mexico (lucha; Corona mat)
                          High Class (Pancrase)
                          BLADE (PRIDE)
                          S-1 (K-1)
                          Women
                          New IW (FMW)
                          EWF (ECW)
                          GONGS (RINGS)
                          UWH (UWFi)
                          Battle Max (Battlarts)
                          *ring edits you've created will appear here*
        Venue.............Spike Dome (Tokyo Dome)
                          M.A. Dome (Nippon Budokan)
                          Big Dome (Korakuen Hall)
                          Town Hall (Local Gym)
                          No. 1 Ring (Shinkiba No. 1 Ring) 
                          West Dome (World Memorial Hall)
                          Dojo
                          USA Dome
                          RANDOM
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........OFF, ON (ON: CP vs CP matches are highlighted
                             instead of shown in full)
       Referee............Panther (Tiger Hattori - New Japan) 
                          Septiego (Kyouhei Wada - All Japan) 
                          Dai (Ted Tanabe - Michinoku) 
                          Mr. Fair (Yuuji Shimada - PRIDE) 
                          Rei (Daichi Murayama - ZERO-ONE MAX) 
                          Saga (Bakery Yagi - Dragon Gate) 
                          Imada (Mr. Soranaka - UWF) 
                          Taki (Joe Higuchi - All Japan) 
                          Joe (Ri Nikkan - Big Japan) 
                          Cindy (Asano Grace Megumi - DDT) 
                          *referee edits you've created will appear here*
       Rope...............OFF, ON (ON: Pins and submission holds are broken if
                             you are touching the ropes)
       Elimination........OFF, ON (ON: In multi-player situations, match
                             continues until all wrestlers from one side are
                             eliminated)
       Lumber.............OFF, ON (ON: As soon as a wrestler is thrown out of
                             the ring or manually exits, he will automatically
                             reenter. Note that this is not an American-style
                             lumberjack match.)
       Tornado............OFF, ON (ON: In tag matches, all participants are
                             allowed in the ring at once)
       Cut Play...........OFF, ON (ON: In tag matches, allows partner
                             interference when a wrestler is in danger)
       DQ Count...........OFF, ON (ON: referee will count up to 5 for any
                             illegal act that he sees, and disqualify the
                             wrestler if the act is not discontinued)
       Outside............OFF, ON (ON: referee counts to 20 when a wrestler
                             is outside of the ring, if he/she does not enter
                             the ring before the count, that wrestler forfeits
                             the match)
       BGM................Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
                             (Chooses how often "CRITICAL!"s, will occur)
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    -------------------
    --CAGE DEATHMATCH--
    -------------------
    The long awaited American-style steel cage match finally makes it way into
    the Fire Pro series! See the "Moves" section for special cage commands.
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant(s) (1P, CP, etc.)
       Red Corner.........Choose participant(s) (1P, CP, etc.)
       Rule...............3 Count, 2 Count, Only Fall (Pin), Only Give Up,
                             Escape
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Matches............1 only
       Ring...............See "Normal Mode"
       Venue..............Yurakuen Hall (Korakuen Hall)
       Weapons............0-8 (choose the number of weapons in the ring)
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A (not applicable)
       Referee............Choose a referee
       Rope...............OFF, ON
       Elimination........N/A
       Lumber.............N/A 
       Tornado............ON 
       Cut Play...........N/A 
       DQ Count...........OFF
       Outside............N/A 
       BGM................Choose a background music track, or RANDOM
       Critical...........None
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen
    to proceed directly to the match.
    
     ++ NOTE: It has been well documented that there are serious issues when
     ++ it comes to CPU A.I. in FPR's Cage Deathmatch Mode. Because of this,
     ++ it is recommended that this mode be restricted to player vs, player
     ++ battles or that the match rules be set so that "Escape" is not a win
     ++ option in vs. CPU battles.
    
    --------------------------
    --BARBED WIRE DEATHMATCH--
    --------------------------
    A hardcore-style match popularized by the 90's era Japanese "garbage"
    promotions. The ring ropes are electrified barbed wire, whip 'em into the
    ropes and watch 'em sizzle! And to top it all off, you can set explosives
    to detonated in the ring within a certain time limit! This match is not
    for the faint of heart!
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant(s) (1P, CP, etc.)
       Red Corner.........Choose participant(s) (1P, CP, etc.)
       Rule...............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Explosion Time.....1 min, 5 min, 15 min, 30 min, 45 min, 60 min, Off
       Matches............1 only
       Ring...............See "Normal Mode"
       Venue..............Yurakuen Hall (Korakuen Hall)
       Weapons............0-8
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A
       Referee............Choose a referee
       Rope...............N/A
       Elimination........N/A
       Lumber.............N/A
       Tornado............ON
       Cut Play...........N/A
       DQ Count...........OFF
       Outside............N/A
       BGM................Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    -----------------------
    --LANDMINE DEATHMATCH--
    -----------------------
    Another hardcore-style match popularized by the 90's era Japanese garbage
    promotions. The outside of the ring is lined with barbedwire, and the
    ringposts are fitted with either flourescent tubes or boards wrapped with
    barbedwire. You can also toss the opponent over the top rope and into the
    explosives outside the ring, but only when they are sufficiently worn
    down. Again, this match is not for the faint of heart!
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant(s) (1P, CP, etc.)
       Red Corner.........Choose participant(s) (1P, CP, etc.)
       Rule...............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Time (Minutes).....5, 10, 15, 20, 30, 45, 60, None
       Matches............1 only
       Ring...............See "Normal Mode"
       Venue..............Yurakuen Hall (Korakuen Hall)
       Corner.............Barbed Wire, Fluorescent Light Tubes
       Weapons............0-8
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A
       Referee............Choose a referee
       Rope...............OFF, ON
       Elimination........N/A
       Lumber.............ON
       Tornado............ON
       Cut Play...........N/A
       DQ Count...........OFF
       Outside............N/A
       BGM................Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    -------------------
    --SWA RULES MATCH--
    -------------------
    Also known as "BattlArts" rules, named after the now-defunct promotion.
    There are no DQs here, so anything goes!
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant(s) (1P, CP, etc.)
       Red Corner.........Choose participant(s) (1P, CP, etc.)
       Rule...............3 Count, 2 Count, Only Fall (Pin), Only Give Up
       Time...............5 min, 10 min, 15 min, 30 min, 45 min, 60 min
       Rounds.............1, 2, 3, 5, 10, 12, 15
       TKO................1, 2, 3, 4, 5
       Matches............1 Only
       Ring...............See "Normal Mode"
       Venue..............See "Normal Mode"
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A
       Referee............Choose a referee
       Rope...............OFF, ON
       Elimination........N/A
       Lumber.............OFF, ON
       Tornado Battle.....N/A
       Cut Play...........N/A
       DQ Count...........OFF
       Outside Count......OFF, ON
       BGM Selection......Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    ------------------
    --S-1 RULES MATCH--
    -------------------
    S-1 (or K-1, as it's known in the real world) rules means NO grappling,
    only striking. You may initiate a grapple, but unless the grapple leads to
    a striking attack, the contestants will merely clinch one another. As you
    might expect, matches can end very quickly with these rules!
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant (1P, CP, etc.)
       Red Corner.........Choose participant (1P, CP, etc.)
       Match End..........N/A (only KO/TKO)
       Time...............3 min, 5 min, 10 min, 15 min, 20 min, 30 min
       Rounds.............1, 2, 3, 5, 10, 12, 15
       TKO................1, 2, 3, 4, 5
       Matches............1 Fall Only
       Ring...............See "Normal Mode"
       Venue..............See "Normal Mode"
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A
       Referee............Choose a referee
       Rope...............N/A
       Elimination........N/A
       Lumber.............N/A
       Tornado............N/A
       Cut Play...........N/A
       DQ Count...........ON
       Outside............N/A
       BGM................Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    ---------------------
    --GRUESOME FIGHTING--
    ---------------------
    MMA (shootfighting) rules inside a UFC-style cage! Participants cannot be
    pinned, and KO's happen more frequently. (HINT: This is a BAD place to
    bring a pure pro wrestler!)
    
