Showing posts with label wrestling. Show all posts
Showing posts with label wrestling. Show all posts

Friday, 11 September 2026

Hammerlock Wrestling (SNES)


 Also known as Tenryu Genichiro no Puroresu Revolution (which was also a tie-in with the excellently named 90s promotion WAR: Wrestle And Romance), Hammerlock Wrestling is a game I vaguely remember trying out back in the ancient days of DreamSNES. Something about it just caused me to bounce off of it (something I've identified and will get into later), but its unusual and very effective presentation did stick with me, so I went back to it decades later.

 



The thing that really stands out about Hammerlock when you start playing a match is that the screen is split into three horizontal areas: the middle shows the arena, and the little sprites of the wrestlers and referee inhabiting it, and the top and bottom areas showing big close-ups of each wrestlers. As the action gets underway and the actual match gets going, the middle part will sometimes be moved to the top or bottom, to allow for a big version of a move that's taking place in-ring, filling two thirds of the entire screen. It's a display of spectacle befitting pro wrestling! 

 


Even more impressive is that while you might expect the individual wrestlers to be represented in the larger scale animations by generic pugilists, but no: the entire roster of twelve wrestlers each has unique sprites at both sizes! Very impressive for a cartridge game released in 1994! In fact, this is generally a game that could only have been released at this time: eight-bit consoles would have a hard time with the three-way split-screen, never mind the huge animations, while this whole approach would have been pointless on more powerful consoles that could push polygons, and with them, offer moving cameras.

 


What's also interesting about the roster is that while it's mostly made up of the regular faces you expect from Japanese wrestling games of this era: copyright-friendly versions of Hulk Hogan, Big Van Vader, The Great Muta, and so on, a lot of them have been changed more than they usually are. Hogan's stand-in Sam Warhammer, for example, looks more like a red-bearded viking than an orange-skinned surfer guy. Also, it's a little unusual that there's no fake Jushin Liger in there, but there is a fake Lex Luger. And only one fake Road Warrior.

 


So, that thing that turned me away from the game in my teenage years? Well, like a lot of the better wrestling games, it attempts a Fire Pro-like timing-based system, but the problem is that it's not really clear exactly when you're supposed to make the input to successfully perform moves when going into a lock-up. I've somehow mangaed to win a few matches, though I can't do it consistently, and it seems like when I think I've figured out the timing, the next match begins and I'm getting it wrong every time once again. I'm not sure if it's a flaw in the design, its implementation, or (most likely) my playing, but it's frustrating.

 


Hammerlock Wrestling (or Genichiro Tenryu no Puroresu Revolution) is obviously a high-quality game, and I really wish I could figure out what it is that's stopping me from consistently pulling off moves successfully. As it is, though, I definitely think it's worth a try, at least, just to see a game with such an ambitious presentation. It really feels like that even though it was developed as a tie-in to an independent promotion, the developers wanted to make a game that stood out, looking bigger and more spectacular than the games put out by the likes of New Japan and WWF.

Saturday, 9 August 2025

Saikyou! Takada Nobuhiko (SNES)


 The early-mid nineties were a time of great experimentation in the world of professional wrestling, both in terms of presentational style and in terms of the actual way wrestling was done. I think to most western fans, the most famous part of this experimentation is from the hardcore style as seen in ECW, FMW and Big Japan, that would eventually go on to be copied (in a watered-down form) by WWE for their massively popular attitude era. But there were other innovations taking place at that time, including in a Japanese promotion called UWFi, where an almost opposite approach was being taken.

 


UWFi took note of the rising popularity of kickboxing, mixed martial arts, and other legitimate combat sports, and sought to create a wrestling style that emulated them, and it's this style upon which Saikyou: Takada Nobuhiko is based. (It also takes the very early nineties approach of only featuring one real wrestler, fighting renamed unlicensed versions of other wrestlers.) Thie results in a game that plays very differently to any other, not least because the UWFi used a completely different ruleset than that seen in mainstream wrestling promotions. Furthermore, the action takes place on a single plane, like a contemporaneous fighting game (but in keeping with the shoot style, there's no jumping and not really any special moves).

