The content of this FAQ came originally from two popular FAQs posted in the rec.video.games.3do newsgroup:
Most of the screenshots have been sent to me by Bill Garrett <garrett@carafe.gte.com>. Thanks a lot Bill!
Here's a sampler of Way's specials moves:
The arena is HUGE both horizontally and vertically. Thanks to the zooming, you can literally go just about anywhere. This means that you can jump pretty high, and thus you stay airborne longer than most fighting games.
Perhaps the best way to convey my feeling of fast gameplay in concrete terms is to say that you can execute more moves of any type per unit time than any other fighting game. You can jump, then WHILE IN THE AIR, jab kick and punch an airborne opponent (three moves in the air!) then catch him as he tries to stomp on you and backbreak him. This all takes about one second.
Although there are roughly 250 frames of animation per character (which indeed is a great deal for a 256 color character in a fighting game), there are WAY [pun] WAY WAY more moves in WOTW than in say MK/SFII/SSho per character. Knowing that the 3DO's RAM size is finite, even under Andy's skilled hands, WOTW crams two sets of 250 frames plus background and program into a limited amount of memory (some access tricks are used which really makes the amount of data available more like [my guess] 10 megaBYTES). BUT since there are say 60ish moves total per character (or more), this doesn't leave many frames per move as one would find in a game where there are say 30 moves total per character. So even though WOTW has more jelly, the piece of bread it covers is also larger than normal.
Also, since the WOTW characters are very large, the distance covered between frames is greater. For example, if I have a small character doing a kick, having 5 frames on that kick will look smoother than if the character is twice as large since the leg moves twice the distance in the same time in the latter case.
MK and MKII use lots of shortcuts in its fighting engine which make it possible to get away with a smaller, well-defined set of needed character animations. For example, all characters are the same height. Your character can stand ONLY on one of 30 discrete standing points on the arena; if you try to stand in between these points, the result is that your character gets forced to the nearest point. These facts make the set of possible things you can do very discrete and limited; if you are X distance points away from enemy and do a jump kick then it will hit at the same place always. It's a clever way to handle things, and allows for a smaller number of possible moves to have to be drawn. However, you lose having complete freedom and flexibility of movement (not to mention variety of character size and moves). I believe this is the reason behind many player's complaints that MKII has lousy gameplay.
Rescued and adopted by a local Japanese farmer, Jeremy began his formative
years as the only gaijin (foreigner) in the town of Kyosaka where he was
raised. In order to help him, the farmer began to teach Jeremy the
martial arts. Rapidly overtaking his master, Jeremy quickly developed his
own individual techniques, taking advantage of his seemingly supernatural
light weight to allow him to extend his talents past that of other martial
artists.
Soon after his 16th birthday, Jeremy returned to witness the death of his
adopted father at the hands of the Ninja. Hired by a wealthy land owner,
the Ninja had been sent to "convince" Jeremy's father to sell his family's
land to the local baron. Swearing to average his father, Jeremy
disappeared into the underworld of Tokyo to hone his skills.
Reemerging as Konotori, the Stork, with his father's death to avenge,
Jeremy has entered the tournament for revenge and not glory.
The Ninja has many enemies -- Konotori and the Dragon are but two. His
only "friends" are the members of his clan and a select group of outsiders
whom he has met on one or more of his missions. It is known that one of
these people is Major Gaines, who the Ninja has found himself fighting
alongside in more than one private war. It is also known that if the
price were right, his friendship would be put aside and the Ninja would
fight anyone.
Little is known of the Ninja. Beware.
After graduating at 16, the Dragon toured the world competing and teaching
for three years, then began a promising career as a movie star. The
Dragon has starred in "A Kick Before Dying", "Naked Punch", "Close
Encounters of a Violent Kind", and some of the "BloodFisted Kickboxer"
series (I, II, III, V, and VIII).
Recently, during the shooting of "A Kick Before Dying II: Kick Me If You
Can!", the Dragon barely survived an attack by the Ninja, who had been
hired by the Yazuka, the Japanese mafia, to settle a royalty dispute
pertaining to the Japanese release of "Close Encounters of a Violent
Kind".