       Configuration Screen
       --------------------
       Settings...........Choose from 1-4 preset match setups
       Blue Corner........Choose participant (1P, CP, etc.)
       Red Corner.........Choose participant (1P, CP, etc.)
       Rule...............Only Give Up
       Time...............3 min, 5 min, 10 min, 15 min, 20 min, 30 min
       Rounds.............1, 2, 3, 5, 10, 12, 15
       TKO................1, 2, 3, 4, 5
       Matches............1 Fall Only
       Ring...............Dodecagon Ring (UFC-style cage)
       Venue..............Bayside Colosseum (fictional)
       COM Level..........1 (easiest) - 10 (hardest)
       Speed..............100%, 125%, 150%, 175%, 200%, 400%, 800%
       COM Skip...........N/A
       Referee............Choose a referee
       Rope...............N/A
       Lumber.............N/A
       Tornado............N/A
       Cut Play...........N/A
       DQ Count...........N/A
       Outside............N/A
       BGM................Choose a background music track, or RANDOM
       Critical...........Off, Low, Medium, High
       Done...............Confirm selections and proceed to match
    
    You may press the Start button at any time on the Configuration Screen to
    proceed directly to the match.
    
    =========================
    ==SECTION 07: EDIT MODE==
    =========================
    The heart and soul of the Fire Pro series. this mode allows players to
    keep the game up-to-date in many areas of pro wrestling, providing
    infinite replay value.
    
    And in case you're curious, yes, Fire Pro is where it all started when it
    comes to wrestler creation. And after observing the options below, I think
    you'll agree it still can't be beat.
    
    From the main menu, select "Edit" to see the following options:
    
       +------------------------------+
       |          EDIT MENU           | 
       |------------------------------|
       | 1. Wrestler                  |
       | 2. Referee                   |
       | 3. Edit Ring                 |
       | 4. Edit Logo                 |
       | 5. Edit Belt                 |
       | 6. Edit Team (for 5 vs. 5)   |
       +------------------------------+
    
    At the bottom of the Edit screen, you will see a list of numbers running
    horizontally across the screen. These are:
    
    [# of promotions currently used / # of promotion slots left]
            [# of factions currently used / # of faction slots left]
                    [# of wrestlers currently used / # of wrestler slots left]
    
    -----------------
    --WRESTLER EDIT--
    -----------------
    In Wrestler Edit, you have a variety of options. Not only can you create
    your own custom wrestler, but create new organizations and groups within
    the game. You can also send wrestlers to different organizations, reorder
    them within the roster, and even retire them if necessary.
    
    ORGANIZATION EDIT
    When you first enter Wrestler Edit, you'll see an option at the top of the
    screen (return to top), followed by a list of organizations (the first one
    will say VIEW JAPAN (a.k.a. New Japan). The last entry is "Retired", this
    is where you will put the in-game wrestlers that you no longer want to show
    up in the match menus (ex. an in-game wrestler that you've made an updated
    version of).
    
    Highlight any promotion and press [] to bring up the following options:
    
       1. Top (return to top of menu)
       2. Open/close all (see note below)
       3. Create new:
             Organization
             Group
       4. Switch (reorder organization; i.e. put NOAH before AJPW)
       5. Edit Name
       6. Change Logo
       7. Delete
    
     ++ A NOTE ABOUT FOLDERS: The folder system is new to Fire Pro menu
     ++ navigation. It works very much like a Windows or Mac window; simply
     ++ highlight any folder with a red triangle beside it and press O to
     ++ spill open its contents, or press X to select folder content.
    
    GROUP EDIT
    Groups (a.k.a. stables, factions) exist within organizations, allowing a
    group of wrestlers to create a team, much as they do in real-life.
    
    After you have entered Edit Mode and while browsing organizations, you can
    access each organization's individual groups by highlighting that
    organization and pressing O. This will spill open the organization window,
    showing you all of the groups within that organization.
    
    From there, scroll down and select a group, then press [] to bring up
    the following menu:
    
       1. Top (return to top of menu)
       2. Open/close all
       3. Create new:
             Organization
             Group
       4. Switch (reorder group within organization)
       5. Edit Name
       6. Change Attribute:
             Baby
             Neutral
             Heel
       7. Delete
    
    WRESTLER EDIT
    
     +====+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++====+
     +====+++++++ VERY IMPORTANT NOTE ABOUT WRESTLER CREATION!!! +++++++=====+
     +====+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++====+
     +                                                                       +
     +  Once you have selected a organization AND a group, ONLY THEN you     +
     +  are ready to create a custom wrestler! Note that all wrestlers       +
     +  MUST exist within either a new or preexisting group. If you create   +
     +  an entirely new organization (i.e. WWE), you MUST first create       +
     +  group within that organization (i.e. RAW, SmackDown!), THEN create   +
     +  your wrestler within their appropriate group. Please understand      +
     +  this before attempting to create your own wrestler!!!                +
     +                                                                       +
     +====++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=====+
     +====++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++=====+
    
    To begin creating a wrestler, highlight a group and press X to enter the
    group window. If default wrestlers are in this group, you will also
    be able to select and edit them from here (name and one appearance only).
    If this is a newly created group, you will only see one option in the
    window, "Create New", which will allow you to create a new wrestler for
    this faction.
    
     ++ NOTE: You CANNOT create a new wrestler by selecting an organization,
     ++ you MUST select a group within that organization. If you're trying to
     ++ create a new wrestler and are getting a "buzzing" sound instead, make
     ++ sure that you have selected an actual group, not just an organization.
    
    To create a new wrestler within a group with preexisting wrestlers,
    simply highlight any wrestler within that group, then press [] to bring
    up the following screen:
    
       1. Top (return to top of menu)
       2. NEW:
             Model Wrestler (start from an existing model)
             Default Wrestler (start from scratch)
       3. Switch (reorder selected wrestler within group)
       4. Transfer (change selected wrestler's group/organization)
       5. Edit Name
       6. Delete
    
    If you're creating a wrestler within an empty group, pressing X will
    bring you directly to the "Create New Wrestler" option. Obviously, not all
    of the options above are available if there is no existing wrestler to
    edit within the group.
    
    CREATING A NEW WRESTLER
    When you first create your wrestler, you will be presented with two
    options:
    
       1. Model Wrestler (start from an existing model)
       2. Default Wrestler (start from scratch)
    
    "Model Wrestler" allows you to choose one of the default or previously
    created wrestlers as a base for a new wrestler. This may be useful for
    making alternate versions of a wrestler under a different gimmick or
    style, or tag team members with similar attire.
    
    The Model Wrestler's name, appearance, statistical information under Skill
    Edit, moves, and CPU Logic will all be loaded. However, anything in Skill
    Edit that uses points (Special Skill, Body Part endurance, etc.) as well
    as the Parameter Edit (Attribute Points) will not be loaded, so you will
    have to manually fill those in.
    
    "Default Wrestler" will allow you to select the name for your wrestler,
    you can then alter his other features later.
    
    Here is an overview of the naming display:
    
    [Short Name][Long Name][Flip: On/Off][Separator Type][Nickname]
    
    Flip: Used to determine whether the Short Name or Long Name will come
    first, which is convenient for wrestlers whose first name contains more
    characters than their last.
    
    Separator: This determines what character will come in between the two
    names. There aren't enough spaces for many names when naming in English,
    so this is very useful. For example, if a wrestler's name is very long
    (i.e. Undertaker), you can enter it separately, then choose the last
    separator (none) to merge Short Name and Long Name together.
    
    Use L1 and R1 to advance through the various fields. Initially the
    "nickname" option is off-screen, until you toggle to it by pressing R1.
    
    Once you have assigned a name to your wrestler, press Start to complete
    the naming process. Here you will be presented with three options:
    
       Exit (confirm changes)
       Exit (cancel changes)
       Cancel (return to window)
    
    EDITING YOUR NEWLY CREATED WRESTLER
    After you've completed the naming process, your new wrestler will appear
    in his or her appropriate faction. From there, select the wrestler and
    press X to bring up the following options:
    
       +-----------------------------+
       |     WRESTLER EDIT MENU      | 
       |-----------------------------|
       | Name Edit                   |
       | Skill Edit                  |
       | Appearance Edit             |
       | Moveset Edit                |
       | Parameter Edit              |
       | CPU Logic Edit              |
       | Finisher Name               |
       | Profile                     |
       +-----------------------------+
    
    NAME EDIT
    Name your wrestler.
    
    SKILL EDIT
    Adjust your wrester's specific traits; his homeland, his date of birth,
    his special skills, etc.
    
