W.W.F.EUROPEAN RAMPAGE DOCS ------------------------------------------------------------------------- THE WWF COMES TO EUROPE ----------------------- YOUR TAG TEAM MUST VISIT VARIOUS EUROPEAN CITIES AND DEFEAT ALL OPPOSING TEAMS TO WIN THE EUROPEAN RAMPAGE TOUR. YOU WILL THEN BE CONSIDERED GOOD ENOUGH TO TAKE ON THE LEGION OF DOOM. FOR THE COVETED `TAG TEAM CHAMPIONSHIP`. ON THE TOUR YOU WILL COMPETE AGAINST THE FOLLOWING WWF TAG TEAMS... MONEY INC; MILLION $ MAN/TED DIBIASE/IRWIN R SCHYSTER THE NASTY BOYS; SAGS AND NOBBS NATURAL DIASTERS; EARTHQUAKE AND TYPHOON IF YOU CAN FIGHT YOUR WAY TO THE FINAL COMPETITION,YOU WILL FACE. LEGION OF DOOM; FEATURING `ANIMAL AND HAWK`. ------------------------------------------------------ STARTING THE GAME ----------------- WHEN THE GAME HAS LOADED,THERE WILL BE A SHORT PRESENTATION SEQUENCE.AFTER THIS YOU MAY SELECT ANY OF THE THREE SCENARIOS OR CHANGE THE CONTROL OPTIONS. SCENARIO OPTIONS ---------------- 1) 1 PLAYER TAG TEAM COMPETITION 2) 2 PLAYER TAG TEAM COMPETITION 3) 2 PLAYER PRACTISE MATCH WHEN YOU CHOOSE SCENARIO,YOU MUST SELECT YUR TEAM TALENT. HIGHLIGHT THE REQUIRED TALENT AND PRESS `FIRE`. IF YOU HAVE CHOSEN A TAG TEAM COMPETITION,YOU MUST SELECT 2 TALENTS. IF YOU HAVE CHOSEN A PRACTISE MATCH,YOU WILL MOVE DIRECTLY TO THE RING. ------------------------------------------------------ THE COMPETITION --------------- SEAN MOONEY WILL INTRODUCE YOU TO THE FIRST OPPONENTS. THE VENUE IS `LONDON,ENGLAND` IF YOU SUCCESSFULLY DEFEAT ALL THE OPPOSING TAG TEAMS AT EACH VENUE,YOU WILL BE ABLE TO CHALLENGE THE LEGION OF DOOM,FOR THE WWF TAG TEAM CHALLENGE BELT. THIS MATCH WILL BE HELD AT `MADISON SQUARE GARDEN,NEW YORK`. ON SCREEN DISPLAYS ------------------ BOTTOM LEFT CORNER PLAYER 1 STRENGTH BOTTOM RIGHT CORNER PLAYER 2 STRENGTH NEXT ALONG FROM BOTTOM RIGHT COUNT DOWN CENTRE BOTTOM RIGHT PINNED COUNT NEXT ALONG FROM CENTRE COUNT-OUT THE STRENGTH BAR RELATES TO YOUR CURRENT PLAYER,WHEN YOUR SUPERSTAR TAGS,THE STRENGTH BAR WILL CHANGE TO THAT OF YOUR PARTNER.AS THE STRENGTH BAR DECREASES,THE SUPERSTAR WILL FIND IT HARDER TO RECOVER FROM BEING WINDED AND WILL AHVE INCREASING DIFFICULTY IN GETTING BACK UP FROM THE FLOOR. WHENEVER A SUPERSTAR IS INACTIVE,HE WILL SLOWLY REGAIN HIS STRENGTH. YOUR SUPERSTAR MAY BE HURT IN VARIOUS WAYS.FOR EXAMPLE... RECEIVING A BLOW / BEING KNOCKED DOWN / RUNNING INTO TURNBUCKLES /ECT THE