The original Slam Masters plays like a traditional wrestling game, only the game used a view similar to that commonly used in the fighting game genre. The game uses a three button configuration (grab, attack, and jump).
There are two game modes: Single Match, where the player fights in a series one-on-one matches against the CPU; and Team Battle Royale, where the player and another partner (controlled by another player or by the CPU) competes in a series of two-on-two matches. The game can be played by up to four players.
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The game features a playable roster of ten wrestlers. Only eight of the wrestlers are selectable in the Single Match mode. The remaining two: Jumbo and Scorpion, are non-playable boss characters in Single Match and selectable only in Team Battle Royale. In the English localization, Capcom changed the names of all the characters and modified much of the backstory. The English names are used in this article, followed by the original Japanese names (when they differ) in parentheses.
The original Slam Masters was ported to the Super Nintendo Entertainment System, Sega Genesis and FM Towns Marty. The Super NES version retains the Team Battle Royale mode of Muscle Bomber Duo (which can be played with a Multi-Player Adapter for up to four players), while the Genesis version replaces it with an exclusive Death Match mode. The Genesis version is also the only version of the game that allows the player to select The Scorpion and Jumbo for the Single Battle mode. In contrast to the arcade version, which only used Tetsuo Hara's artwork for promotional illustrations, the console versions of Slam Masters for the Super NES and Genesis use Hara's actual artwork in the game.
In Japan, Game Machine listed Saturday Night Slam Masters on their September 1, 1993 issue as being the sixth most-successful table arcade unit of the month.[6] In North America, Play Meter listed it to be the 22nd most-popular arcade game in October 1993.[7]
Reviewing the Super NES version, GamePro praised the four-player gameplay, the variety of moves, and the unique graphical touches to each of the characters. They concluded "If you want a breather from intense fighting games, this wrestling cart's a refreshing break."[8]
A reviewer for Next Generation panned the Genesis version, saying that the game is generic and unoriginal, and that only the barbed-wire ring in the Death Match "[saves] the game from being horrible." He urged wrestling fans to get WWF Raw instead.[2]
Muscle Bomber Duo: Ultimate Team Battle, released in Japan as Muscle Bomber Duo: Heat Up Warriors, is an updated version of the original Slam Masters which eliminates the Single Match mode from the original game, focusing solely on the two-on-two Team Battle mode. The same character can now be chosen by more than one player and each wrestler now has two additional special moves: a dual side attack and a vacuum move. Duo is the only game in the series to retain the Muscle Bomber title for its international releases.
Ring of Destruction: Slam Masters II, released in Japan as Super Muscle Bomber: The International Blowout, is the proper sequel to Slam Masters, now a CP System II game. Unlike the original, this game was never ported.
The game's format was changed to play more like a traditional one-on-one 2D fighting game with the action restricted to one plane (similar to Street Fighter II), albeit with an emphasis on grappling. Controls were upgraded to five buttons: two punch buttons, two kick buttons, and a grapple button. The objective of each match is to deplete the opponent's life bar in two out of three rounds. It is no longer possible for the player to pin their opponent to win a match, though all other wrestling-style moves have been retained.
In the Street Fighter animated series episode "New Kind of Evil", Mike Haggar appears in a fight against Blanka, and the human forms of the three guys who become monsters resemble that of Gunloc, The Great Oni, and Titanic Tim. It is also mentioned in the 1994 arcade game Street Fighter: The Movie that the "Blade" character is actually a deep cover agent named Gunloc in disguise as one of Bison's Shock Troops, and is shown to be Guile's brother (playing into the well-known rumor that the two are related). This is not canon for either game series, as the Japanese version of Slam Masters does not have him related to Guile in any way, shape, or form, and this connection made between the two is probably nothing more than a reference to a popular video game rumor.
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then youshould wait to see if the game progresses further in development. Learn more
Purchased individually, it will cost you $55 USD to buy all of the Halo games within The Master Chief Collection on PC. That's not exactly a very good deal, as the package currently sells for $30 USD on Xbox One (though this does not include Reach currently).