    Class...............Heavy
                        Junior
    Height..............Unknown, 150-220cm
    Weight..............Unknown, 40-250kg
    Gender..............Male
                        Female
                        Male (?) (gender bender)
                        Female (?) (gender bender)
    Year of Birth.......Unknown, 1900-1999
    Month of Birth......01-12
    Day of Birth........01-31
    Country.............01 - Parts Unknown      21 - Switzerland
                        02 - Japan              22 - North Korea
                        03 - America            23 - South Korea
                        04 - Canada             24 - China
                        05 - Germany            25 - Mongolia
                        06 - Mexico             26 - Thailand
                        07 - England            27 - Australia
                        08 - France             28 - New Zealand
                        09 - Brazil             29 - Bulgaria
                        10 - Russia             30 - Botswana
                        11 - Puerto Rico        31 - South Africa
                        12 - India              32 - Tonga
                        13 - Sudan              33 - Ukraine
                        14 - Jordan             34 - Croatia
                        15 - Cuba               35 - Lithuania
                        16 - Finland            36 - Belarus
                        17 - Greece             37 - Tobago
                        18 - Holland            38 - Iran
                        19 - Italy              39 - Hero Star
                        20 - Spain              40 - Snake Island
    Wrestler Rank.......E (lowest) - S (highest)
    Charisma............E (lowest) - S (highest)
    Fight Style.........01 - Orthodox - typical professional wrestler
                        02 - Technician - good at technical skills;
                                small package, etc.
                        03 - Wrestling - amateur wrestler
                        04 - Ground - good at ground attacks, shooting, etc.
                        05 - Power - powerful; power bombs, side busters, etc.
                        06 - American - WWE main event style; combination of
                                Power, Heel, etc
                        07 - Junior - modern junior heavyweight
                        08 - Luchador - traditional lucha libre-style wrestler
                        09 - Heel - rough style; rulebreaker
                        10 - Mysterious - unorthodox technical style (Muta)
                        11 - Shooter - shoot-style wrestler, MMA
                        12 - Fighter - kickboxer, karate
                        13 - Grappler - judo, ju-jitsu, no-holds-barred style
                        14 - Panther - mix of martial arts and lucha libre
                                (Tiger Mask)
                        15 - Giant - giant wrestler, immovable (Andre, Baba)
                        16 - Vicious - strong style (Inoki aggressive style)
    
    Return Skill........01 - Orthodox
    (Defense)           02 - Technician
                        03 - Power
                        04 - American
                        05 - Junior
                        06 - Luchador
                        07 - Heel
                        08 - Mysterious
                        09 - All-Round (combination of Junior/Technician)
                        10 - Shooter
                        11 - Fighter
                        12 - Grappler
                        13 - Giant
                        14 - Vicious
    
    "CRITICAL!" Ability:
    
       1) Finisher................Cost: 0 Points
          (Only the move designated as Finisher can "Critical!")
    
       2) Striking................Cost: 20 Points
          (Powerful strikes can "Critical!")
    
       3) Suplex (throw)..........Cost: 20 Points
          (Back drops, front suplexes, etc. can "Critical!")
    
       4) Submission (joint)......Cost: 25 Points
          (Submissions, stretch holds can "Critical!")
    
       5) Power...................Cost: 30 Points
          (Power Bombs, etc. can "Critical!")
    
       6) Technical...............Cost: 30 Points
          (Huracanrana, Dragon Screw, etc. can "Critical!")
    
     ++ NOTE: Just because a wrestler is equipped with a certain "Critical!"
     ++ ability, that doesn't mean that EVERY one of those moves in his/her
     ++ repertoire can cause a "Critical!". For example, a wrestler with the
     ++ "Striking" ability can only "Critical!" his or her opponents with
     ++ striking moves that have the inherent potential to do so, not any
     ++ punch or kick.
    
    Special Skill:
    
       1 - None............................Cost:  0 Points
    
       2 - Stardom.........................Cost: 15 Points
       Description: Involved with crowd support and repeats popular moves.
       Requirement: Use a performance (taunt) when Stamina is at zero.
       Effect: The power of the following attack increases by 25%
    
       3 - Q. Return.......................Cost: 15 Points
       Description: Player may stand right up even after a major attack.
       Requirement: Remaining Stamina is at 5% to 20%, Spiritual Strength is
          above 60%.
       Effect: After an opponent's attack, you will stay on the ground 1/8 of
          the time you normally would.
    
       4 - Over Turn.......................Cost: 15 Points
       Description: Repeated reversals result in greater damage each time.
       Requirement: Remaining Stamina is below 10% and Spiritual Strength is
          above 30%.
       Effect: The rate of "Critical!"s is doubled.
    
       5 - Start Dash......................Cost: 15 Points
       Description: Able to end the match earlier than normal.
       Requirement: Remaining Stamina is above 70%.
       Effect: All attack parameters are increased by one point.
    
       6 - Guts............................Cost: 15 Points
       Description: Will not give up easily.
       Requirement: Stamina and Spiritual Strength are at 0%.
       Effect: Wrestler will give up to a submission hold at just 1/20th
          of the normal rate.
    
       7 - Strikeback......................Cost: 15 Points
       Description: Rejuvenates Stamina when opponent shows signs of fatigue.
       Requirement: Remaining Stamina is below 5%.
       Effect: Two points are added to all attack parameters.
    
       8 - Finish..........................Cost: 15 Points
       Description: Extremely effective finisher.
       Requirement: Use your Finisher the first or second time in a match.
       Effect: The offensive power of your Finisher is increased by 150%.
    
       9 - Blood...........................Cost: 15 Points
       Description: Bleeding increases spirit.
       Requirement: You are shedding blood.
       Effect: The offensive power of all moves are increased by 10%.
    
       10 - Hardcore.......................Cost: 15 Points
       Description: Weapon specialist.
       Effect: +3 to attack and defense parameters with weapons.
    
       11 - Focus..........................Cost: 15 Points
       Description: Attack resistance.
       Effect: Strike, submission, and technical critical rates are halved.
    
       12 - Adapt..........................Cost: 15 Points
       Description: Roll with big attacks.
       Effect: Suplex and power "Critical!" rates down by 75%.
    
       13 - Hardbody.......................Cost: 15 Points
       Description: Healthy/tough body.
       Effect: Harder to get a pin unless with 'big' moves.
    
    The following skills involve combinations of the above skills:
    
       14 - Superstar......................Cost: 25 Points
       Effect: "Stardom" + "One Hit Finisher".
    
       15 - Warrior........................Cost: 25 Points
       Description: Fast kill and quick stand.
       Effect: "Q. Return" + "Start Dash".
    
       16 - Second Wind....................Cost: 25 Points
       Effect: "Over Turn" + "Q. Return".
    
       17 - Rage...........................Cost: 25 Points
       Effect: "Strikeback" + "Q. Return".
    
       18 - Banish.........................Cost: 25 Points
       Description: Concentration in battle.
       Effect: "Over Turn" + "Focus".
    
       19 - Spirit.........................Cost: 35 Points
       Effect: "Stardom" + "Over Turn" + "Strikeback".
    
       20 - Monster........................Cost: 35 Points
       Effect: "Stardom" + "Finish" + "Adaptability".
    
       21 - Do or Die......................Cost: 35 Points
       Effect: "Over Turn" + "Guts" + "Strikeback".
    
       22 - Reborn.........................Cost: 35 Points
       Effect: "Guts" + "Focus" + "Hardbody".
    
    Recovery
    Recovery Power is the wrestler's overall physical stamina, or "life bar".
    It is a very important setting, obviously, though you can't really tell by
    the name. The higher this setting, the higher the wrestler's maximum
    stamina and the faster his stamina recharges when the wrestler isn't being
    attacked. By this reasoning, getting cut open early on can be very
    devastating to a wrestler who has higher normal Recovery power than he has
    bleeding Recovery power. His maximum stamina would take a rather large
    hit. +LV+
    
        1 - Slow..........................Cost:  0 Points
        2 - Medium........................Cost:  6 Points
        3 - Fast..........................Cost: 12 Points
    
    Recovery (When Bleeding):
    
        1 - Slow..........................Cost:  0 Points
        2 - Medium........................Cost:  3 Points
        3 - Fast..........................Cost:  6 Points
    
    Breathing
    Lower breathing makes a wrestler get tired faster. Each wrestler has an
    energy level, the maximum and regeneration rate of which is controlled by
    this statistic. Each attack you throw consumes some of your energy. Your
    movement speed will gradually drop as your energy level does. Breathing
    recharges this energy level; to my knowledge this is the only one of the
    three gauges you can manually recharge. +LV+
    
        1 - Below.........................Cost:  0 Points
        2 - Normal........................Cost:  6 Points
        3 - Good (Above)..................Cost: 12 Points
    
    Breathing (When Bleeding):
    
        1 - Below.........................Cost:  0 Points
        2 - Normal........................Cost:  3 Points
        3 - Good (Above)..................Cost:  6 Points
    
    Spirit (Willpower, Awareness)
    Spiritual Strength represents mental endurance - the higher it is, the
    longer it takes to "break" the wrestler and make him mentally give up the
    match, which results in either a pin or submission. This ability also
    helps offset the physical damage you take (Recovery) and the amount of
    fatigue you incur (Breathing) during the match. Spirit is also a factor in
    determining if your character hits a reversal.
    
