The Game

Fire Pro Wrestling S - 6Men Scramble (ファイヤープロレスリングS 6メンスクランブル) is a pro wrestling game by Human, released for the Sega Saturn in Japan in 1996. It was the Fire Pro series' first game on the Saturn, and the first with six-man tag matches: up to six wrestlers in the ring, and up to six players with a multitap. It was released only in Japan.
Like every Fire Pro game, it plays on timing rather than button mashing: when two wrestlers lock up, the one who presses at the right moment gets his move, and big moves only land on an opponent who has been worn down first. This guide covers how to play, every mode, the controls and the systems under them, Wrestler Edit, and every wrestler's move list.
- 160 wrestlers in 14 promotions. Parodies of the real Japanese and American stars of the mid-1990s, plus 24 hidden ones (see Hidden Wrestlers). Every wrestler's moves are in Roster and Move Lists.
- Victory Road. A story mode: take one wrestler (or a team) through every promotion to unify the HWA titles, with an interview before every match. See Victory Road.
- Wrestler Edit. Build your own wrestlers from scratch: looks, skills, a full move set and how the CPU fights with them. See Wrestler Edit.
- Eight match modes, from one-off matches to 32-wrestler leagues, an electrified barbed-wire death match ring and an octagon for no-rules fights. See Modes.
How this guide marks its facts: a rule seen happen in the game is marked verified in game; something read in the game's code or data but not seen running is from the code; advice and numbers from the original Japanese strategy guide are from the guidebook.
Back to topGetting Started

When the game starts it asks Use which backup?: System Memory (the Saturn's own memory) or Cartridge RAM (a memory cartridge). The game keeps one save with your records, titles and settings, and a second one for your Edit wrestlers, which needs more room than the Saturn's memory has to spare; see Saving. verified in game
Press Start at the title screen to reach Mode Select. Left and Right pick a mode, A enters it. Most modes then show a Configuration screen (match type, rules, time limit, falls, ring, venue); choose - Next - at the top to go on to Wrestler Select.
On Wrestler Select, L and R page through the promotions, the D-pad moves the cursor, A picks a wrestler and B goes back. The box at the top shows the wrestler under the cursor: Nickname, hometown (From), finisher (Move), height, weight and birth date. The colour bar on the left shows who controls him: 1P to 6P for players, CP for the computer. verified in game
Back to topModes
| Mode | Japanese | What it is |
|---|---|---|
| Victory Road | ビクトリーロード | The story mode: unify the HWA titles against the CPU. |
| Exhibition | ワンナイトマッチ | One match, any rules, against friends or the CPU. |
| Open League | オープンリーグ | A round-robin league for up to 32. |
| Tournament | ワンナイトトーナメント | A knockout tournament for up to 16. |
| Elimination | イリミネーションマッチ | 5-on-5 team battles, and team leagues. |
| Battle Royal | バトルロイヤル | Up to six wrestlers in the ring at once. |
| Death Match | デスマッチ | Matches and tournaments in the barbed-wire cage. |
| Gruesome Fight | グルーサム・ファイティング | Singles in an octagon with no ropes. |
| Title Match | タイトルマッチ | Defend the belts you won in Victory Road (appears once you hold one). |
| Wrestler Edit | レスラーエディット | Create original wrestlers. |
| Rename | リネーム | Rename promotions and wrestlers. |
| Options | オプション | Settings, the Music Test and Fight Records. |
Victory Road

The single-player campaign. Pick a title, a difficulty (Easy, Normal or Hard) and your wrestler, then take on the promotions one by one: beat every wrestler of your class in a promotion to conquer it, and conquer them all to win that HWA unified title. Each promotion's matches follow its own rules (time limits, falls, submissions only in the Fighters' octagon). Before most matches, an interview plays in the ring: rivals trash-talk, partners plan, old men reminisce. verified in game
| Title | Who can enter | Matches |
|---|---|---|
| HWA Unified Heavy Title | Heavy, Free, Jr. Heavy | Singles |
| HWA Unified Heavy Tag Title | Heavy, Free, Jr. Heavy (a team you choose) | Tag |
| HWA Unified Jr. Heavy Title | Free, Jr. Heavy | Singles |
| HWA Unified Jr. Heavy Tag Title | Free, Jr. Heavy (a team you choose) | Tag |
| HWA Unified 6-Man Tag Title | Anyone | Six-man tag (new in this game) |
Eligibility by class is from the guidebook. The Record box under the list shows your progress for the highlighted title. Winning a title records you as its champion (see Title Match), with a TITLE WON! banner after the deciding match. verified in game



Some promotions' hidden members challenge you after you conquer their promotion, and beating them unlocks them everywhere: see Hidden Wrestlers.