TIMERS WILL APPEAR AT THE TOP OF THE SCREEN ONLY WHEN ACTIVE. THE COUNT OUT TIMER STARTS WHEN A SUPERSTAR LEAVES THE RING. IF THE COUNT REACHES 10, THE TEAM CONCERNED IS DISQUALIFIED. THE PINNED COUNT STARTS WHENEVER A SUPERSTAR IS PINNED. IF THE COUNT REACHES THREE, THE MATCH ENDS ENDS AND THE PINNING TEAM WINS. NOTE: IF A SIDE IS COUNTED OUT BECAUSE IT HAS LEFT THE RING,THE MATCH WILL NOT END UNTIL THE OTHER TEAM IS INSIDE THE RING,IT IS THEREFORE,POSSIBLE FOR BOTH TEAMS TO BE DISQUALIFIED.. IN THIS EVENT THERE WILL BE A RE-MATCH. ------------------------------------------------------ HOW TO CONTROL YOUR SUPERSTAR. ------------------------------ YOUR WWF SUPERSTAR MAY BE CONTROLLED BY JOYSTICK OR KEYBOARD. THE DEFAULT CONTROLS ARE AS FOLLOWS... PLAYER 1 PLAYER 2 -------------------------------------------------------------------- ACTION AMIGA/ST PC AMIGA/ST PC -------------------------------------------------------------------- UP UP ARROW Q JOYSTICK ONLY UP ARROW DOWN DOWN ARROW A ............. DOWN ARROW LEFT LEFT ARROW O ............. LEFT ARROW RIGHT RIGHT ARROW P ............. RIGHT ARROW FIRE RIGHT SHIFT SPACE FIREBUTTON KEYPAD ENTER -------------------------------------------------------------------- NOTE: PLAYER 2 MAY BE CONTROLLED BY A JOYSTICK IN THE SECOND PORT, USE THE START OF THE GAME OPTIONS TO SELECT THIS. YOUR WWF SUPERSTARS CAN PEFORM THE FOLLOWING MOVES... WALKING - LEFT OR RIGHT,IF YOU CHANGE DIRECTION WHILE WALKING,YOUR SUPERSTAR WILL TURN AROUND. RUNNING - DOUBLE TAP YOUR JOYSTICK OR DIRECTION KEY IN THE CURRENT WALKING DIRECTION AND YOUR SS WILL START TO RUN.HE WILL KEEP RUNNING UNTIL YOU RELEASE YOUR JOYSTICK OR DIRECTION KEY. YOUR OPPONENT WILL BE KNOCKED DOWN IF YOU COLLIDE WITH THEM. IF YOUR SS RUNS INTO THE ROPES,HE WILL KEEP RUNNING AND BOUNCING OFF THE ROPES ON EITHER SIDE OF THE RING. A QUICK CHANGE OF DIRECTION ON THE JOYSTICK OR DIRECTION KEY AND HE WILL CONTINUE TO RUN IN THIS NEW DIRECTION. RUNNING ROLL - PUSH UP AND FIRE ON THE JSTICK OR DIR KEY WHILE RUNNING AND YOUR SS WILL EXECUTE A RUNNING ROLL, IF YOU HIT AN OPPONENT DURING THIS MANOEUVRE,YOU WILL KNOCK HIM DOWN. FLYING KICK - PUSH UP AND FIRE ON THE JSTICK OR DIR KEY WHILE RUNNING AND YOUR SS WILL ATTEMPT A FLYING KICK. YOU MAY ALSO TRY THIS MOVE IF YOUR SS IS STANDING ON TOP OF A CORNERPOST- PUSH THE JSTICK OR DIR KEY TOWARD THE CENTRE OF THE RING. RUNNING DIVE - WHILE RUNNING,PUSH UP ON THE JSTICK OR DIR KEY FOR A RUNNING DIVE. CLIMBING A POST - IF YOUR SS IS STANDING IN A CORNER OF THE RING,PUSH THE JSTICK OR DIR KEY TOWARD THE POST AND HE WILL CLIMB UP IT. DIVE (WHEN ON TOP OF POST) - YOU CAN ATTACK AN OPPONENT FROM THIS STANDING POSITION WHEN ON TOP OF THE POST BY PUSHING UP ON THE JSTICK OR DIR KEY. JUMP DOWN - PUSH DOWN ON THE JSTICK OR DIR KEY AND YOUR SS WILL JUMP DOWN FROM THE CORNER POST. OUT OF THE RING - IF YU WISH TO LEAVE THE RING, MOVE TO THE ROPES AND PUSH AGAINST THEM, AFTER A SHORT DELAY,YOUR SS WILL JUMP THROUGH THE ROPES AND LAND OUTSIDE THE RING. YOU MAY, HOWEVER, BE THROWN FROM OR ROLL OUT OF THE RING. PUSH TOWARD THE RING WITH THE JSTICK OR DIR KEY AND YOUR SS WILL CLIMB BACK IN. IF YOU FAIL TO MAKE IT BACK INTO THE RING BEFORE THE COUNT REACHES 10, YOUR SS WILL BE DISAQUALIFIED AND HE FORFEITS THE MATCH TO HIS OPPONENT. THE FOLLOWING THREE MOVES ARE EACH PEFORMED BY PRESSING FIRE. HOWEVER, THE DISTANCE BETWEEN YOUR SS AND HIS OPPONENT WILL DICTATE WHICH MOVE IS EXECUTED. STANDING SLAP - LONG RANGE STANDING KICK - MEDIUM RANGE STANDING ELBOW - CLOSE RANGE CLOTHES LINE - TO PERFORM THIS DEFENSIVE MOVE,PRESS FIRE AS YOUR OPPONENT IS RUNNING PAST,IF YOU TIME IT CORRECTLY,HE WILL FALL FLAT ON HIS BACK. COVER-HEAD - WHEN AN OPPONENT IS RUNNING AT YOU PRESS FIRE AND YOUR SS WILL BEND OVER AND COVER HIS HEAD WITH HIS ARMS. IF THE OPPONENT THEN COLLIDES WITH YOU AND YOUR SS IS STRONG ENOUGH,HE WILL THROW THE OPPONENT UP AND OVER HIS HEAD. DROP-KICK - IF YOU PRES FIRE WHILE YOUR OPPONENT IS RUNNING AT YOU,AND HE IS NOT CLOSE ENOUGH FOR YOUR SS TO TRY A COVER-HEAD, HE WILL ATTEMPT A DROP KICK. IF THE KICK FAILS TO CONNECT OR THE COVER-HEAD IS UNSUCESSFUL YOUR SS MAY BE HURT. STOMP - PRESS FIRE WHEN YOUR OPPONENT IS LYING ON THE GROUND IN FRONT OF YOU AND YOUR SS WILL STOMP HIM! ELBOWDROP - PRESS FIRE WHEN YOUR OPPONENT IS LYING ON THE GROUND BEHIND YOU AND YOUR SS WILL DROP ONTO HIM AND HIT HIM WITH AN ELBOW. PIN - THIS MOVE WILL ONLY OPERATE IF YOUR OPPONENT IS LYING ON THE GROUND, PRESS FIRE WHILE YOUR SS IS STANDING NEAR THE MIDDLE OF YOUR OPPONENTS BODY. IF YOU ARE BEING PINNED,RAPIDLY PRESSING FIRE WILL HELP FORCE YOUR OPPONENT OFF. HOWEVER, IF A PIN LASTS FOR A COUNT OF 3, THE MATCH IS OVER AND THE PINNING SS`S TEAM IS DECLARED THE WINNER. PICK-UP - IF YOUR SS IS STRONG ENOUGH HE CAN PICK UP A WINDED