    Stretch holds are the best way to damage Spirit. Heelish moves, such as
    the eye gouge and groin attacks, also tend to do large amounts of Spirit
    damage. +LV+
    
        1 - Poor..........................Cost:  0 Points
        2 - Medium........................Cost:  6 Points
        3 - Strong........................Cost: 12 Points
    
    Spirit (When Bleeding):
    
        1 - Poor..........................Cost:  0 Points
        2 - Medium........................Cost:  3 Points
        3 - Strong........................Cost:  6 Points
    
    Neck Endurance:
        1 - Low...........................Cost:  0 Points
        2 - Normal........................Cost:  2 Points
        3 - High..........................Cost:  5 Points
    
    Arm Endurance:
        1 - Low...........................Cost:  0 Points
        2 - Normal........................Cost:  2 Points
        3 - High..........................Cost:  5 Points
    
    Back Endurance:
        1 - Low...........................Cost:  0 Points
        2 - Normal........................Cost:  2 Points
        3 - High..........................Cost:  5 Points
    
    Leg Endurance:
        1 - Low...........................Cost:  0 Points
        2 - Normal........................Cost:  2 Points
        3 - High..........................Cost:  5 Points
    
    Movement Speed:
        1 - Slow..........................Cost:  0 Points
        2 - Medium Slow...................Cost:  2 Points
        3 - Medium........................Cost:  6 Points
        4 - Medium Fast...................Cost: 12 Points
        5 - Fast..........................Cost: 20 Points
    
    Up and Down Speed (climbing the ringpost):
        1 - Slow..........................Cost:  0 Points
        2 - Medium Slow...................Cost:  1 Points
        3 - Medium........................Cost:  2 Points
        4 - Medium Fast...................Cost:  3 Points
        5 - Fast..........................Cost:  4 Points
    
    Ascent Style (ability to climb top turnbuckle):
        1 - Disable.......................Cost:  0 Points
            (All climbing ability disabled)
        2 - Enable........................Cost:  2 Points
            (Normal climbing ability enabled)
        3 - Run...........................Cost:  4 Points
            (Normal climbing ability enabled, plus the ability to jump up
               by running toward the corner and holding the O button)
    
    Favorite Weapon...None
                      Chair
                      Table
                      Kendo Stick
                      Hammer (sledgehammer)
                      Bat
                      Barbed Wire Bat
                      Light Tube
    
    Theme Music (press O to preview):
    
         00 - Musashi-Hymn                  32 - Resolution
         01 - Power Storm                   33 - Phoenix
         02 - Victory Explosion             34 - Russian Cyclone
         03 - Kabukimono                    35 - Brothers
         04 - Miracle God                   36 - Wanderer
         05 - King's Road                   37 - Texas Ways
         06 - T                             38 - Shura no Michi
         07 - Emerald Wind                  39 - Golden Pride
         08 - Gou-Wan                       40 - Wrestling Wars
         09 - Texas Bull                    41 - Wild Jungles
         10 - Brave Heart                   42 - Tetujin
         11 - Heart Beat                    43 - Super Star
         12 - The Hero of Touhoku           44 - Dark Winners
         13 - Rough Way                     45 - Stormy Way
         14 - Speedy Submission             46 - Emperor
         15 - Challenger                    47 - The Boss
         16 - Funeral                       48 - Kick & Submit
         17 - Cool Violent                  49 - Fly Away
         18 - Hell's Messenger              50 - Free Wings
         19 - Stylish Daddy                 51 - American Spirits
         20 - Tiger's Roar                  52 - Tenchi Souzou
         21 - Monster March                 53 - Burning Spirits
         22 - Mysterious Dance              54 - Sajin
         23 - Green Fairy                   55 - Torimono
         24 - Against                       56 - Toughness
         25 - Kill                          57 - Lone Journey
         26 - Driving                       58 - Spark of Passion
         27 - Shinsekai Yori                59 - Carmen
         28 - Genius                        60 - The Battle
         29 - Black Break                   61 - Terror
         30 - Silver Knight
         31 - Tornado
    
    Voice 1/Voice 2 Kind: (Voice Category; Press O to preview)
         01 - Male 1
         02 - Male 2
         03 - Male 3
         04 - Male 4
         05 - Male 5
         06 - Male 6
         07 - Male 7
         08 - Male 8
         09 - Female 1
         10 - Female 2
         11 - Female 3
    
    Voice 1/Voice 2 Selection: (Voice Sample; Press O to preview)
         01-05: Male
         06-08: Male
         09-11: Female
        
    APPEARANCE EDIT
    "Layering" was first introduced in Fire Pro Z, and has been expanded upon
    in Fire Pro R with the all-new face/head layering option. Whereas previous
    versions of Fire Pro only allowed you to choose from a variety of premade
    heads (you could still recolor them), Fire Pro R allows you to layer masks
    and hairstyles to create just about anyone you can possibly imagine!
    
    From the Appearance Menu, you are presented with the following options,
    which will be described in detail below:
    
       Overall.......Choose from "custom" or 59 presets
       Stance........Choose your wrestler's stance
       Size..........Choose your wrestler's height and girth.
       Head..........Choose and adjust head/mask/hair design
       Chest.........Choose and adjust torso design
       Waist.........Choose and adjust abdomen design
       Upper Arm.....Choose and adjust upper arm design
       Lower Arm.....Choose and adjust lower arm design
       Thigh.........Choose and adjust thigh design
       Calf..........Choose and adjust calf design
       Feet..........Choose and adjust feet design
    
    OVERALL
    This allows you to choose from 59 "pre-built" wrestlers, good for using as
    a starting point (i.e. you want a wrestler with long pants, wrist bands
    and no shirt, load up preset #6 and go from there).
    
    Here's a list of the preset wrestlers:
    
       01-15 - Different Styles            36 - Zandig
               (Pro Wrestling, Amateur,    37 - Wifebeater
               MMA, Sumo, etc. to use      38 - Kendo Nagasaki
               as a base)                  39 - Koki Kitahara
       16 - Manami Toyota                  40 - Hisakatsu Ohya
       17 - Fumiko Hamada                  41 - Ricky Fuji
       18 - Dynamite Kansai                42 - Perro
       19 - Hiroyuki "Red Shoes" Unno      43 - Ted Dibiase
       20 - Umanosuke Ueda                 44 - Pentagon
       21 - Norio Honaga                   45 - Gerard Gordeau
       22 - Heat                           46 - Heath Herring
       23 - Ryusuke Taguchi                47 - Francisco Filho
       24 - Dick Murdoch                   48 - Mika Nishio
       25 - Mike Rotundo                   49 - HIKARU
       26 - Giant Kimala                   50 - Rico Constantino
       27 - MAZADA                         51 - Kagetora
       28 - Haruka Eigen                   52 - Rasse
       29 - Mighty Inoue                   53 - Muscle Sakai
       30 - Mitsuo Momota                  54 - Yusuke Inokuma
       31 - Satoru Asako                   55 - Futoshi Miwa
       32 - Tengu Kaiser                   56 - Yoshihiko
       33 - Hayate                         57 - Gronda
       34 - Stalker Ichikawa               58 - Akebono
       35 - Great Kojika                   59 - Taichi Ishikari
    
    STANCE
    Choose your wrestler's stance.
    
       01 - Strong
       02 - Technical
       03 - Aamateur
       04 - Power
       05 - Lucha
       06 - Shooting
       07 - Mysterious
       08 - Koppo
       09 - Kobudo (Old Budo)
       10 - Boxing
       11 - Mix Style
    
    SIZE
    Choose your wrestler's overall girth. New to the Fire Pro series is the
    ability to individually scale body parts.
    
       Base......Male Small
                 Male Medium
                 Male Large
                 Male Giant
                 Female
       Head......85%-120%
       Torso.....85%-120%
       Arm.......85%-120%
       Hands.....85%-130%
       Leg.......85%-120%
    
    HEAD/FACE
    Choose your wrestler's face, hair, facial hair and mask if applicable.
    Many of the faces belong to the in-game wrestlers, while the remaining
    ones are extras made for use in Edit Mode. With creative use of the all
    new face layering option combined with the right body parts and colors,
    you can create nearly any wrestler on the face of the planet!
    
       Base......Choose from 558 edit heads
       Layer 1...Choose from 138 hairstyles, masks and patterns
       Layer 2...Choose from 138 hairstyles, masks and patterns
    
    CHEST
    Choose the outfit for your wrestler's chest. You can use additional layers
    to create elaborate patterns and designs. Press O to toggle other
    selected layers on/off within the preview window.
    