Exhibition
One match, the mode for playing against friends (ワンナイトマッチ, "One Night Match"). On the Configuration screen you set the Match type (Single, Tag, 6-Man Tag, Mixed), the Rules (2 Count, 3 Count, Sub Only and so on), the Time limit, Falls (1 Fall or 2/3 Falls), the Ring, the Venue and the referee, and who controls each corner (a player or CP). With CP in both corners you can watch the computer wrestle itself. verified in game
To play a match under a promotion's own rules, choose that promotion's ring and rules here. from the guidebook
Open League

A round-robin league for 4 to 32 wrestlers or teams, players or CPU: everyone meets everyone once. Name your league, set the rules, then enter wrestlers on Wrestler Entry: pick 1P or CP for each entry, and END when done (at least 4). On the league table, move the cursor to a match that hasn't been played and press A; Start opens a menu with Rankings and Save. verified in game
| Mark | Result | Points |
|---|---|---|
| ○ | Win by pinfall, submission or KO | 5 |
| □ | Win by DQ or ring-out | 4 |
| △ | Time-up draw | 2 |
| ▲ | Double ring-out | 0 |
| ■ | Loss by DQ or ring-out | 0 |
| × | Loss by pinfall or submission | 0 |
The points are from the guidebook; the 2 points for a draw verified in game.
Tournament
A knockout tournament for 4 to 16 wrestlers or teams, entered the same way as the league. Setting the match type to Mixed allows handicap matches such as one against three, and damage carries over from round to round. from the guidebook
Elimination
Team battles with up to five wrestlers a side. Team Edit builds and names your teams (eight save slots); the game also has preset teams such as the factions of its promotions. Three formats: verified in game
- Elimination: winner stays on; the loser's team sends in its next man.
- League: every member meets every member of the other team.
- League (Tug-of-War): a league where the pairings are drawn at random. from the guidebook
If it ends level, the two captains fight to settle it. from the guidebook
Battle Royal
Up to six wrestlers at once, and up to six players. Normal: regular rules, the last one left wins. Endless: wrestlers who lose a fall stay in and keep fighting. Over the Top: going over the top rope to the floor eliminates you. from the guidebook
Death Match
A match or a tournament (Death Match Tourney) in a special ring walled with barbed wire. Its traps: the wire explodes when a wrestler is thrown into it, and the Bomb setting is a timer: when it runs out, the ring explodes. from the guidebook
Gruesome Fight
A match or tournament (Gruesome Fighting Tourney) in an octagon with no ropes, singles only. With no ropes, the Irish whip (the Hammer Throw) only breaks the grapple. The Japanese guide calls it the ring "to decide who's strongest", and the shooters and martial artists are at their best here. from the guidebook
Title Match

Appears on Mode Select once you hold a Victory Road title. It has three entries: verified in game
- Title Match: defend a belt you hold against a challenger of your choice. The banner after the match is TITLE DEFENDED! (with the defence count) or TITLE WON! (with the new champion's number).
- Past Champs: each title's history: every champion, the player, the date the title was won and the number of defences.
- Vacate Title: give up a belt, for example to win it again in Victory Road (the game won't let you challenge for a title you already hold).