OPPONENT. PRESS FIRE WHILE STANDING NEAR HIM. IF YOUR SS HAS BEEN PICKED UP BY AN OPPONENT,QUICKLY MOVE YOUR JSTICK OR DIR KEYS FROM LEFT TO RIGHT AND HE MAY BE ABLE TO STRUGGLE FREE. THROW - IF YOUR SS IS HOLDING AN OPPONENT ABOVE HIS HEAD,HE CAN THROW HIM TO THE GROUND BY PUSHING LEFT,RIGHT OR UP ON THE JSTICK OR DIR KEYS. KNEE SLAM - PUSH/PULL DOWN ON THE JSTICK OR DIR KEY WHILE YOUR SS IS HOLDING AN OPPONENT ABOVE HIS HEAD AND HE WILL EXECUTE A KNEE SLAM. STANDING - IF YOUR SS IS LYING ON THE GROUND,PRESS FIRE AND HE WILL STAND UP. ROLLING - WHILE YOUR SS IS LYING ON THE GROUND,PUSH UP OR DOWN ON THE JSTICK OR DIR KEYS AND HE WILL ROLL IN EITHER DIRECTION. NOTE: IF YOUR SS IS INJURED,HE MAY NOT RESPOND TO ANY ATTEMPTED MOVES UNTIL HE HAS REGAINED SUFFICIENT STRENGTH. ARMLOCK - WHEN YOUR SS IS CLOSE TO AN OPPONENT,THEY MAY LOCK ARMS, YOU MUST REACT QUICKLY TO GAIN AN ADVANTAGE.PRESSING FIRE RAPIDLY TO BUILD UP YOUR STRENGTH.IF YOU ARE STRONG ENOUGH TO WIN THE ARMLOCK,YOUR OPPONENT WILL BE FORCED INTO ONE OF THE FOLLOWING MOVES... HEADLOCK - YOUR SS HAS HIS OPPONENTS HEAD IN AN ARMLOCK.IF HE IS ABLE TO QUICKLY BUILD UP ENOUGH STRENGTH,HE WILL THROW THE OPPONENT TO THE FLOOR.IF HE FAILS THE OPPONENT WILL BE ABLE TO LIFT YOUR SS ABOVE HIS HEAD. ARMTWIST - YOU HAVE YOUR OPPONENT IN AN ARM TWIST, QUICKLY BUILD UP YOUR STRENGTH AND YOUR SS MAY FORCE THE OPPONENT TO HIS KNEES. IF YOU FAIL YOUR OPPONENT WILL BREAK FREE AND LASH OUT WITH A KICK. ------------------------------------------------------ WHEN THERE IS NO OUTRIGHT WINNER OF AN ARMLOCK,THE STRONGER OF THE 2 OPPOSING SS`S WILL EVENTUALLY SLAM HIS OPPONENTS HEAD INTO HIS KNEE. TAG - MOVE ALONGSIDE YOUR PARTNER AND PRESS FIRE AND YOU WILL SLAP HIS HAND AND EXCHANGE PLACES. IF YOU ARE PLAYING A 1 PLAYER GAME, PLAYER 2 WILL NOW HAVE CONTROL. IF YOU ARE PLAYING A 2 PLAYER GAME, PLAYER 2 WILL NOW HAVE CONTROL. NOTE: THE STRENGTH BAR AT THE BOTTOM OF THE SCREEN WILL SHOW WHICH SS IS CURRENTLY ACTIVE. ------------------------------------------------------ HINTS AND TIPS -------------- TRY TO FORCE YOUR OPPONENT OUT OF THE RING. THROWS TO THE FLOOR WILL HURT MORE THAN THROWS INSIDE THE RING. DO YOUR BEST TO STOP YOUR OPPONENT FROM TAGGING HIS PARTNER. TRY TO KEEP HIM IN YOUR HALF OF THE RING. KEEP AN EYE ON YOUR STRENGTH BAR. IF YOUR STRENGTH IS LOW,TRY TO TAG YOUR PARTNER SO THAT YOUR INACTIVE SS CAN RECOVER.