Although above revenge, the Dragon would not mind a fair fight with the
Ninja in order to "show him the error of his ways".
Swearing off all but swordplay, Nobunaga rarely speaks, rarely eats, and
rarely sleeps. His technique has been called superhuman, and surely some
of his moves can be classified as supernatural.
Recently, Nobunaga's concentration was broken for the first time. Seeking
out foreign techniques to further his skills, he was introduced to Nikki
Chan in China after watching a performance of Chinese opera. Upon first
sight of Nikki Chan, Nobunaga felt insecure in a way he had never felt
before, and has been unable to concentrate ever since.
Although he had shown no interest in entering the tournament when its
existence was first revealed to him, he has now realized that it
represents what may be his only hope of either winning Nikki Chan's heart,
or ridding his heart for her forever. Ironically, he does not know that
her heart and her soul belong to another far more powerful than he.
Gaines moved up quickly in the SAS, and eventually he became leader of the
Iron Hawks, a quick attack unit that the SAS used in dire situations.
Often sent on suicide missions, an Iron Hawk has a life expectancy of 1.7
missions. Gaines had survived 16 missions before he was sent on the
mission code-named "Jungle Death".
Sent to South America to retrieve a kidnapped British Minister from Carlos
Bano, the second biggest drug lord in the world, Gaines lost all but one
of his men fighting to enter the highest room in Bano's hacienda. There
the drug lord, gun to the Minister's head, offered Gaines five million
dollars and the position of Major of his commandos if Gaines would only
spare his life. Gaines accepted Bano's offer by placing a bullet squarely
between the eyes of the British Minister and the last member of his own
troop. During his stint as head of Bano's bodyguards, Gaines received an
experimental steroid injection implant from the drug lord's chief chemist.
Activated on demand, the implant temporarily boasts Gaines' size and
strength, although use of the steroids slowly wears at his body and makes
him more susceptible to damage during boost periods.
Five years later, after accepting ten million dollars from Bano's rival
drug lords to assassinate him, Major Gaines is available to those who can
afford him.
WHILE BOOSTED:
One night, while "wilding" in the streets, Malcolm's gang came upon and
quickly began mugging a wealthy Thai businessman. Watching in awe as
Malcolm single-handedly dispensed his three internationally renowed
bodyguards and fearing that he was next, the businessman made Malcolm a
deal that he couldn't refuse. Without pause, Malcolm turned on his gang,
and minutes later, with their bodies littering the alleyway, he swore an
oath and began his life as a bodyguard.
While in Thailand with the businessman, Malcolm spent his free time
studying Muy Thai. He has integrated these techniques with his street
fighting and has now become one of the most sought after bodyguards in the
world.
Working for thousands of dollars an evening and following his employers to
high society functions all around the planet, Malcolm has also,
ironically, acquired all the manners and sophistication that he disliked
in his father.
On his seventeenth birthday Jake's parents decided it was time for him to
find a wife. His parents gave him some money (which took some explaining)
and pointed Jake toward Melbourne. Twenty-two hours later, slightly tired
but full of anticipation, Jake and his handy staff entered the first
brightly lit building that he had ever seen.
Jake stood awestruck in the entrance of The Rowdyhouse bar and grill for
nearly thirty seconds before the local toughs tried to relieve him of his
money. Not thirty seconds later the proprietor was offering Jake a shot
as he swept out the half dozen toughs who now littered the floor. Jake
took the shot of whiskey, gulped it down, and mysteriously blew his first
fireball.
He never went home.
Furious that a mere god would try to steal away his property, the king
used his powers to warp the soul of the young girl, binding her to the
Wheel of Great Transmigrations in such a way as to insure that she would
be reincarnated time after time with no hope of release to heaven and in
such a form that even her divine lover could not find her. Even to this
day the legacy of this great evil mars the celestial harmony of heaven,
causing an unidentifiable agony among the gods.