 


There are a few rulesets in the game, but the main (and most interesting) one is the main ruleset used by UWFi. Matches have a thirty minute time limit, and wrestlers also start each match with fifteen points each. One point is lost when a wrestler is suplexed, or when they escape a submission hold by grabbing the ropes. Three points are lost if a wrestler is down on the floor long enough for the referee to start the ten count. If a wrestler submits to a hold, fails to answer a ten count, or if they're reduced to zero points, they lose the match. In game terms, the wrestlers have two health bars in addition to the fifteen points. 

 


One of the bars regenerates quickly, and when it's depleted, the wrestler goes down and loses three points, while the player has to hammer their controller buttons to try and get back up before the referee counts to ten. The other bar regenerates very slowly, but it only goes down while a wrestler is in a submission hold. When it runs out, they tap and immediately lose the match. Also, while in a submission hold, both wrestlers' players can use the shoulder buttons to edge closer to the ropes or to the centre of the ring.

 


I wouldn't say this is a fun game exactly, and I'm pretty sure I won't be going back to it after this review. But I am always interested in videogames that have people fighting or engaging in combat sports with rules and win conditions that aren't just the typical fighting game knockouts or standard pro-wrestling rules. So I do recommend playing it at least a couple of times to experience that, and maybe it'll click better for you than it did for me. But that's my opinion on it really: not a game I loved, but a game that's interesting and worthy of attention. Also, I hope I wasn't embarassingly incorrect on all the wrestling history back at the start of the review, this kind of shoot style-stuff is a little outside my normal circle of interest. (A little extra note: though I don't often reply to comments on this blog, I do read and appreciate them all.)

Saturday, 6 January 2024

Gensokyo Pro Wrestling Muscle Tag Match (PC)


 In the early 00s, there was a craze among doujin game developers to remake aracde and Famicom games from the eighties, but reskin them with the settings and characters of the various visual novels and slice of life manga that were popular at the time: To Heart, Azumanga Daioh, Clannad, and so on. A few years later, that trend was replaced with a slightly different one that still doesn't seem to have gone away even now: remaking arcade and Famicom games from the eighties, but reskinning them with the setting and characters from the Touhou series of shooting games. This is one such example, remaking Kinnikuman Muscle Tag Match (also known as Tag Team Match: M.U.S.C.L.E, because Americans in the eighties and nineties were just addicted to pointlessly rebranding Japanese properties).

 


I assume the developers of this game must have had some strong nostalgia for their source material, as it's a terrible game. Awkward, fiddly, and buggy to the point of being close to non-functioning. This remake is at least better than it in the respect that it does actually work properly, and it's also a lot more colourful and has much bigger sprites than its inspiration. It still suffers from its biggest problem, though, which is unavoidable as its a fundamental one: this is a wrestling game with barely any wrestling in it.

 


You pick two characters to form your tag team, and you'll fight other teams in the ring. Fighting mainly consists of just walking up to your opponent and punching them, or bouncing off the ropes for a flying punch. If you manage to get behind your opponent and press the attack button, you'll do a German suplex, and there seems to be some way for performing a running neckbreaker, though there's a chance that it just happens randomly. Occasionally, a glowing orb will enter the ring, and collecting it temporarily increases your attack power, and your movement and recovery speeds. Also, when you're powered up, you'll sometimes do a huge dramatic finishing move that summons portraits of other characters looking on in awe and instantly wins the round. But like the neckbreaker, this seems to be a random occurance.