Rename and Options

Rename changes the names of promotions and wrestlers (their names, short names and nicknames), with the in-game keyboard. Options: verified in game
- Screen Zoom: on or off; with it on, the match view zooms in and out.
- Stereo/Mono, Match BGM Vol. and Theme Vol. (entrance themes).
- Music Test: listen to the game's music. More tracks appear after the game clear.
- Fight Records: each wrestler's record: matches, points, total and average match time.
Controls
The Saturn pad: A B C along the bottom, X Y Z above, L and R on the shoulders. In general A is a light move, B a medium one and C (or A+B) a heavy one. The inputs below are from the guidebook; the ones marked otherwise were checked in game.
Moving and Striking
| Action | Input |
|---|---|
| Walk | D-pad |
| Run | X + D-pad |
| Circle around the opponent | Z + Left or Right |
| Close in on the opponent | Z + Up or Down |
| Action | Input |
|---|---|
| Light strike | A |
| Medium strike | B |
| Heavy strike | C or A + B |
| Taunt (play to the crowd) | L or R |
Footwork matters as much as moves: run to catch an opponent who backs off, circle to get behind him, and back off yourself when you need to. Standing, lean on light and medium strikes: a heavy move such as a dropkick can leave you on the mat too, and is often blocked. Against an opponent who is nearly out on his feet, even a light strike knocks him down.
Haul a downed opponent to his feet, then hit the heavy move: he's dazed for a moment after he gets up. Watch out for wrestlers who play possum.
Grappling
When two wrestlers meet, they lock up, and the one who presses a button at the right moment gets his move. Winning the timing isn't everything: a move can still fail against an opponent with plenty of stamina left, or be reversed. Start with light moves and work up.
| Action | Input |
|---|---|
| Light grapple move | A |
| Medium grapple move | B |
| Heavy grapple move | C or A + B |
| Irish whip into the ropes (Hammer Throw) | X + D-pad |
| Front headlock | X |
- Early in a match, heavy moves get reversed. Wear him down with light moves and holds first: the Japanese guide suggests about five light moves before the first medium one. Heavy moves are reversed very often until he's worn out.
- Front headlock: press Z the moment you lock up, then drag him around with the D-pad; a button takes him down from there.
- Test of strength: when both wrestlers have about the same stamina and press together, they lock hands. Mash the D-pad to win it (the buttons do nothing), then follow up with a light move.
- Grabbed from behind: press A (a light reversal) or B (a heavy one) with good timing the moment you're grabbed. Mashing doesn't work.
Downed Opponents
Stand at his head or at his feet: different moves come out. Face-up or face-down changes them again.
| Button | Face-up, at the head | Face-up, at the feet | Face-down, at the head | Face-down, at the feet |
|---|---|---|---|---|
| A | Haul him up | Roll him over | Roll him over | Haul him up (and take his back) |
| B | Pin or hold | Pin or hold | Pin or hold | Pin or hold |
| C | Ground move or strike | Ground move or strike | Ground move or strike | Ground move or strike |
Z + D-pad drags a downed opponent: pull him away from the ropes before a submission hold, so he can't reach them for a break. When you're the one on the mat: A gets up slowly, B plays possum (you're untouchable while you rise) and Up/Down rolls you up to your feet.
Running and the Ropes
| Action | Input |
|---|---|
| Running: stop | D-pad |
| Running: light attack | A |
| Running: heavy attack | B |
| Running diagonally: attack | C |
| Opponent running at you: light counter | A |
| Action | Input |
|---|---|
| Opponent running at you: medium counter | B |
| Opponent running at you: standing attack | C or A + B |
| Opponent running at you: feint | Y |
| Whipped into the ropes: catch the ropes and stop | A |
| Whipped into the ropes: stop, then counter | B |
Running attacks miss unless you're lined up, so set them up with an Irish whip rather than running in blind. Catching the ropes after a whip needs the button the moment you touch them, and stops working once your stamina is low; some fighting styles never manage it (see Fighting Styles).