Nikki Chan is the latest reincarnation of this tortured girl's soul, and
although she does not know why, the soul of that ancient girl has driven
her on a path that will make her known to heaven, and therefore to her
long lost lover. She has applied herself with manic devotion to the
creation of her own acrobatic style of Kung Fu which she intends to use to
vanquish all of her opponents in the great contest. The Book of Warriors
is of such renown in heaven that should she win the contest her name will
become known in that greater plane and her soul be released from its
bondage to the Wheel of Great Transmigrations, allowing her to join her
lover once again.
Deciding that she was not going to change her ways for anyone, Crimson
surmised that the best way to gain the guys' respect was to beat the
living hell out of them. By 22, she had done just that, one, two and
often dozens at a time, in just about every sleazy bar west of the
Mississippi River.
Crimson sees the competition as just another bar filled with men, and
although seeing her in action has often been called "the show of a
lifetime", the truly wise have always fled the bars that Crimson Glory
enters.
I will say Way is actually something like 512 games in one...
Remember those old Atari games? Remember getting 8192 games in
one and thinking they all sucked? Well even though the 4 player game in
Way doesn't suck, it is set up in a similar combinatorial approach.
Select 2 player vs.mode.The right player selects a character then he holds
"down right",a,b,c,and the start button,The left player holds "up left"and
both shift keys then hits start.This will work with up to 4 players.
The game is called space war!
Then go to VS mode, and move your character box to the right of Crimson
Glory. It will move over and you'll be able to play as that boss. It
doesn't matter which player you enter the name for, both will work.
You can also enter both names, move the box right again to move from
High Abbot to Kull (or vice versa).
Thanks VERY MUCH to Don Edwards (CoolDon@AOL.COM) for posting the Kull
code. A bit of trial and error found High Abbot after that, lucky his
birthday wasn't in December. :)
this code IMO is the most useful.It gives you a new stage, no time
limit, and no life meter but rather a bar that goes back and forth,
depending on who punches whom, between where the life meters used to
be and when one player causes the bar to go all the way to the other
players side then the other player falls down as usual and the other
player winsthe match.
Hence the style of the play comes the name of
the code which is TUGAWAR and the date is 4/16/64, put this in the
name and date section and you are ready for an all out street brawl
(hence the name and look of the new stage "alley fight!").
This code
only works in the versus mode and look for the stage named "CAVE" in
the stage select (just like with the psychedelic stage), if its not
there then you did the code wrong. This is the way IMO that versus
mode should be played, and I am sure that most will agree that it
gives more freedom to practice special moves, fatalities, magic, ect.
The stage will be availible from the arena menu. (Was this the date of
the release of the Black Sabbath album of that title???)
Thanks to Akil Harris.
Enter your name as "SPEED", date 8/8/80 then go to the backgrounds menu item and find Turbo World.
I will say that there has been a lot of confusion about the way
the hidden characters work in Way. And the answer is... [drum roll]...
You can get secret character n+1 only if you beat secret character n.
So, we all know the first secret dude is BLACK DRAGON; thus to
get to Major Trouble you must reapeat what you did to get to Black Dragon
and have defeated him.
I will also say (probably not a colossal surprise) that not all
the secret characters are simply color map changes of existing characters.
You can read the credits in the manual and see that actors exceed
known characters. Since a color remapped secret char obviously doesnt
require any new actors, something is afoot....
So you beat all the color remapped secret chars, and then... the
challenge begins!
Anyhow, I want to say that there IS in fact a reason and story
behind the hidden char thing. Ever wonder why the secret matches take place outside the TajMahal? Or why they are called "Possession Match"? Or who is the guy that hovers in the stormy orange sky when you
first find a secret character? He is powerful. He has special magic
abilities. He can control other characters. You fight him
eventually. Oh yeah, you can also PLAY as him.
Note: you cannot get far in the ladder of
secret characters if you do not get far in e ladder of the game, and you cannot go far in the game's ladder unless the difficulty
is at least at default...
Some new explanations from David Liu :
To get to BLACK DRAGON, MAJOR TROUBLE, and VOODOO (1P mode):
I know people have said there are other ways but the above works every
time.