       Base......Small
                 Medium
                 Large
                 Demi
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 23 torso garments and patterns
       Layer 2...Choose from 23 torso garments and patterns
       Layer 3...Choose from 23 torso garments and patterns
    
    WAIST
    This option selects the outfit not only for the upper tights area, but
    lower shirt and belt options as well. In other words, "waist" covers the
    entire area from the upper abdomen to the crotch. Press O to toggle other
    selected layers on/off within the preview window.
    
       Base......Small
                 Medium
                 Large
                 Demi
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 37 waist garments and patterns
       Layer 2...Choose from 37 waist garments and patterns
       Layer 3...Choose from 37 waist garments and patterns
    
    UPPER ARM
    Choose upper arm options such as arm bands, tattoos and ripped sleeves.
    Press O to toggle other selected layers on/off within the preview window.
    
       Base......Small
                 Medium
                 Large
                 Demi
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 17 upper arm garments and patterns
       Layer 2...Choose from 17 upper arm garments and patterns
    
    LOWER ARM
    Choose lower arm options here. Again, you can use layering to combine
    outfit options, such as elbow pads with wristbands. Press O to toggle
    other selected layers on/off within the preview window.
    
       Base......Small
                 Medium
                 Large
                 Demi
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 17 upper arm garments and patterns
       Layer 2...Choose from 17 upper arm garments and patterns
    
    HAND
    
       Bare hands
       MMA open palm glove
       Finger taping
       Boxing gloves
       MMA closed palm glove
       Women's gloves
       Bear gloves
       Meatball gloves
       Paws
    
    THIGH
    Here you can create elaborate patterns for your wrestler's tights. Press
    O to toggle other selected layers on/off within the preview window.
    
       Base......Small
                 Medium
                 Large
                 Demi
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 25 thigh garments and patterns
       Layer 2...Choose from 25 thigh garments and patterns
       Layer 3...Choose from 25 thigh garments and patterns
    
    CALF
    Press O to toggle other selected layers on/off within the preview window.
    
       Base......Male
                 Female
                 Builder
                 Bear
       Layer 1...Choose from 26 knee/calf garments and patterns
       Layer 2...Choose from 26 knee/calf garments and patterns
       Layer 3...Choose from 26 knee/calf garments and patterns
    
    FEET
    Choose from 13 foot and shoe options
    
    COLOR SELECTION MODE
    While highlighting any individual layer, press O to enter Color Selection
    Mode. The color boxes shown here represent the colors and shades of the
    wrestler's skintone, costume pieces, etc. Once you enter the color
    section, use L1/R1 or the D-Pad to navigate between color sets.
    
    While highlighting any individual color, press X to adjust the RGB values
    for that particular color. Pressing O while editing an individual color
    will reset that color to white (31/31/31).
    
    Press [] within Color Selection Mode to see the following options:
    
       1) Gradation Sample: Choose from several preset gradations.
       2) Gradation: Auto-adjust gradation balance to smooth the
             transition between colors..
       3) Color Sample: Choose from several individual color samples.
       4) Color Group: Choose from an existing color set for that edit.
     
    When you are finished with the entire color section, press the /\ button
    and select "OK" to return to the Appearance Menu.
    
    MOVESET EDIT
    Assign moves to a wrestler's arsenal. The list to the left is the list of
    moves, the display to the right is for previewing those moves. Press O
    to see your wrestler perform any selected move.
    
    *Moving and Zooming Preview*
    You can move your wrestler preview at this screen using the L Analog
    Stick. You can also zoom out with L1 and zoom in with R1.
    
    *Move Properties*
    The icons at the bottom of the screen are for editing move properties
    Press X while highlighting any move to change its properties:
    
    [Command | Voice | Special (blue "S")/Finisher (red "C") | Name of Move]
    
       Command: Controller input used to perform the move. This is the only
       option that cannot be changed.
    
       Voice: Assign Voice 1 or 2 to accompany the move.
    
       Specials and Finisher: The blue "S" represents a Special Move (you can
       have up to four of these), while the red "C" represents a Finisher
       (you can only have one of these). If you are unable to designate a move
       as a Special Move or Finisher, it means you have those properties
       assigned to another move. You must first unassign them from the other
       move to assign them to the new move.
    
    *Expanded Options*
    Press [] to reveal the following options:
    
       1. Top (return to top of menu)
       2. Open/close all
       3. Remove all assigned Specials/Finishers
       4. Switch between expanded movelist text display/move preview display
       5. Revert to previously selected move
    
    *Move Selection*
    Caps represent the various folders/move categories, while lower case
    represents the attack options within those categories.
    
       STANDING
         Standing [].............................Weak Strike
         Standing X............................Medium Strike
         Standing O + D-Pad.................Strong Strike #1
         Standing O.........................Strong Strike #2
         Standing [] + X....................Strong Strike #3
       RUNNING
         Running []........................Running Attack #1
         Running X.........................Running Attack #2
         Running O.........................Running Attack #3
         Counter []...........................Run Counter #1
         Counter X....................... ....Run Counter #2
         Counter O....................... ....Run Counter #3
       RUNNING TO CORNER
         Running to Corner O
       IRISH WHIPPED TOWARD OPPONENT IN CORNER
         Irish Whipped Toward Opponent in Corner
       CORNER-TO-CENTER ATTACK
         Corner-to-Center Attack
       RUNNING TO OUTSIDE THE RING
         Run to Outside O
       ROPE SLINGSHOT OUTSIDE THE RING
         Inside Apron O
       ROPE SLINGSHOT FROM APRON TO INSIDE OF RING
         Outside Apron O
       POST
         Post []..............................Post Attack #1
         Post X...............................Post Attack #2
         Post O...............................Post Attack #3
         Post [] + X..........................Post Attack #4
       DIVE FROM TOP OF CAGE
         Cage Dive
       FRONT GRAPPLE
         Grappling []........................Weak Grapple #1
         Grappling [] + Up...................Weak Grapple #2
         Grappling [] + Left/Right...........Weak Grapple #3
         Grappling [] + Down.................Weak Grapple #4
         Grappling X.......................Medium Grapple #1
         Grappling X + Up..................Medium Grapple #2
         Grappling X + Left/Right..........Medium Grapple #3
         Grappling X + Down................Medium Grapple #4
         Grappling O.......................Strong Grapple #1
         Grappling O + Up..................Strong Grapple #2
         Grappling O + Left/Right..........Strong Grapple #3
         Grappling O + Down................Strong Grapple #4
         Grappling [] + X..................Strong Grapple #5
       BACK GRAPPLE
         Back []...........................Weak Back Grapple
         Back X..........................Medium Back Grapple
         Back O.......................Strong Back Grapple #1
         Back O + Up/Down.............Strong Back Grapple #2
         Back O + Left/Right..........Strong Back Grapple #3
         Back [] + X..................Strong Back Grapple #4
       BACK COUNTER
         Back Defensive []...........Back Grapple Counter #1
         Back Defensive X............Back Grapple Counter #2
       OPPONENT DOWN - FACE UP, NEAR HEAD
         Opponent Down, Face Up, Head X.......Down Attack #1
         Opponent Down, Face Up, Head O.......Down Attack #2
       OPPONENT DOWN - FACE UP, NEAR LEGS
         Opponent Down, Face Up, Legs X.......Down Attack #3
         Opponent Down, Face Up, Legs O.......Down Attack #4
       OPPONENT DOWN - FACE DOWN, NEAR HEAD
         Opponent Down, Face Down, Head X.....Down Attack #5
         Opponent Down, Face Down, Head O.....Down Attack #6
       OPPONENT DOWN - FACE DOWN, NEAR LEGS
         Opponent Down, Face Down, Legs X.....Down Attack #7
         Opponent Down, Face Down, Legs O.....Down Attack #8
       RUNNING AT DOWNED OPPONENT
         Opponent Down, Running O
       CORNER GRAPPLE
         Corner Grapple O + Up.............Corner Grapple #1
         Corner Grapple O + Left/Right.....Corner Grapple #2
         Corner Grapple O + Down...........Corner Grapple #3
       DOUBLE TEAM - FRONT GRAPPLE
       TRIPLE TEAM - FRONT GRAPPLE
       DOUBLE TEAM - BACK GRAPPLE
       TRIPLE TEAM - FRONT GRAPPLE
       DOUBLE TEAM - CORNER GRAPPLE
       TRIPLE TEAM - FRONT GRAPPLE
       GUARD POSITION (MMA)
         Guard Position []..................Guard Attack #1
         Guard Position X...................Guard Attack #2
         Guard Position O...................Guard Attack #3
       GUARD POSITION COUNTER (MMA)
         Guard Position Counter
       MOUNT (FACELOCK) POSITION (MMA)
         Mount []................Mount (Facelock) Attack #1
         Mount X.................Mount (Facelock) Attack #2
         Mount O.................Mount (Facelock) Attack #3
       MOUNT (FACELOCK) COUNTER (MMA)
         Front Facelock Counter
       BACK MOUNT POSITION (MMA)
         Back Mount [].................Back Mount Attack #1
         Back Mount X..................Back Mount Attack #2
         Back Mount O..................Back Mount Attack #3
       BACK MOUNT POSITION COUNTER (MMA)
         Back Mount Counter
       RUN UP TURNBUCKLE REBOUND ATTACK
         Running Dive []
         Running Dive X
       INSIDE APRON GRAPPLE
         Inside Apron
       OUTSIDE APRON GRAPPLE
         Outside Apron
       FRONT AVALANCHE SETUP COUNTER
         Corner Counter [F]
       BACK AVALANCHE SETUP COUNTER
         Corner Counter [B]
       ENTRANCE RAMP PERFORMANCE
         Entry Performance
       TAUNT/PERFORMANCE
         Performance L Analog Stick-Left
         Performance L Analog Stick-Right
         Performance L Analog Stick-Up
         Performance L Analog Stick-Down
    