After an Irish whip, chase him and hit a running attack from behind before he turns: it's almost never reversed and can knock him out of the ring. Strong enough that you shouldn't overuse it.
Corners and Dives
Whip an opponent diagonally and he crashes into the corner and slumps there. Lock up with him from the front for corner moves (C + direction) or to hang him upside down (Z). These need him worn down first. Some wrestlers have avalanche moves from the top of the post: press C at the moment you lock up there.
From the top of the post, A, B, C or A+B dives; each wrestler's dives differ. Dives connect far more often against a standing opponent: floor him with a big move, wait on the post until he rises (he's woozy getting up), then dive. If he's the one on the post, knock him off with A or B (the Japanese guide also mentions C).
| Action | Input |
|---|---|
| Running dive to the floor | Run to the ropes, then C |
| Dive to the outside | At the ropes: C + direction |
| Dive from the apron | On the apron: C + direction |
Roll a downed opponent out of the ring first: he stays woozy on the floor for a while, so your dive is far more likely to land. Dives that miss hurt you instead.
Other Controls
| Action | Input |
|---|---|
| Climb the corner post | A or B |
| Climb down from the post | On the post: Up or Down |
| Run up the post | Run diagonally into the corner, then A or B |
| Step out onto the apron | At the ropes: B + direction |
| Climb onto the apron | From the floor: B + direction |
| Knock him off the apron | On the apron: A or B |
| Leave the ring | A + direction |
| Action | Input |
|---|---|
| Return to the ring | From the floor: A + direction |
| Kick out of a pin | Mash B |
| Escape holds | Mash the D-pad |
| Recover when stunned | Mash every button |
| Release your own hold | B |
| Pause | Start |
X+Y+Z while paused hides the Pause label, for clean screenshots. verified in game A+B+C+Start resets the game. from the code
Tag Matches
| Action | Input |
|---|---|
| Tag your partner | In your corner: Y + direction |
| Full nelson | Lock up from behind: Z |
| Shoulder carry | Lock up from behind: Z + direction |
| Break up a pin or hold | Any button |
| Action | Input |
|---|---|
| Catch an opponent at the ropes | Z + direction |
| Catch an opponent on the post | A or B + direction |
| Double-team move | Lock up with two: A, B or C |
| Triple-team move | Lock up with three: A, B or C |
Team moves use the move set of the wrestler who has the upper hand, so check your wrestlers' move lists. Drag an opponent to your own corner before working on him: corner moves land more easily and his partners have farther to come. The full nelson is the key move: drive him into your corner, hold him, and let your partner go to work.
Back to topHow Matches Work

Fire Pro shows no life bars. Each wrestler has hidden gauges and body parts, and the way he moves (slow to rise, staggering, gasping) tells you how worn down he is. The numbers in this section are from the guidebook unless marked.
Stamina, Spirit, Breath
- Stamina drops with every move you take, and the lower it is, the more of the opponent's moves land and the fewer of yours do. It slowly recovers while you're not being hit.
- Spirit keeps you going when the damage peaks: with low spirit you're easier to pin or make submit. Playing to the crowd (L/R) restores it.
- Breath: every move costs breath; at zero you're out of breath and can't act for a moment. How fast it runs out depends on the fighting style and the kind of move.
- Neck, arms, waist and legs take damage separately. A worn neck makes you easier to knock out and weakens moves that use the neck; worn arms weaken arm moves; the waist matters for throws; worn legs weaken kicks and dives.
Criticals
A critical knocks the opponent out or makes him give up at once, whatever his stamina. Each wrestler has one critical type, which decides which of his moves can cause one:
| Critical | Japanese | Moves that can cause it | When it's likely |
|---|---|---|---|
| Special | 必殺 | His finishers | Never early; rises to about 10% on an exhausted opponent |
| Strike | 打撃 | Punches and other strikes | A steady few percent all match |
| Suplex | スープレックス | Throws (not pinning holds) | Peaks in mid-match |
| Submission | サブミッション | Joint locks and chokes | Highest early (5-10%), lower later |
| Power | パワー | Power slams | Never early; rises to about 10% at the end |
| Tech. | テクニカル | Quick roll-up pins | Strong early, weak mid-match, back up late |
So Submission and Tech. wrestlers can win early, and Special and Power wrestlers win late, on a worn-down opponent.