First, select "The Pit" as the room you want to fight in and the
choose "Verses Mode". One player MUST select either "Dragon", "Nobu
or "Crimson Glory", but the other player can select any character he
wants. Once the fight starts, one player should win the first rou
with a flawless victory. A fatality it NOT needed. For the second
the other player should win with a flawless victory. Again, a fatal
not needed. Then for third round, the player who selected either
"Dragon", "Nobunaga", or "Crimson Glory" must win with a flawless vi
AND the room's fatality. The easiest way to accomplish this is for
opposing player to immediately commit suicide by falling into the la
pit.
After everying above has been executed, you'll notice a change i
"victory close-up pose". Dragon will now be wearing dark sun-glasse
will have a big smile on his face. Nobunaga will also be smiling, b
will be wearing mirrored sun-glasses. And Crimson Glory will be sti
out her tounge (no glasses for her). All three will also have a new
"one-liner" to go along with their new pose.
I found a new end/retry for Jake. This might be for the arena or the
temple, I can't remember but it did happen. Get a perfect round once
or twice but at least a perfect round on the last fight. Don't need a
fat. Jake will be wearing sun glasses and has his hair pulled
back. AND, has a bottle of JIM BEAM LIQUER in his hand.
There is a way to alter the victory stance of your character. The only
one I know is Nikki Chan. Right after you win, start wiggling the
controller and pushing buttons. She'll do her normal bow, then flash a
peace sign!
On the second round of your win, that is, on the last round before you
win the match as Nobu, you must charge up your turbo star 10 times (I
believe this means one star charged up 10 x, Of course, firing a
hundred stars as turboed as possible cant hurt) during that round, and
win. Instead of his honorable victory stance, he breaks out into a
scottish dork dance of major wierdness....
Well through some effort I have recieved some info about WOTW from
some highly intellegent and reputable WOTW fans.
The first is that there seems to be a purpose to setting the difficulty in
favor of the CPU to heavy advantage because there indeed seems to be a special
ending if you are able to do this.
The source would not say what the ending was and more or less gave the attitude
of: "it took me forever to do and if you want to see it then do it yourself".
But they did claim that the ending was much better than the one on normal setting.
However I can not verify this claim because I have not been able to do it.
(okay the cpu kicks my ass every time I try)
When you lose a MATCH, your magic pts get halved.
When the CPU loses, you fight a NEW CPU character (so CPU's magic should
of course be different). We tries to find a fair way to allot CPU
magic, so it is a semi-random function which awards more
magic to the CPU as you get higher in the ladder. This is to
balance your magic pts, which should be climbing steadily as you progress
(once you are good enough to notlose more than twice at each step of
the ladder).
The key idea is to finish off a combo with a fan swipe (the
unblockable close R move), so an easy combo is Weak Torpedo-Fan
Swipe. It was so easy that I had Andy put in a short delay to make it
blockable if you react quickly.
There is an inherent combo built into
all characters that can stomp, which is simply to vector your aerial
attacks so stomping is possible after you knock the other guy down.
With Konotori, this is done by down+C after an aerial attack.
You can also combo coming out of a superroll, but it is a little
tricky.
Try Superroll (Spin Back-R), followed by a fan swipe.
Konotori's best strategy is to simply stay off the ground,
however. Combos are nice, but not an essential part of his game.
Try tapping B as fast as you can to stay airborne for 10 seconds
or more at a time. Use the diagonal air torpedo (up + back, then
down+right+R) to attack down and IN FRONT of you, and use the famous SWANDIVE
(down + R) to attack directly below you.
So this begs the question "what if your opponent ends up behind
you while you are airborne? (That was a hint to Konotori haters... :)
Keep tossing that lightning to keep you opponent on the
ground.
But if he is good, he can launch a long range or aerial attack
which leaves you vulnerable if you lightning.
So, the idea for me is to lightning whenever the opponent leaves the
ground and is about to land. Get him/her to land IN your stream, and
then combo with a THROW if you are less than one body length away.