Alternatively, each game within Halo: The Master Chief Collection for PC will be available with Xbox Game Pass for PC. The service, which launched on June 9, normally costs $10 USD/month, but Microsoft is offering it for the introductory rate of $5 USD/month, a price that is discounted even further thanks to a sale that brings it down to $1/month for new subscribers.
Halo: Reach is also coming to Xbox One. Everyone who owns The Master Chief Collection gets the game's multiplayer content for free, while the campaign and Firefight modes will become available to buy in an add-on. Game Pass subscribers, meanwhile, get everything without paying extra.
Some of the coverage you find on Cultured Vultures contains affiliate links, which provide us with small commissions based on purchases made from visiting our site. We cover gaming news, movie reviews, wrestling and much more.
Halo: The Master Chief Collection started its rollout for PC last week with the release of Halo: Reach, and it was a very, very successful launch. The release achieved "monumental" results, Microsoft said in a press release, leading to "record numbers" for the game.
MCC was also the most-watched game overall on Twitch on December 3, with viewers collectively watching almost 3 million hours of Halo content during launch week. Microsoft also noted that MCC has a "very positive" rating on Steam after more than 37,000 reviews.
Okay, SNK, what the hell?! How did something as brilliant as King of the Monsters fall into obscurity so quick?! The game was about giant monsters (blatant copies of Godzilla, King Kong, and Ultraman) fighting through giant cities. That would be cool on its own, only their fighting takes the form of a giant hardcore professional wrestling match where you can use buildings as weapons! The cities have electric borders to box them in, acting like ring ropes. The creatures perform suplexes and bodyslams. You have to actually pin your opponent.
EXCEPT. Their last game was Garou: Mark of the Wolves, a practically new fighter that took place ten years later. Only one character (Terry Bogard) returned and his look was completely changed. The animation and play style were updated.
A handful of Capcom games are part of the same continuity, which is kind of cool. Sakura from Street Fighter pops up in Rival Schools, while major cast members of Final Fight show up in Street Fighter Alpha.
The game was a total blast. A game where characters could do over-the-top moves a la Street Fighter, but in the context of a wrestling match with wrestling rules. For instance, King Rasta Mon (a hybrid of Blanka and Bruiser Brody) would grab you, jump straight up about 15 feet while backflipping a dozen times, then throw you straight down to the mat. Much of the cast was really Capcom recreations of classic wrestlers like Big Van Vader, Tinieblas, and The Great Muta.
They did make a sequel called Ring of Destruction, but they changed the gameplay so that it was more of a Street Fighter clone with pinning. It got rid of one of the most entertaining parts of the game where you could do tag team tornado matches and the whole thing just felt a lot less special.
This game combined two eras of wrestling games by featuring the more simplistic arcade style of many early console wrestling titles with a few concepts (such as an advanced fatigue system) that would go on to help shape the more complex wrestling games that would define the years to come. If you like that classic style of wrestling game, this is one of the best ways to revisit it.
MicroLeague Wrestling is arguably the most obscure, odd, and fascinating game on this list. Released for Commodore 64, Amiga, DOS, and Atari ST, MicroLeague was actually a professional wrestling strategy game that allowed you to decide matches and careers through a series of turn-based commands.
It may feel hopelessly outdated today, but MicroLeague Wrestling was a surprisingly advanced concept at a time when wrestling games were dirt simple. It would be fascinating to revisit this concept through some kind of modern wrestling management game.
Still, The Main Event should have been a stepping stone for bigger Konami arcade wrestling games to come. It featured deep wrestling gameplay (for the time) that served as a preview of some more notable wrestling games to come.
WCW Wrestling not only offered WCW fans the chance to play as some of their favorite wrestlers of the era, but it included features such as an expanded ringside area and customizable move sets that were ahead of their time. This game certainly remains one of the most playable of its generation. 2ff7e9595c
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