Reversals
Once a wrestler's stamina is low, his opponent's moves are sometimes reversed into his own. What reversals he uses depends on his reversal type (Orthodox wrestlers reverse like any wrestler; Technicians with roll-ups; Power wrestlers with strength; Luchadors with flashy lucha counters; Heels with every illegal trick; Shooters with kicks and joint locks; Grapplers with chokes and holds). Each fighting style is better or worse with each reversal type; the Japanese guide's table gives small bonuses (up to +10) to a style's own type and big penalties to the Giant type for anyone who isn't a giant.
Fighting Styles
Every wrestler has a fighting style, which changes his small automatic actions, how he handles the ropes and dives, and how fast he tires with each kind of move. The styles, as Wrestler Edit names them:
| Style | Japanese | Character |
|---|---|---|
| Orthodox | オーソドックス | Standard all-rounder |
| Technician | テクニシャン | Technical bouts that win over the crowd |
| Wrestling | レスリング | Amateur-wrestling offence |
| Ground | グラウンド | Takes you down for submissions |
| Power | パワー | Pushes forward with power moves |
| Junior | ジュニア | Fast, everything goes |
| Luchador | ルチャドール | Mexican high-flyer |
| Heel | ヒール | Every illegal move there is |
| Mysterious | ミステリアス | Oriental, technical villain |
| Shooter | シューター | No showboating, real fighting |
| Fighter | ファイター | Stand-up striker (kickboxing, karate) |
| Grappler | グラップラー | Jujutsu, for mixed bouts and street fights |
| Tiger | パンサー | The masked high-flyer's own style |
| Giant | ジャイアント | The giants' own style |
| Devil | 魔性 | A demonic villain's style |
| All-Round | オールラウンド | Reversal type only: draws on every style |
| Style | Catching the ropes (full stamina) | Dive distance | Damage when your own move misses |
|---|---|---|---|
| Shooter, Fighter, Grappler, Giant | 100% (Fighter and Grappler keep it until late) | x1.25-x1.50 | |
| Junior, Luchador, Tiger | Never | Farthest (118%) | Least (x0.75) |
| Orthodox, Technician, Mysterious, Devil | x1.00 | ||
| Wrestling, Ground, Power, Heel | x1.25 |
- Counter to a runner (A): Orthodox, Power, Mysterious and Devil duck under; Technician, Luchador and Tiger leapfrog; Junior slides; the rest have none.
- Test of strength move: Orthodox and Mysterious an elbow, Technician, Junior and Tiger a kani basami, Wrestling a double wristlock, Ground and Grappler a single-leg tackle, Power and Giant a hammer blow, Luchador a cyclone whip, Heel a headbutt, Shooter an osoto-gari, Fighter a knee lift, Devil a knuckle arrow.
- Breathing: everyone breathes easily while fresh. Fighters, Grapplers and Giants run out of breath very fast once they're worn down; Junior, Tiger and Devil stay steadier near the end. Shooters and Fighters handle strikes well but tire fast with power moves and lariats; Grapplers are best at holds and chokes; Juniors and Luchadors at dives and running.
Size and Pressure
Every wrestler is size S, M or L. Bigger wrestlers hit harder but run out of breath sooner:
| Your size | vs S | vs M | vs L |
|---|---|---|---|
| S | x1.00 | x0.94 | x0.88 |
| M | x1.06 | x1.00 | x0.94 |
| L | x1.13 | x1.06 | x1.00 |
Promotion pressure: wrestling in another promotion's ring can rattle a wrestler, who then starts the match with less stamina and spirit: none, 1/16, 1/8 or 1/4 less. The big promotions (New Japan, All Japan, WCW and Legends) hardly feel it anywhere; wrestlers from the small independents (FMW, WAR, Michinoku Pro, UWF International) and the Shoot Fighters start a quarter down in the rings of New Japan and All Japan.