The ninja lightning is one of only a couple attacks whose damage
is NOT changed (dereased) by repeated use, so blast away... :)
Other ninja ideas: Dizzy with the head squish (close towards+A,
i believe), then KNIFE (A+C)
I realize the A+C move is tough, but it was designed so you
would have to "break stance" to execute the move. In other words, it is a powerful attack for use when your
opponent is on the ropes and next to you. I still don't understand why there have been so many complaints
about the A+C move, considering there is only ONE such move :)
Anyhow, the perfect move to complement the lightning is the
NINJA FLING. (that thrust aerial kick in which Ninja jumps towards and pushes
out with his feet at the end). The idea is to use the Nija Fling when your opponent is closing in on you.
When he closes in, you can risk lightning for fear of aerial
counterattck, so fling away instead. If you hit, it's "BIG DAMAGE!"
Also, Ninja's airslide (upback, then downforward + c) is really
powerful relative to other airslides. Compare with Nobu's airslide,
for example.
Anyhow, Ninja's invisibility is endless until hit, which is a BIG
advantage. It's unnerving to see a lightning bolt come out
of... NOWHERE :)
The basic idea with Dragon is to pummel your opponent to death with
his HUGE variety of moves. This means mixing up air, ground, and low
attacks as randomly as possible, comboing when you can.
My fave air moves: Airslide (Up, then Downtowards + C), but the airslide is SLOW!
Head chop (up, then L while up), which is nice due to big damage,
but has short range.
Split kick, which has better range but requires more timing.
When your opponent is far away, lob fireballs at him. If you
start the n+1th one BEFORE the nth one is off screen you can get a stream
of fireballs at a pretty good clip.
To approach the enemy (since Dragon is best in close), don't just
walk or jump into him, use (ALWAYS) either the Shadow kick (Charge
back, then towrds + R) or the flying kick (hop forward, then up + R).
Nobu is my FAVORITE CHARACTER. He is fun and probably the best
non-secret, non-boss character.
His strategies are endless:
Aerial defenses: UPPERCUT!!!!! (big damage, good range) and surprisingly, Throw Stars! (as the opponent lands).
One really good blocking technique is to always have the
shoulder rush charged WHILE BLOCKING, then release it and activate the
shoulder rush as soon as you see the blue star indicating your successful
block. Does big damage...
Nobu's strongest move is the sword thrust. To do this, spin forward
and HOLD R. Then while holding R, (which is the SwordPLay move, a good
turbo move), press TOWARDs and Nobu thrusts his sword.
If you are really quick, you can STOMP on a fallen opponent with Down + C.
Takes off big damage, and you get that satisfying "oof" with blood... :)
Another strategy I use: reposition yourself behind your
opponent in hopes of getting him to block backwards (with his back
facing you). Since you cannot turn around while blocking, the result
can be a free hit (or at least confusion).
This unfortunate rumor that you can cheese humans and CPU using
the Darren manuever (Dragon's turbo punch) has led me to show
people exactly how you can punish anyone who tries this.
We have put in a HUGE number of safeguards to prevent any cheapness
in the game, ESPECIALLY inthe 2P mode (which is why I argued
strongly against claims that you could cheese a human to death using
the turbo punch-- since it isn't true).
Blocking in Way is easy. Press B, and your character will block from
the time an offensive move starts to the time it is complete.
The turbo punch counts (for blocking purposes) as ONE move.
So if you press block at any time during your opponent's turbo punch,
you will block until you:
DURING THIS TIME (the "anti-cheese window"), you can attack with
impunity. That;'s right, just walk up to the loser and hit him or
throw his sorry rear end.
This safeguard was put in because I thoght it was unfair to force
someone to retreat simply because his opponent was going
turbo punch banannas. When i first got Way for testing, you could
win any match by getting in one hit, then blocking or turbo punching
forever a blocking opponent. Unblockable throws solved the first problem.
This window solves the second. The CPU is pretty good at using this window to
beat you to a pulp should you try to cheap it with turbo moves.
A: (from david Liu) Yes, this is unblockable. Why? Konotori has no uppercut, or throws, so to balance him out I suggested they give him this unblockable mov
e. EVERY character has at least one unblockable, to avoid being cheaped
by a cowardly but good blocking opponent.