 


There's not much more to say about this game. It's a slightly improved remake of a terrible game, and neither are really worth your time. I don't think there's anyone out there who's attempting to play every Touhou fangame in existence, but such a person is really the only one who should bother with this. Or someone seeking out obscure games to review, I guess. It's not painful to play or anything, and I did once play it for almost half an hour before getting bored of it. But still: don't even waste the time it would take to track a copy down, let alone the time you'd spend playing it.

Friday, 28 April 2023

Fire Pro Wrestling Gaiden: Burning Tornado (Saturn)


 So, you probably already know about Fire Pro Wrestling, the best series of wrestling videogames that there's ever been, right? Well, in 1994, Human, the then-makers of the series, released a wrestling game to arcades entitled Burning Tornado. Fire Pro Wrestling Gaiden: Burning Tornado released for Saturn a year later isn't a simple port, however, but a game that takes elements from the main series and from the arcade game to create a satisfying middle ground between the two.

 


The problem with the original arcade version of Burning Tornado was that it eschewed the Fire Pro series' trademark timing and skill-based playstyle in favour of a system that relied on hammering the attack buttons as fast as possible, as was the style of various arcade wrestling games that preceded it. The Saturn game brings back the Fire Pro style, with a few little changes to make for a faster, more arcadey experience than the main series' simulation style. And from this point on, you can assume that I'm only going to be talking about the Saturn game, not the arcade one.

 


In case you don't know how Fire Pro plays, the basics go thusly: when wrestlers walk into each other, they go into a lock up animation, and to perform a wrestling move, you press a direction and a button on the final frame of this animation. Furthermore, there's a few (typically three) different strengths of moves, and you have to wear your opponent down with weaker moves before moving up to the bigger, flashier attacks, lest you get countered like a fool. Blazing Tornado changes it up through simplification: there's only two strengths of move, and there's a health bar. You know you can start using your more powerful moves when you've got your opponent down to half health. You can win by pinfall or submission when your opponent's health is completely depleted.

 


With this mechanical simplification in mind, along with the drastically shrunken roster of characters, does Blazing Tornado have anything to offer fans of the main Fire Pro series? Yes! The smaller roster of characters means that instead of being constructed from parts in the series' trademark editor, they're all fully drawn sprites with bespoke animations and a ton of personality. There's actually a fair bit of variety in the tiny roster, too. There's a ruebenesque american wrestler, who's trademark move is repeatedly licking his opponent until they submit, but he's also a devout christian who prays for his post-match taunt. There's also a kung fu guy with very few actual throws, a couple of luchadors who differentiate from each other by working in rudo and technico styles respectively, and an androgynous bishonen from Sweden.

 


If you're a fan of wrestling in general and/or the Fire Pro games in particular, I think Blazing Tornado is definitely a worthwhile game to track down. It's got the satisfying gameplay of the Fire Pro games, with the big flashy presentation you might expect from the WWF games that were around at the time. On top of that, the simplification of the mechanics might even make it a nice little gateway game to introduce new fans to the series, so they can enjoy downloading hundreds of CAWs on 2017's Fire Pro Wrestling World and spending countless hours booking their fantasy promotions.

Friday, 4 February 2022

Kinnikuman Nisei - Shinsedai Choujin vs. Densetsu Choujin (Gamecube)


 So, this game did get a western release, under the title Ultimate Muscle: Legends Vs. New Generation. I played the Japanese version instead, though, since I read somewhere that the western publishers removed the character creation mode. Now I'm not so sure whether that's true or not, but really it doesn't matter much either way, since the character creation mode isn't very good.

 


I had high hopes for it, since a character creation mode in such a cartoony-looking game seemed like it could be really interesting. Unfortunately, you just select a head, torso, arms, and legs from a pretty small selection, and they're all obviously meant to be matched together in sets, and mixing them up really does look like you just mixed up parts from different characters. Also, you can't use them in the game's main single player mode, only in one-off fights.