Back to topWrestler Edit
Build your own wrestlers and use them in every mode. The Edit menu has eight entries: verified in game
| Entry | What it sets |
|---|---|
| Name Entry | Ring name, short name and nickname, with the in-game keyboard (English letters and Japanese). |
| Appearance | Body, face and costume, with colours. |
| Skill Edit | Profile and abilities: promotion, class, style, critical, recovery, durability. Costs points. |
| Parameters | Attack and defence by kind of move, 1 to 10 each. Costs points from the same pool. |
| Moves | The full move set. The Japanese guide calls this the most important step. |
| CPU Logic | How the computer wrestles him. |
| Save | Save, load and delete Edit wrestlers. |
| Exit |
Appearance
Stance, Size (S, M, L; see Size and Pressure), Face, then the costume part by part (chest, abs, upper and lower arms, wrists, thighs, shins, ankles), each with its colours set on the colour bar at the bottom (Down past the last row; R, G and B values, and Copy to copy a colour). The Face numbers follow the roster: faces 0-159 are the game's wrestlers, so start from someone close to the look you want. verified in game
Faces 160-203 are Edit-only presets: 42 wrestlers who appear nowhere else, and two bears (202 and 203). The bears are a joke, but the Japanese guide built one as a Fighter with maxed Arm and a bear hug, and found it surprisingly strong. from the guidebook
Skill Edit

The profile (promotion, class, height, weight, birth date, hometown, fighting style, reversal type) is free. The abilities cost points from the pool shown at the bottom (Pts to Next), shared with Parameters: from the guidebook
| Item | Points | What it sets |
|---|---|---|
| Critical | 0, 5 or 20 | The critical type (see Criticals) |
| Recovery / Recovery (Bleed) | 10 / 5 | Stamina recovery, normally and while bleeding |
| Breathing / Breath (Bleed) | 10 / 5 | Breath recovery |
| Spirit / Spirit (Bleed) | 10 / 5 | How slowly spirit drops |
| Neck, Arms, Waist, Legs | 2 each | Durability of each body part |
| Move Speed | 4 | How fast he moves |
| In/Out Speed | 2 | How fast he gets in and out of the ring and up the post |
| Climb/Run Up | 8 | Whether he can climb the post, or run up it |
| Return Count, Tag Work | free | When he gets back in the ring, and his tag timing |
| Theme, Shouts | free | Entrance music and his shouts |
The point pool is 180 at first, 200 after the game clear, and 255 once all five HWA titles have champions. from the code
Parameters
Attack and defence by kind of move, 1 to 10 each, paid from the same pool. Don't spend it all in Skill Edit first.
| Attack | Covers | Defence | Covers |
|---|---|---|---|
| Punch | Punches and arm strikes | Strike Def | Arm strikes |
| Kick | Kicks | Kick Def | Kicks |
| Throw | Throws, and the strength of your bridge | Throw Def | Breakfalls from throws |
| Lock | Joint locks | Lock Def | Joint locks |
| Choke | Stretch holds and chokes | Hold Def | Stretch holds (flexibility) |
| Power | Raw strength on impact | vs. Lariat | Lariats |
| Speed | Springiness, for dives and throws | Aerial Def | Dives |
| Arm | Lifting and squeezing strength | Slam Def | Slams |
| Offense | Roll-ups and technical moves | Defense | Technique when reversing |
| Rough | Headbutts, weapons and other rough stuff | vs. Rough | Rough attacks |
Moves

Pick an input on the left (Stand A, Grab B↑, Down Head C…) and a move for it on the right. Three ratings at the top help you choose: verified in game
- Main: the move's main attack type and power, from your Parameters.
- Sub: its secondary attack type, which counts for less.
- Affin.: how well the move suits your fighting style. A move that suits the style does far more; a poor fit holds back even a strong wrestler.