A: (from David Liu) If he touches the lightning, he gets zapped. If he falls in the beam, he gets zapped but it looks like the lgithning is going through his body.
Here is how to do a constant stream of fireballs in Way. There is no
reason why with some practice you cannot have one fireball ALWAYS on screen.
Do the quarter turn, then press the button (A=usually slow, L=ususally fast
fireball).
When your nth firteball is almost off the screen, do the quarter turn and
then as soon as your fireball is off screen press the button to
launch a new one.
There is no "fireball problem" per se in Way. (I suppose if SFII
had fireball moves which required you to press the button after
doing the quarter turn then we would all think press the button DURING the
quarter turn would be "wierd".
Really, the trick to the ninja is learning to get the moves off at least
80-90% of the time.. My general strategy against the CPU so far has been
to mix between a couple of combos...
First, the Ninja's electricity is a simply wonderful attack. Do it fast
when your opponent is standing still or approaching.. if he jumps towards
you, do it slow (using the A button), and nearly every time he'll end up
falling into it and being zapped. If he lands close to you in the
electricity (within one body width), you can usually pull off a kick-throw
immediately afterwards (using R-shift)
An extra note.. against Nikki Chan do the electricity slow.. in her flip
move, she can sometimes slip under fast electricity attacks and hit you
before you can recover from the electricity attack.
One of my usual combos is to do the 'jump back->down/forward kick' move
into an opponent.. if that misses, do a crouching slide (df+C).. that'll
usually work. Either way, your opponent will be knocked down. Take the
opportunity to jump back and fire an electricity bolt as they stand up, or
do a bit of magic, or whatever general nastiness you feel like engaging in.
Another (very standard, I'm afraid) combo that tends to work well against
teh computer (with the exceptions of Major Gains, and to a lesser extent,
Nikki Chan and Crimson Fury) is a simple jump in with R-shift, followed by
an immediate R-shift throw, or, if you can pull it off consistantly, the
F+R-shift kick.
I usually do most of my damage with the combos above.. plus the use of the
'jump back->down/forward kick' into the opponent when he jumps or is in a
ball..
Just a few more notes.. I've found the teleport to be fairly useless, at
least against computer opponents. The hurricane kick can do some nice
damage, but it's so easy to be hit out of that it's usually not worth the
effort.
Anyway, just my take on the ninja. Any ideas from other WOTWers?
Trevor
The reason it's tough for me to memorize all the fatals is because :
Section 3: The Characters and Their Moves:
General Info About the Moves and the fatalities:
Konotori
Character Profile:
Born of American businessman Michael Cash and his wife Delores Cash during
a business trip in Japan, Jeremy Cash began his life in the fast paced
world of international business. By the age of two he had been in over 28
countries. Tragically, his parents perished shortly before his fourth
birthday in a plane crash that left him barely alive in the Japanese
mountains. Normal Moves:
Fatalities:
Magic:
The Ninja
Character Profile:
The head of the Shitake clan of Ninjas, not much is known of the one they
simply call "The Ninja". What is known is that his services are
affordable only to the very richest, that his methods are known only to
him, and that his service record is perfect. Normal Moves:
Fatalities:
Magics:
Dragon
Character Profile:
Chin Liu is a model martial artist. Sound of mind, body, and heart, the
young Liu quickly grew in skill and finesse, eventually earning an
apprenticeship at the Beijing Opera House. Here he training with other
prodigies under the best masters that China has to offer. Graduating
first in his class, two classes early, Chin Liu's rapid kicks and punches,
as well as a smattering of seemingly superhuman skills, earned him the
nickname "The Dragon". Normal Moves:
Fatalities:
Magics:
Nobunaga
Character Profile:
Nobunaga epitomizes the Japanese desire for inner perfection. The child
prodigy of a Kendo master, Nobunaga took to the sword before walking.