    PARAMETER EDIT (OFFENSIVE/DEFENSIVE ATTRIBUTES)
    Numerical settings for offensive and defensive abilities in the different
    areas. Use L1 and R1 to switch between the two categories. Press the D-Pad
    Left and Right to add and subtract points in the highlighted category.
    Pressing O highlights an entire column (offense/defense) so that you may
    add points to that column simultaneously (i.e. press Right to increase all
    offensive stats by one point). When you are finished, press /\ to exit. 
    
         ATTACK         DEFENSE
         ------         -------
         Punch          Punch
         Kick           Kick
         Throw          Throw
         Joint          Joint
         Stretch        Stretch
         Power          Flying
         Agility        Body
         Arm            Lariat
         Technical      Technical
         Rough          Rough
         MMA Overall    MMA Overall
         Entertain      Entertain
    
    PUNCH..........Offensive/defensive parameters for attacks involving
                      hand strikes (punches, slaps).
    
    KICK...........Offensive/defensive parameters for attacks involving
                      leg strikes (knee strikes, kicks).
    
    THROW..........Offensive/defensive parameters for attacks involving
                      suplexes and throws.
    
    JOINT..........Offensive/defensive parameters for attacks focusing
                      on the joints.
    
    STRETCH........Offensive/defensive parameters for attacks involving
                      pulling submissions.
    
    POWER..........Offensive parameter for power-based attacks.
    
    AGILITY........Offensive parameter for attacks using agilityr.
    
    ARM/LARIAT.....Offensive/defensive parameters for attacks using power
                      of the arm (lariat/clothesline attacks).
    
    FLYING.........Defensive parameter against aerial (high-flying) attacks
                      (moonsaults, planchas).
    
    BODY...........Defensive parameter against attacks where opponent's
                      full body weight is used.
    
    TECHNICAL......Offensive/defensive parameters for attacks involving
                      technical maneuvers (small package, etc.)
    
    ROUGH..........Offensive/defensive parameters for attacks involving
                      "roughhouse" tactics (headbutts, weapons)
    
    MMA OVERALL....Offensive/defensive parameters for MMA attacks
    
    ENTERTAIN......Offensive/defensive parameters for "entertainment" type
                      attacks (exotic dances, etc.)
    
     ++ NOTE: When creating pro wrestlers, it's important to keep their
     ++ overall status in mind. For example, main eventers' point totals
     ++ should be much higher than mid or undercarders, and their overall
     ++ point totals should reflect their in-ring success in worked matches
     ++ rather than their actual in-ring ability. In the case of some
     ++ promotions, a wrestler's status may reflect his or her actual in-ring
     ++ ability, but this is the exception, not the rule.
    
     ++ Most pre-made lower/mid-carders are assigned a total of around 110 to
     ++ 150 points, and it's recommended that you stay consistent with that
     ++ range when making these types of wrestlers. On the average, junior
     ++ wrestlers' point totals should be lower than their heavyweight
     ++ counterparts, as to reflect their perceived lack of success in a head
     ++ to-head confrontation. Shoot fighters' points should also be logically
     ++ assigned.
    
    CPU LOGIC
    CPU Logic determines a wrestler's tendencies by percentages when
    controlled by the computer. This is a popular feature used to create
    accurate edits for simulating dream matches and e-feds, and a defining
    aspect of the Fire Pro series. Not only can you create a wrestler with
    his or her own appearance and moveset, but their own basic match
    psychology as well.
    
    For serious Fire Pro enthusiasts, a great deal of time can be spent
    tweaking the options below. And although full comprehension of CPU Logic
    adjustment is by no means a prequisite to enjoying the game, it is
    recommended for those who want the full Fire Pro experience.
    
    Note that individual moves can actually be changed (but not previewed) in
    the "Name of Move" column.
    
    *Standing*                  Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Initiate Grapple                              <%>         <%>
    Stand Back (Stall)                            <%>         <%>
    Circle Opponent                               <%>         <%>
    Strike [] (Weak)            ---(move)---      <%>         <%>
    Strike X (Medium)           ---(move)---      <%>         <%>
    Strike O + D-Pad (Heavy)    ---(move)---      <%>         <%>
    Strike O (Heavy)            ---(move)---      <%>         <%>
    Strike [] + X (Heavy)       ---(move)---      <%>         <%>
     
    *Front Grapple*             Name of Move   Sml Dmg   Med Dmg   Lrg Dmg
                                ------------   -------   -------   -------
    Grapple []                  ---(move)---     <%>       <%>       <%>
    Grapple [] + Up             ---(move)---     <%>       <%>       <%>
    Grapple [] + Left/Right     ---(move)---     <%>       <%>       <%>
    Grapple [] + Down           ---(move)---     <%>       <%>       <%>
    Grapple X                   ---(move)---     <%>       <%>       <%>
    Grapple X + Up              ---(move)---     <%>       <%>       <%>
    Grapple X + Left/Right      ---(move)---     <%>       <%>       <%>
    Grapple X + Down            ---(move)---     <%>       <%>       <%>
    Grapple O                   ---(move)---     <%>       <%>       <%>
    Grapple O + Up              ---(move)---     <%>       <%>       <%>
    Grapple O + Left/Right      ---(move)---     <%>       <%>       <%>
    Grapple O + Down            ---(move)---     <%>       <%>       <%>
    Grapple [] + X              ---(move)---     <%>       <%>       <%>
    Grapple /\                   Irish Whip      <%>       <%>       <%>
    Grapple R1                  Front Facelock   <%>       <%>       <%>
     
    *Back Grapple*              Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Grapple []                  ---(move)---      <%>         <%>
    Grapple X                   ---(move)---      <%>         <%>
    Grapple O                   ---(move)---      <%>         <%>
    Grapple O + Up/Down         ---(move)---      <%>         <%>
    Grapple O + Left/Right      ---(move)---      <%>         <%>
    Grapple [] + X              ---(move)---      <%>         <%>
    Grapple /\                   Irish Whip       <%>         <%>
     
    *Opp. is Irish Whipped*     Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Running []                  ---(move)---      <%>         <%>
    Running X                   ---(move)---      <%>         <%>
    Running O                   ---(move)---      <%>         <%>
    Irish Whip Counter []       ---(move)---      <%>         <%>
    Irish Whip Counter X        ---(move)---      <%>         <%>
    Irish Whip Counter O        ---(move)---      <%>         <%>
    L1                        Irish Whip evade    <%>         <%>
    
    *Opp. Dazed in Corner*      Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Run to Corner O             ---(move)---      <%>         <%>
    Grappling O + Up            ---(move)---      <%>         <%>
    Grappling O + Left/Right    ---(move)---      <%>         <%>
    Grappling O + Down          ---(move)---      <%>         <%>
     
    *Opp. Down Near Corner*     Name of Move   Large Dmg   Near Death
                                ------------   ---------   ----------
    Do not ascend                                 <%>         <%>
    Post []                     ---(move)---      <%>         <%>
    Post X                      ---(move)---      <%>         <%>
    Post O                      ---(move)---      <%>         <%>
    Post [] + X                 ---(move)---      <%>         <%>
    Run Up Rebound Off Post X   ---(move)---      <%>         <%>
     
    *Opp. Down Near Center      Name of Move   Large Dmg   Near Death
       of Ring*                 ------------   ---------   ----------
    Normal Attack                                 <%>         <%>
    Running Attack While Down   ---(move)---      <%>         <%>
    Corner Diagonal Attack      ---(move)---      <%>         <%>
     