Don't take only the strongest moves: build a move set that fits who he is (a striker, a submission technician, a brawler with weapon shots) and it will both play and look right. from the guidebook
CPU Logic
How the computer wrestles him when he's CP, situation by situation (the opponent down by the corner, groggy, whipped into the ropes…), with a percentage for each move in his set. Four overall settings: verified in game
- Fixation: how much he cares about putting on a show. High goes for the flashy match; low plays it safe.
- Caution: how carefully he manages the match. High fights not to lose.
- Flexibility: whether he adapts to each opponent or sticks to his own fight.
- Teamwork: how well he works with a tag partner.
Set CPU Logic carefully if the computer will play him, especially as your tag partner, and test it in CPU-vs-CPU matches: a careless setup makes for dull matches.
Saving
Your records and settings need 318 free blocks of backup memory, and the game warns you at start-up if there isn't room. Edit wrestlers have a save of their own: the standard one fits in System Memory, while the extended one, with room for more wrestlers, needs 498 free blocks on a memory cartridge. If a friend saves his wrestlers to your cartridge, your Edit wrestlers can fight his. verified in game
Back to topPromotions
The game's world: 14 promotions of the mid-1990s, in parody form. With real names on, they show the promotions they stand for. Their backstories, in the game's own fiction: from the guidebook
| Promotion | Founded | Story |
|---|---|---|
| New Japan | 1972 | Built around Antonio Inoki after he left Toyo Pro Wrestling. A major promotion, lately keen on inter-promotion matches. |
| Heisei Ishingun | 1994 | An anti-establishment faction formed by Shiro Koshinaka, Kengo Kimura and others, now running its own shows apart from New Japan. |
| All Japan | 1972 | Founded by Giant Baba, who also left Toyo Pro Wrestling. For years it refused to deal with other promotions; lately it has started to. |
| FMW | 1989 | Built around Atsushi Onita, formerly of All Japan: "pro wrestling that shows pain", with barbed wire and exploding ropes. |
| WAR | 1992 | Founded by Genichiro Tenryu, formerly of All Japan: a free-agent promotion that takes on all comers. |
| Michinoku Pro | 1993 | Founded by The Great Sasuke: lucha libre from northern Japan, at war with the rebel Kaientai. |
| WCW | The most popular promotion in America, touring the world with entertainment-heavy showman wrestling. | |
| UWF International | 1991 | Founded by Nobuhiko Takada, Kazuo Yamazaki and others when the UWH split: fighting-style pro wrestling, fast rising. |
| RINGS | 1991 | Founded by Akira Maeda after the first UWH split, aiming for mixed martial arts; known for finding foreign stars. |
| Fujiwara Gumi | 1991 | Founded by Yoshiaki Fujiwara; now he's its only member, wrestling on independent shows. |
| Pancrase | 1992 | Founded by Masakatsu Funaki and others who left Fujiwara Gumi: realistic wrestling, though its ace is in a slump. |
| AAA | Mexico's high-flyers, with "the fight for freedom" as their theme. | |
| Shoot Fighters | The toughest street fighters, after the title of world's strongest: no-rules fights in the octagon, decided by submission only. | |
| Legends | Hidden: see Hidden Wrestlers. |
Roster and Move Lists
Every wrestler, promotion by promotion, from the game's own data. Click a wrestler to open his profile and full move list; finishers are marked Finisher and signature moves Signature. Type to filter by name, nickname, move or hometown. from the code
Secrets
Unlockables and hidden content, with how to reach them. The technical side (addresses, how each was found, what was searched for and not found) is in HIDDEN_CONTENT.md.