 


It's a simple wrestling game based on the anime Kinnikuman Nisei/Ultimate Muscle, obviously, and it really is very simple: there are no pinfalls or submissions, you're just trying to get your opponent's health to zero in every match. Furthermore, the game is mostly controlled using just the analogue stick for movement, and three buttons: strike, grapple, and jump. Each character has a short string of strike attacks, a couple of wrestling moves done with the grapple button, as well as a mid-air strike and grapple each. There's also a super meter, and by holding the left trigger, you can expend one segment of meter to perform a more powerful strike, two segments for a more powerful grapple, or all three to perform a big super move, which is like its own little cutscene where you do some big crazy impossible wrestling move on your opponent.

 


There's a ton of characters and stuff to unlock (including a gallery of photos of over four hundred keshigomu figures!), but the preblem is that all the characters feel the same when you play as them, and they only have very few moves, and it's pretty boring seeing the same couple of moves over and over during each match. Take into account that a single-player playthrough comprises five consecutive matches, and it's even worse. 

 


As it is, the game attempts to occupy a space between fighting games and wrestling games, but while each genre has its own complexities, this game kind of eschews both, leaving you with a great-looking, but repetitive and over-simple game. I can't even really recommend it for multiplayer, since the main skill you need is the ability to press the attack button before your opponent does. It's a shame, since it mostly feels okay to play and it has a lot of charm, but it's just so completely unexciting that it's not worth bothering with.

Friday, 23 July 2021

Pocket Pro Wrestling - Perfect Wrestler (Game Boy Color)


 Its strange that though handheld consoles in the nineties were often treated as lesser systems aimed at kids, and filled with licensed games of wildly varying quality, wrestling games were relatively rare compared to home consoles. In fact, GameFAQs only lists six wrestling games for the Game Boy Color, and one of them is WWF Betrayal, which isn't even a wrestling game, it's a beat em up starring wrestlers. 

 


Pocket Pro Wrestling is the only one of the six that isn't a licensed tie in to a promotion that now belongs to WWE, so there's no tie-ins to Japanese promotions, nor are there any Fire Pro games. But that's okay, since the wrestlers in this game are all thinly-disguised stand-ins for wrestlers popular in Japan in the nineties, and it plays kind of like a Fire Pro game. Like in Fire Pro, you perform moves by pressing a button at the exact right frame in the lockup animation that occurs when the wrestlers walk into each other.

 


There's a few differences to Fire Pro, but they don't do much to make Pocket Pro stand apart. The most obvious is that the ring is shown as a regular square instead of a diagonal one, and that doesn't really affect game at all. The next most obvious change is one that actually kind of harms the game: there's only one button for moves, as opposed to at least two, sometimes three, in the Fire Pro games. I guess this is linked to the fect that there aren't actually many moves in the game overall, with each wrestler having six main standing throws from a pool of maybe ten or so? 

 


Another thing there's a conspicuous lack of is match types, as there's actually only one: singles match. There are a few modes: there's a championship mode where you fight every other wrestler, and can continue or use passwords to pick up where you left off if you lose, a survival mode, which is the same but without continues or passwords, and a King of Fighters-style team battle mode, where two teams of three wrestlers fight one at a time. I think I'm being a little too harsh on a low budget Game Boy Color game, but when a game is so similar to an already-existing series of games, it's hard not to compare them, and to point out the ways in which the imitator falls short.

 


But, in its historical context, Pocket Pro Wrestling actually comes off a lot better. While the modern player in search of handheld wrestling fun would just put the Playstation's Fire Pro Wrestling G on their emulation device of choice, that wasn't an option in 2000, when this game was released, and there wouldn't be an actual handheld Fire Pro until the following year, on the GBA. So, at the time of its release, Pocket Pro Wrestling was actually the best handheld wrestling game money could buy (as far as I can tell, at least). So while there's not much reason to play it now, besides historical curiosity, at the time, it would've been a great game to get your hands on. Shame it was never released outside Japan, really.