Rigorously schooled in classic Kendo by his parents by day while heading
out after dark to practice and learn from other masters at night, Nobunaga
quickly became one of Japan's foremost young Kendo champions.Normal Moves:
Fatalities:
Magics:
Major Gaines
Character Profile:
A violent child since birth, Simon Gaines was destined for the military.
No one realized exactly how good Gaines was at combat, however, until the
military started training him in the arts of war. Quickly rising in skill
and rank, it was not long until someone in the brass saw his potential for
the covert operations department of the British Military, the SAS. Normal Moves:
Fatalities:
Magics:
Fox
Character Profile:
Malcolm Fox is the son of an African ambassador to France. As a child, he
rebelled against his father, and his father's impeccable sophistication,
by roaming the streets of Paris in gangs and eventually becoming the
leader of the largest band of toughs in Paris. Normal Moves:
Fatalities:
Magics:
Shaky Jake
Character Profile:
Normal Moves:
Fatalities:
Magics:
Nikki Chan
Character Profile:
Over 1,000 years ago the god XingTso fell in love with a mortal girl whose
beauty was so great that it inspired him to cross the great bridge between
heaven and earth. This girl, however, was betrothed to the mad magician
king Quan Ming. Normal Moves:
Fatalities:
Magics:
Crimson Glory
Character Profile:
A classic modern American cowgirl, Crimson Glory rides her iron horse
across the paved planes of the middle and western United States. The only
daughter in a family of 12 children, Crimson was a "tom-boy" as a child.
She showed no interest at all in dolls or other typical "girl toys" but
instead took up wrestling and boxing to fill her time. It wasn't until
her early teens when she started becoming a woman that the men she had
hung out with started to treat her as anything but one of the boys. normal Moves:
Fatalities
Kull the Despoiler:
Character Profile:
The second-to-last boss, an extremely well-rendered 3D model (SGI Indigo
Extreme II did the rendering work) is rapidly being entered. HE IS
TALLER THAN THE SCREEN when the camera is fully zoomed in. That's
right; he's more than 480 pixels tall. Don't ask why he's that tall... Normal Moves:
Note that Kull can not jump or duck. He doesn't appear to have strong
attacks (LS+A or RS+C) either.
Fatalities:
Magics:
MAGIC: ALL known magics
High Abbot:
Character Profile:
A 3D rendered model. Tough as nails. Speaking of nails, he's got really
big ones. Normal Moves:
Abbot can't jump straight up, duck, or do regular air attacks.
fatalities:
Magics:
MAGIC: ALL known magics.
Swami, also known as Gulab:
Character Profile:
Known Moves:
fatalities:
Section 4: The Secrets in the Game:
Is there alot of unrevealed secret codes out there?
David Liu: There are still about 30-50% of secrets remaining, in my estimation. To begin with, there are about 15 characters and 4 secret backgrounds in the game, some of which I don't believe have been discovered yet..What about this 4 player game code?
From Jack Murdock <jackm410@sam.neosoft.com>. Is there a music test code?
David Liu: I am not aware of one. One easy way to hear all the music in way is borrow the White Zombie CD.Secret characters available in 2 player modes:
Secret backgrounds:
The Cave Stage and the new Versus Mode:
From (Chris Curry) < ChrisC2@ix.netcom.com> The Psychadelic Stage:
Enter a name of "PARANOID", date May 5 1975. Turbo World:
To play in TURBO WORLD (a 60 fps background in which all the 3DO's power
is used to animate the characters as fast as possible, leaving the background
static): The Taj Mahal stage:
This is a new background that is nifty. Enter your name as "Taj Mahal", date 1/1/1 then go to the backgrounds menu item and find this new world.
How the secret characters work in Way?
David Liu:
Secret Character: Black Dragon:
From Richard Fein <rfein2@delphi.com>.
You need 2 perfect rounds on the Graveyard stage, no healing allowed. Secret Character: Major Trouble:
David Liu: to get to Major Trouble you must reapeat what you did to
get to Black Dragon and have defeated him.