    *Opp. Down - Face Up*       Name of Move   Sml Dmg   Lrg Dmg   Near Death
                                ------------   -------   -------   ----------
    Pick Opponent Up                             <%>       <%>        <%>
    Roll Opponent Over                           <%>       <%>        <%>
    Standing at Head X          ---(move)---     <%>       <%>        <%>
    Standing at Feet X          ---(move)---     <%>       <%>        <%>
    Standing at Head O          ---(move)---     <%>       <%>        <%>
    Standing at Feet O          ---(move)---     <%>       <%>        <%>
     
    *Opp. Down - Face Down*     Name of Move   Sml Dmg   Lrg Dmg   Near Death
                                ------------   -------   -------   ----------
    Pick Opponent Up                             <%>       <%>        <%>
    Roll Opponent Over                           <%>       <%>        <%>
    Standing at Head X          ---(move)---     <%>       <%>        <%>
    Standing at Feet/Back X     ---(move)---     <%>       <%>        <%>
    Standing at Head O          ---(move)---     <%>       <%>        <%>
    Standing at Feet/Back O     ---(move)---     <%>       <%>        <%>
    
    *Opp. Standing Dazed        Name of Move   Large Dmg   Near Death
        near Corner*            ------------   ---------   ----------
    Normal Attack                                 <%>         <%>
    Post []                     ---(move)---      <%>         <%>
    Post X                      ---(move)---      <%>         <%>
    Post O                      ---(move)---      <%>         <%>
    Post [] + X                 ---(move)---      <%>         <%>
    Run Up Rebound Off Post []  ---(move)---      <%>         <%>
    Slingshot into Ring         ---(move)---      <%>         <%>
       from Apron O
     
    *Opp. Standing Dazed        Name of Move   Large Dmg   Near Death
        near Center of Ring*    ------------   ---------   ----------
    Normal Attack                                 <%>         <%>
    Running []                  ---(move)---      <%>         <%>
    Running X                   ---(move)---      <%>         <%>
    Running O                   ---(move)---      <%>         <%>
     
    *Opp. Standing Dazed        Name of Move   Sml Dmg   Lrg Dmg   Near Death
       (Strike)*                ------------   -------   -------   ----------
    Normal Attack                                <%>       <%>        <%>
    Rear Attack                                  <%>       <%>        <%>
    O + D-Pad                   ---(move)---     <%>       <%>        <%>
    O                           ---(move)---     <%>       <%>        <%>
    [] + X                      ---(move)---     <%>       <%>        <%>
     
    *Back Grapple Counter*       Name of Move     %
                                ------------     ---
    Back Grapple Counter []     ---(move)---     <%>
    Back Grapple Counter X      ---(move)---     <%>
    
    
    *Opp. Outside of Ring*      Name of Move      %
                                ------------     ---
    Return to center (Rest)                      <%>
    Follow Outside                               <%>
    Slingshot to Outside        ---(move)---     <%>
    Running Dive to Outside     ---(move)---     <%>
    Post []                     ---(move)---     <%>
    Post X                      ---(move)---     <%>
    Post O                      ---(move)---     <%>
    Post [] + X                 ---(move)---     <%>
     
    *Mount Position*            Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Mount []                    ---(move)---      <%>         <%>
    Mount X                     ---(move)---      <%>         <%>
    Mount O                     ---(move)---      <%>         <%>
     
    *Front Facelock Position*   Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Front Facelock []           ---(move)---      <%>         <%>
    Front Facelock X            ---(move)---      <%>         <%>
    Front Facelock O            ---(move)---      <%>         <%>
     
    *Back Mount Position*       Name of Move   Small Dmg   Large Dmg
                                ------------   ---------   ---------
    Back Mount []               ---(move)---      <%>         <%>
    Back Mount X                ---(move)---      <%>         <%>
    Back Mount O                ---(move)---      <%>         <%>
     
                                         Opponent Opponent Opponent On Top of
    *Taunt/Crowd Appeal*  Name of Move   Standing   Down   Outside  Turnbuckle
                          ------------   -------- -------- -------- ----------
    Do not taunt                           <%>       <%>     <%>       <%>
    L Analog Left         --(appeal)--     <%>       <%>     <%>       <%>
    L Analog Right        --(appeal)--     <%>       <%>     <%>       <%>
    L Analog Up           --(appeal)--     <%>       <%>     <%>       <%>
    L Analog Down         --(appeal)--     <%>       <%>     <%>       <%>
    
    *Ukemi*                     Name of Move   Sml Dmg   Med Dmg   Lrg Dmg
                                ------------   -------   -------   -------
    Do Not Continue                              <%>       <%>       <%>
    Continue                                     <%>       <%>       <%>
    
    *Priority Attacks*
    Priority is an all-new option to Fire Pro CPU Logic, and it basically
    denotes a set of moves a wrestler may attempt in sequence in order to
    finish a match. Note that you cannot preview these moves from here, so
    unless you know what they are by name, this may be confusing.
     
    *Priority 1*                Name of Move   Sml Dmg   Lrg Dmg
                                ------------   -------   -------
    Do Not Continue             ---(move)---     <%>       <%>
    Continue                    ---(move)---     <%>       <%>
    	 	 
    *Priority 2*                Name of Move   Sml Dmg   Lrg Dmg
                                ------------   -------   -------
    Do Not Continue             ---(move)---     <%>       <%>
    Continue                    ---(move)---     <%>       <%>
    
    *Priority 3*                Name of Move   Sml Dmg   Lrg Dmg
                                ------------   -------   -------
    Do Not Continue             ---(move)---     <%>       <%>
    Continue                    ---(move)---     <%>       <%>
    
    =Personality Traits=
    
     ++ NOTE: For some inexplicable reason, Spike decided to invert the
     ++ values for Personality Traits in FPR, so what was previously "Low"
     ++ is now "High", and vice versa. Add to this Agetec's own "Yes" or
     ++ "No" translation and you have one confusing scenario. For the sake
     ++ of reference, just remember that "Yes" = "Low" and "No" = "High".
     
    *Personal Traits (Entertainment)*
    A high percentage here represents the character's willingness and effort
    to put on an entertaining match for the fans, which sometimes means being
    on the receiving end of a beating. Low percentages result in wrestlers who
    act more like shootfighters, going for the win and nothing else.
    
    Wrestlers need a high entertainment percentage if they are supposed to be
    doing top rope moves and suicide dives. They tend to be very aggressive in
    their attacks, but as a result don't stop to rest as often. Lower
    percentages make the wrestler stick to mat wrestling and generally
    wrestle a "smarter" match. They don't take a lot of risks and don't attack
    as aggressively, but they do tend to last longer since they rest more.
    
    A character that is being made as a professional wrestler should NEVER
    have a low percentage here. The vast majority of all Spike-made wrestlers
    have between 0/100 and 30/70 on this percentage - this is the range all
    professional wrestler edits should fall in. In general, the lower you go
    below 30/70, the less enjoyable the character is to watch. +LV+
    
    *Discretion*
    This percentage controls how long a match lasts and how much of a priority
    the character places on winning. The lower this percentage is, the more
    your wrestler is concerned with inflicting damage on the opponent. The
    higher it is, the more he attempts to win. The majority of the Spike
    created pro wrestlers have 35/65 in this category, which is a good median
    between wanting to win and dealing damage to your opponent.
    
    Professional wrestlers CAN have low percentages here - many Spike-created
    heelish or wild wrestlers who care very little for the win/loss result of
    their match have a low percentage, around 80/20. Mr. Pogo and Mitsuhiro
    Matsunaga, both infamous for their disregard for their opponent's safety
    and of match results, have 0/100. +LV+
     
    *Flexibility*
    This percentage determines how much the character will stray from his own
    "game plan", or the logic settings you give him for his moves, in order to
    have a good match with his opponent. A character with 0/100 will change
    whatever is necessary in order to put on a good match, whereas a character
    with 100/0 will never go off the logic settings you have put in for him.
    
    Pro wrestlers are all over the board with this setting, but the majority
    are set high, between 0/100 and 20/80. Low flexibility is one of the
    defining characteristics of shootfighters and will make your edit act more
    shootish in general. A low setting here will typically result in inferior
    matches. +LV+
     
    *Cooperation*
    Used for tag matches. When this percentage is set higher, the wrestler is
    more likely to do double team moves and work with his or her partner.
    
    =Other Tendencies=
    
    *Outside Return Count*
    How long the wrestler will stay outside the ring before going back in.
     
    *Touchwork*
    How long before the wrestler will tag a partner in during a tag match
    (based on the amount of damage taken).
     
    *Weapons*
    How likely the wrestler will get and use weapons.
     