Saturday, 18 May 2019

Championship Wrestling (C64)

A few weeks ago, me and a friend wondered if there was a World of Sport Wrestling game on C64. There wasn't, but in looking for one, a screenshot of this game caught my eye, with its isometric view and diamond-shaped ring being reminiscent of the Fire Pro games, the best series of wrestling games there's ever likely to be. Does "reminiscent" still apply, when this game predates Fire Pro by a couple of years? Anyway, I obviously wasn't expecting anything anywhere near as good as any entry in that series, but I still had to satisfy my curiosity by playing it.

The out-of-game presentation is pretty bad, even for a game from 1986. That picture at the top of this review with the plain text on a blank blue background is the actual title screen, and all the menus look like that. Also, there's no nice artwork on the loading screens, either: they're just black. Luckily, this is more than made up for by the in-game graphics since, as you can see in the rest of the screenshots, it looks pretty good. Even more impressive is that the animation isn't bad, either!

As for how it plays: it's not terrible. I've definitely played significantly worse wrestling games. As was a standard workaround on these old microcomputers with one-button controllers, you can do different moves by holding the button and pressing different directions. There seems to be maybe eight moves per wrestler, too (though obviously, there's a lot of move-sharing): while the wrestlers are roaming free, you do punches, kicks, and so on, but you can also get your opponent into a headlock, from which you perform a couple of throws. There doesn't seem to be any mat wrestling, though, as pressing the button next to a downed opponent goes for a pin, instead.

The main problem the game has is a lack of variety: though there's eight wrestlers that all look different to each other, they all feel the same when you play as them. Plus, there's only one match type, and there's actually only seven wrestlers, since if you select Zeke Weasel as your own wrestler or your opponent, the game will crash while loading. After ten minutes of play, I was already bored, and after half an hour, I was ready to never play it again.

It's pretty obvious that I can't really recommend this game, but I do feel a bit guilty about it. It wouldn't be a surprise to learn that this was the best wrestling game available in the UK in 1986. It's not 1986 now, though, and you can get literally hundreds of much, much better wrestling games instead of it.

Tuesday, 13 February 2018

All Star Pro Wrestling (PS2)

I'm sure you're aware that there are plenty of older games that look a lot better, and ever have certain graphical effects that only work properly on an older CRT TV. Some, like old rhythm games are actually borderline unplayable on flatscreen TVs, for various reason to do with refresh rates and the like. However, All Star Pro Wrestling is the first videogame that feels like it was made to not only be played on a CRT TV, but more specifically a black and white one from the 1970s.

This is despite the fact that most of the wrestlers featured in it were current at the time of its release in 2000 (though, since i know nothing about Japanese wrestling of that period, I can't tell you anything about them). It's just so incredibly austere in its presentation that it looks and feels like a tv broadcast from three decades earlier than its release date. If Jim Cornette were ever to play a wrestling videogame (despite his hatred for "videogame marks"), this would be the one he'd play. There's no gimmick matches(not even tag matches! There's nothing but singles matches on offer), barely any music, no finishing moves, no flashy entrances, absolutely no concessions towards the idea that wrestling is a form of entertainment and not a legitimate sport.

The game itself makes no concessions towards being entertainment, either, being an absolute chore to actually play. There's the controls, first of all, which are entirely mapped to the analogue sticks. You move with the left stick, and attack (or sometimes run to the ropes, if that's what your wrestler feels like doing) with the right stick. To grapple, you press L3 and R3 together, while standing so close to your opponent you're already touching them. When while grappling, you use the right stick to do a move, which will almost always be a snapmare, an Irish whip, or a backdrop, no matter what you do or which wrestler you're controlling. (Note: there is apparently an alternate control scheme that uses the buttons, but it also uses the universally terrible touch sensitivity feature the PS2's face buttons had that was so bad that Sony asked developers not to use it after a couple of years).To make matters worse, all this happens so slowly that you'd think the wrestlers were submerged in a vat of treacle.