There is a way to change the victory stance of your character:
Dragon wears Sun-Glasses, New poses for Other Character:
Here's something I discovered while playing WOTW. It's nothing
but it could lead to bigger and better things (secrets). I've only
it in the 2 player mode, but I'd imagine it would also work in the
tournament mode. Here's what you do: Shaky Jake wears sun-glasses too:
From Mark Lunsford <LUNSFORD@MUSIC.LIB.MATC.EDU> Nikki Chan victory screen can be changed:
From Gamevue <gamevue@aol.com> Nobunaga's incredibly corny dance:
David Liu:
To get Nobu's YMCA dance (or whatever you think it should be
called), do the following:
Dragon's Goofy picture and David Liu's message to Internet users:
David Liu:
To get to Dragon's goofy picture and hear me make fun of
all of us ("Internet people have NO life"), I think you have to finish the
match using only A and C in the last round.
Is there different endings depending on the CPU level?
From Chris Curry <ChrisC2@ix.netcom.com>
Section 5: General info about the magic:
How do the CPU uses magic?
All infos from From David Liu himself. Does it cheat?
The CPU doesnt really cheat with magic points. Here's how it works: Sometimes the CPU screws up the magic? Really?
Yes! The CPU screws up magic (just like
you do if you are sloppy in handling the controller) and occasionally
poisons itself. I kindly choose the POISON magic controls to
be very close to some of the HEAL magics, so if you goof you may get
zapped a bit :) The CPU is more clumsy, however.
Characters and magic:
Listed are chars who I've used the Magic with. Always TAUNT,
then while taunting do the listed move. Cost for Magic:
Section 6: Strategy, Combos, Miscellanous:
Some combos for Konotori:
David Liu: Some Ninja combos:
David Liu: What about Ninja's Invisibility? How do you perform it?
David Liu: You hop back by holding block and tapping back twice (twice
in succession quickly). DURING your hop, press BOTH L and R together
at the same time. In Way, "same time" means within a window of 1/30th
of a second. (To be honest, i would have liked to see that window
enlarged...) Some Dragon combos:
David Liu: Some Nobunaga's combos:
David Liu:
The basic strategy I use with him is sword or slide when
opponent is close, and airslide or throw star or shoulder rush when
oppoennt is far. What do you do to an opponent that is down?
From David Liu himself: Can you cheese humans and CPU using the Darren manuever (Dragon's turbo punch)?
From David Liu himself:
However, even if you choose not to retreat, there is a great way to
counterattack. While Dragon (or Nobu, or Nikki, or any turbo-equipped
character) is turbo attacking, he cannot throw you (since he is stuck
to the ground and cannot press towards you). So you are free to
block. Notice that when you first block a turbo punch, you get
exactly 15 blue stars. After the first 15 blocks, you get a "DEFENSIVE
BONUS" or "GOOD BLOCKING" speech from the ref, extra skull pts, and
then the blue stars go CRAZY and you get about 50 blue stars (since
they fall within a pixel or so of each other you really just see
a solid blue star) within a second of each other.Konotori's Unblockable Attack?
Q: There's a move he does when he's really close: he hits you with both of his fans (sort of "claps" them around your head"). I"ve tried to block this standing up and I've also tried to block it crouching, but I alwas get hit. Is thi
s simply an unblockable attack (like a throw perhaps..?) Ninja's Lightning Attacks go through Konotori's body?
Q: I was playing the Ninja against Konotori, and it seemed that often my lightning attack seemed to go straight through his body. Is it normal? How do do a constant stream of fireballs:
By David Liu. How to master the Ninja:
Text by Trevor Powell <TPowell@cmcvax.mckenna.edu> David Liu explains what he keeps in mind while playing Way of the Warrior:
Actually (for you Way trivia buffs), here's what stays in my neurons
when I play Way: Memorized:
Not Memorized:
The remaining magics (ironic since I designed the magic controller m
oves)
1/3 of the fatals (ironic since I also designed the fatal moves :)
Some secret codes.
But Marty is correct in that my magic sheet (simply a printout of
my email to andy about my suggested moves for fatals and magics)
is pretty useful. I'll sell it for $1000. Or highest bid. JUST
KIDDING (don't get angry, Universal :)
michel.buffa@essi.fr