    *Second/Manager*
    Likelihood of a second (or manager) interfering during a match.
    
    FINISHER NAME
    Assign a name to your finisher. Note that choosing a new finisher in a
    wrestler's moveset will automatically delete whatever you may have entered
    here previously.
    
    PROFILE
    A small line of info about the wrestler. Use L1/R1 to toggle between the
    two available lines of type.
    
    ----------------
    --REFEREE EDIT--
    ----------------
    
    *Name Entry*
    Assign a name to your referee.
    
    *Skill Edit*
    
       Down Time...........Slow, Medium Slow, Medium, Medium Fast, Fast
       Fall Count..........Slow, Medium Slow, Medium, Medium Fast, Fast
       DQ Count............Slow, Medium Slow, Medium, Medium Fast, Fast
       Ringout Count.......Slow, Medium Slow, Medium, Medium Fast, Fast
       Move Speed..........Slow, Medium Slow, Medium, Medium Fast, Fast
       Run-in Check........Slow, Medium Slow, Medium, Medium Fast, Fast
       Involvement.........Slow, Medium Slow, Medium, Medium Fast, Fast
       Voice...............Male 1-4
                           Male 1-3
                           Female 1-3
    
    *Appearance Edit*
    See "Appearance Edit" under "Wrestler Edit."
    
    -------------
    --RING EDIT--
    -------------
    For the first time ever in a Fire Pro game, you can create and customize
    your very own wrestling ring! Select turnbuckle type, rope color, mat
    logo and more!
    
    *Moving/Zooming Preview*
    Move the L Analog Stick Up/Down to tilt the ring preview, and Left/Right
    to rotate. L1 zooms out, and R1 zooms in.
    
    *Ring Edit Options*
    
    1. Name Edit..........Enter the ring name
    2. Turnbuckle.........Cylinder
                          Triangle 1
                          Triangle 2
    3. Turnbuckle color...Turnbuckle 1/2/3/4
    4. Post color.........Post 1/2/3/4
    5. Rope color.........Top rope/middle rope/bottom rope
    6. Mat type...........Type A (standard)
                          Type B (two-tone, classic New Japan)
                          Type C (two-tone, classic All Japan)
    7. Apron color........Left apron
                          Right apron
    8. Logo...............Choose from any preexisting or custom logo design
    
    -------------
    --LOGO EDIT--
    -------------
    Create a logo to go with your custom organization or ring. You have a
    "paint box" type tool at your disposal, so if you have an artistic flair,
    let your imagination run wild! Logos may be exchanged between memory cards
    from the Save/Load menu. Specific commands as they pertain to Logo Edit
    Mode are described in the instruction manual.
    
    -------------
    --BELT EDIT--
    -------------
    Create unique championship belts and decide your champions. You may create
    a total of 8 different title belts.
    
    *Name Entry*
    To begin creating a belt, highlight any open slot and press X. This will
    bring up the naming screen.
    
    *Belt Creation*
    After you have assigned a name to your belt, you will be able to alter its
    design:
    
       Faceplate.............Choose from 10 different faceplates
       Faceplate color.......Color 1
                             Color 2
                             Color 3
       Faceplate highlight...None
                             Very Subtle
                             Somewhat Subtle
                             Subtle
                             Medium
                             Bright
                             Somewhat Bright
                             Very Bright
       Ornament..............Choose from 10 different side ornaments
       Ornament color........Color 1
                             Color 2
       Ornament highlight....None
                             Very Subtle
                             Somewhat Subtle
                             Subtle
                             Medium
                             Bright
                             Somewhat Bright
                             Very Bright
       Belt..................Choose from 10 different belt designs
       Belt color............Color 1
                             Color 2
       Belt highlight........None
                             Very Subtle
                             Somewhat Subtle
                             Subtle
                             Medium
                             Bright
                             Somewhat Bright
                             Very Bright
    -------------
    --TEAM EDIT--
    -------------
    Select an existing team to edit, or create your own custom team in one of
    the available slots. There are 64 team slots, the last 19 are empty.
    
    *Name Entry*
    Enter a name for your team.
    
    *Participant Select*
    Use D-Pad up/down to highlight one of the slots. Press X to choose a
    wrestler for that slot.
    
    =======================
    ==SECTION 08: OPTIONS==
    =======================
    
       SOUND...................Stereo/Mono
       Choose between stereo and monaural sound output.
    
       BGM Menu................Off-100%
       Adjust the background music that plays during the various menu screens.
    
       Theme Entrance BGM......Off-100%
       Adjust the background music that plays during the wrestlers' entrances.
    
       BGM Volume..............Off-100%
       Adjust the background music that plays during the match.
    
       Entrance Movie..........Off/On
       Turn entrance sequences off or on.
    
       Vibration...............Off/On
       Turn controller vibration off or on.
    
       Shortcut................Off/On
       Turn the R Analog Stick shortcut dial function off or on.
    
       Check Save Options......On/Off
       Turn the save prompt off or on.
    
       Demo Battle Settings....Off, 1-1 through 4-4
       ----------Vs------------
       This option allows you to choose the wrestlers who will be seen when
       intro/title screen is left running. Choose from 1-4 combatants on each
       side by entering them on the "Vs" line.
    
       Credits.................Watch the game credits.
    
    =====================
    SECTION 09: SAVE/LOAD
    =====================
    Manage the Fire Pro R data on your PS2 memory card. Fire Pro R uses a
    total of 917kb on your PS2 memory card.
    
    SAVE: Save your game settings to your memory card
    LOAD: Load your game settings from your memory card
    WRESTLER DATA COPY: Transfer wrestler edits from one card to another
    LOGO DATA COPY: Transfer logo edits from one card to another
    
    =========================================
    ==SECTION 10: MISCELLANEOUS INFORMATION==
    =========================================
    
    RANDOM SELECT
    There are two ways of having the CPU select a wrestler for you. At the
    Wrestler Select screen:
    
       1. Press Start.
       2. Press [], then choose the first option.
    
    Unlike the Random Select feature in many fighting games, this feature only
    highlights the wrestler without actually selecting them, so you are free
    to choose someone else, or use Random Select again.
    
    CLEAN PAUSE SCREEN
    During a match, pause the game then press [] + /\ to remove all text from
    the display.
    
    =======================
    ==SECTION 11: CREDITS==
    =======================
    As stated earlier, this document simply would not exist were it not for
    the contributions of numerous individuals within the Fire Pro community.
    In particular, the Icemaster (Frank Chan) deserves much of the credit for
    the impetus behind this guide. Many of the words herein are his, not mine.
    Thank you, whereever you may be!
    
    I need to give special thanks to Jason Blackhart and Dave Fairbairn, both
    of whom are blazing new trails when it comes to the understanding of the
    inner workings of the Fire Pro Wrestling. Thanks to these two, my
    knowledge (and since it is shared in this guide, your knowledge) about
    this fantastic series continues to grow by leaps and bounds.
    
    Also, special thanks to Muka, who was not only the source behind much of
    the early pre-release info concerning FPR, but a continual provider of
    knowledge regarding game conventions and options.
    
    Finally, a huge amount of thanks to Lord Vermin, who graciously took the
    time to contact me and give me permission to use his valuable information
    for this guide. Those detailed logic descriptions are his words, not mine,
    as I felt his explanations were flawless. The community as a whole owes
    you a lot for what you've given us over the years!
    
    Much credit, thanks and respect also go out to:
    
    Kilroy                       The Mysterious Kagura
    Jim Freeman                  Dan the Crippler
    higher power                 Monitor
    Orochi Geese                 MrMDK
    bobhoffnee                   cullen2k1
    Steviec2k3                   Metapod_3:16
    Carlzilla                    Joe Peace
    Jason Stoddard               thomazinger
    Spunk                        measuringstick
    Tigermuppetcut               Michael "Maikeru" Leal
    David Scruggs                Chris "Rah" Lee
    Melfina                      tromataker
    Cyd007                       Thane Stamatelos
    Edward Crouser               Eddie Lukin
    Don Polermo                  xiaNaix
    The Senator                  Tickkid
    ayakoholic                   chrispus
    Nadareshiki-Shiranui         MaDHat
    LandoRigs                    misterbiceps
    Arabomb                      LordAlucard5
    M.J. Wright                  Byght
    liquidalex                   rocknroll1
    Travazz                      CAW Evoluiton
    Jizames
    
    E-mail me with a correction/addition and you will be credited.
    
    Fire Pro Wrestling Returns General FAQ and Translation Guide v1.8(u)
    Based on the original Fire Pro D Guide written by Frank James Chan
    (c)2007 Bill Wood. All Rights Reserved.

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