This game was part of the second half of Squaresoft's "experimental period", which started on the Playstation with the likes of Einhander, Racing Lagoon and Tobal No. 1, and ended in the early days of the Playstation 2 with the likes of this, Driving Emotion Type-S and The Bouncer. You've probably figured out by now that I do not recommend it, and it might even be the worst 3D wrestling game I've ever played. There must have been an audience for slow, boring wrestling games in turn-of-the-century Japan, however, as it somehow sold enough copies to get two sequels.

Thursday, 6 April 2017

Royal Pro Wrestling (3d0)

There's a long and fine tradition in Japanese wrestling games, most famously seen in the Fire Pro series, whereby the roster will be full of real life wrestlers but with their names changed to some silly nonsense, and that's apparently enough to get around any copyright laws. (And I'm sure you're aware that this was a common practice in arcade games in general throughout the 80s, leading to difficulties when it comes to modern rereleases of games like Outrun and Afterburner, as copyright holders begin to notice that their stuff was being used without permission). Anyway, Royal Pro Wrestling carries on that tradition in amazing style, with names like Mike Warrior, Golden Lips and Underdise the Morgan. My favourite is the name they've given Randy Savage, though: Andy Savage. Amazing!

Anyway, Royal Pro Wrestling plays like any typical Japanese wrestling game of the 16-bit era (except the Fire Pro series, which were always a class above the rest): you lock up by walking into each other, then hammer the buttons and direction in the hopes of performing a move. You've also got running moves, top rope moves, and there's always exactly one chair at ringside waiting to be used as a weapon. Some characters even have planchas where they jump over the ropes to land on an opponent outside the ring! The roster of wrestlers is pretty big, and split into American, Japanese and Mexican wrestlers (though most of the wrestlers in the Mexican section are just masked Juniors from Japan, like Tiger Mask and Jushin Liger). There's also four arenas, one for each country, and another, extravagant one that's inside some kind of ACropolis-style building.

You might have noticed the slight dig at the game in the last paragraph, saying it's a typical 16-bit game when it's on a 32-bit console. The thing is though, it really does play, and mostly also look like a SNES game, plus there are only two match types: single and tag, with no rule modifications or anything like that. There is a concession to the new hardware, though: the presentation, outside of the matches themselves, is excellent. If you play career mode, each match is preceded by a great-looking animated and voice-acted promo from your opponent (though the voice acting is awful, which lets the game down a little). There's also really great comic-style artwork for each wrestler on the versus screen, and a very short FMV clip of the outside of each arena, to add a bit more flavour. Come to think of it, there's some nice little touches in-match, too: during tag matches, the referee will argue with illegal wrestlers if they don't get out of the ring, and wrestlers whose real-life counterparts have managers will have them at ringside in this game too.

Royal Pro Wrestling is far from being a classic, but it is a very well-made game, as well as being the only wrestling game (as far as I know) on the 3d0. If you're curious, it wouldn't hurt to give it a shot. And if you need a break from actually playing, there's also a massive gallery of concept art in the menu, which is interesting, and the game being what it is, essentially a load of 90s wrestling fanart.

Saturday, 1 February 2014

Monster Puroresu (PC Engine)

This game is a bit of a curiosity: it's a turn-based strategy wrestling game! Mechanically, it has more in common with Pokemon than Fire Pro Wrestling. This actually put me off the game when I first discovered it a few years ago: I saw the title and started it, expecting a probably-awful wrestling game along the lines of
Beast Wrestler or King of the Monsters, and greeted by many little boxes of Japanese text, I instantly turned it off.
Years later, I decided to give it another try and I'm glad I did! Although you'll be missing out on little, unimportant things like the plot or the names of moves, most of the stuff actually related to playing the game is expressed through numbers (and in case you're wondering, the plot, according to a website I found long ago is that an evil demon has taken control of the world, and a human scientist has created a group of mutant wrestlers to fight the demon's forces and liberate humanity).
Each wrestler has five stats: HP, ST, MP, SP, and GT. HP and MP are self-explanatory, serving the same purposes they serve in every game. SP isn't so obvious, and its purpose is still somewhat obscure to me. To explain ST and GT first requires explaining how the game works.
The matches are turn-based, and each turn both wrestlers select a move from their repetoire. Moves come in four categories: hold, hit, power and magic. On selecting a move, each wrestler also recieves a
semi-randomly generated number, the wrestler with the highest roll is the attacker and the other defends. Each move also has its own power rating, higher rated moves do more damage, but tend to get lower rolls. The ST stat also determines how likely a wrestler is to get higher rolls, and GT is a temporary stat, which is increased when a wrestler takes damage, and it can be decreased when selecting a move to slightly increase your chance of getting a high number. After moves have been selected, there's a few seconds during which the players tap button I as quickly as possible to affect a blue/red bar determining how much damage the attacker's move does. This repeats until one wrestler's HP is reduced to zero.
While all this is happening, the top half of the screen depicts the action. Although the animation is pretty limited, the sprites are huge and the animation that there is does do a good job. Moves look painful, even when there's very silly cartoonish things going on like heads being pulled off and limbs exploding. The
wrestlers also all have very expressive faces, and amusing reactions to dismemberment and pain, whether their own or their opponents.
Monster Puroresu is a pretty fun game, though it definitely isn't for everyone. If you like any combination of wrestling, monsters and strategy, and you don't mind wading through lots of Japanese text, you should probably give it a try.

Friday, 19 October 2012

Stardust Suplex (SNES)

If you know me, you probably know I like wrestling quite a bit, and women's wrrestling even more so! Unfortunately, the time at which women's wrestling was most popular was about 20 years ago, so not many games get made about it any more. There's the Rumble Roses series, which plays pretty well, and is excellently presented, but it also has a really seedy undercurrent of objectification in a genre that should be about the opposite, and you can play as women in the WWE games, but they seem to go out of their way to  discourage doing so.

It feels bad knowing there'll never be a super-awesome Ice Ribbon or Shimmer videogame. By contrast, Stardust Suplex gets it right. The atmosphere is excellent thanks to little details like how before each match, you see the wrestlers wearing the fancy and elaborate entrance costumes that were (and continue to be) a characteristic part of joshi puroresu. For a game released so early in the life of the genre, Stardust Suplex has a pretty decent amount of match types and play modes. There's an elimination battle royal for up to 4 players, a versus mode with single and tag matches, and the main single player mode, that can be played as singles or tag matches, with the tag matches also allowing for two player co-op play. The wrestlers all have a lot of personality, too. From those entrance costumes, to the fact that they all look distinct without having lazy stereotypical gimmicks, and they all even have their own taunts and victory poses. There's also some kind of dialogue between matches in the main single player mode, but unfortunately, the language barrier gets in the way of my enjoying that. They're all fictional, but it's the Fire Pro kind of fictional, where they're blatantly supposed to be real wrestlers with slightly different names. THe most obvious examples here being Hell Takano and Raja Tongo, two characters who bear suspicious resemblence to real life wrestlers Bull Nakano and Aja Kong. Luckily, going along with all the other good things i've had to say about this game so far, it actually plays well too! It's not slow or stiff, and though the grappling doesn't have the precision of the Fire Pro games, it doesn't feel completely broken. The only real problem I've had is that I haven't been able to work out how to tag out in tag matches. But other than that, the game's a lot of fun to play. I'd say it's even better than Cutie Suzuki no Ringside Angel! I haven't played Fire Pro Joshi All-Star Dream Slam yet, so I won't go as far to say it's the best old-time women's wrestling game.
As an extra note, the reason the screenshots are laid out strangely in this post is because the new blogger interfact has made it impossible to move them  vertically. THANKS GOOGLE GREAT JOB.