Hidden Wrestlers
24 of the 160 wrestlers are hidden at first, including a whole hidden promotion. There are no button codes: you unlock them by playing. from the code
Spoiler: how to unlock them
Each hidden wrestler belongs to a promotion. In Victory Road, after you beat every wrestler of a promotion, its hidden member may challenge you, if he's in your class; beat him, or beat him anywhere else, and he's unlocked for good. from the guidebook The game records each one separately when you win against him. from the code
The hidden promotion is Legends, the legends: Rikidozan and three others, "a legend among legends" each. It appears after you conquer every promotion in Victory Road. from the guidebook
Winning both singles titles (Heavy and Jr. Heavy) in Victory Road counts as clearing the game, which unlocks all 24 at once: see The Game Clear. from the code
The Game Clear
Spoiler: what clearing the game unlocks
When both the HWA Unified Heavy Title and the HWA Unified Jr. Heavy Title have champions, the game marks your save as cleared. That unlocks: from the code
- all 24 hidden wrestlers, with the hidden promotion's page in Wrestler Select;
- more Music Test tracks (2 to 36 instead of 5 to 34), including the ending and title themes;
- 200 Edit points instead of 180 (255 with all five titles);
- in Exhibition, more players than connected controllers.
Endings
Victory Road has two endings, one for the heavyweight titles and one for the juniors, each followed by the staff credits.
Spoiler: the endings' text and pictures



The heavyweight champion walks the corridor to the ring: The fight is not over yet. As long as I am champion, there is no running away... no, as long as I am a wrestler. The door opens on the true Victory Road, and the screen ends on LET'S TRY ENDLESS BATTLE. The junior champion's ending is shorter: One battle is over. But there can be no standing still, for a new battle has begun. The battle goes on, for the title of strongest. verified in game
The Unlocked Patches

The English patch comes in "(Unlocked)" versions (and an untranslated Japanese one) that start the game as if it had been cleared: all hidden wrestlers, the full Music Test and 255 Edit points from the start. They also open three things the original never offers: verified in game
- Nine hidden Edit presets: Appearance's Face list runs to 212 instead of 203. Faces 204-208 are five complete presets the developers left in (they look like video-game fighters); 209-212 reuse their data.
- The secret G Gundam theme: the Theme setting in Skill Edit runs to 37, G Gundam Theme, a track the original only plays in its hidden sound test.
Developer Leftovers
Spoiler: the debug menu and other things left on the disc
The disc still holds the developers' tools, named after staff in the credits. None can be reached in the original; the translation project's build tools can switch them on for curious players (build.py --unlocks debug-menu). {V}
- PROCESS SELECT, a boot menu: HARAKI_PROCESS (a mode selector with a cut "Fight Records" entry), YONE_PROCESS (pad test, backup utility with Saturn floppy drive support, and the stream sound test with the secret G Gundam theme), AIKOH_PROCESS (a wrestler database viewer, test matches and a game-clear switch), KANEKO_PROCESS (the ending viewer) and the GIAN EDITOR, the developers' motion editor.
- An in-match monitor that prints the wrestlers' positions, damage and current moves over a paused match.
- Cut moves with names but no animation, among them Ken's Shoryu Reppa from Street Fighter.
Japanese Glossary
Terms you'll see in the menus and on screen of the original Japanese game, and what the English translation shows instead.
| Japanese | Meaning | On screen in the translation |
|---|---|---|
| ビクトリーロードbikutorī rōdo | Victory Road | Victory Road |
| ワンナイトマッチwan naito matchi | One night match | Exhibition |
| ワンナイトトーナメントwan naito tōnamento | One night tournament | Tournament |
| オープンリーグōpun rīgu | Open league | Open League |
| グルーサム・ファイティングgurūsamu faitingu | Gruesome fighting | Gruesome Fight |
| レスラーエディットresurā editto | Wrestler edit | Wrestler Edit |
| タイトルマッチtaitoru matchi | Title match | Title Match |
| 歴代王者紹介rekidai ōja shōkai | Past champions | Past Champs |
| タイトル返上taitoru henjō | Vacate the title | Vacate Title |
| 団体dantai | Promotion | Promotion |
| 階級kaikyū | Class | Class |
| ヘビー級 / ジュニアヘビー級hebī-kyū / junia hebī-kyū | Heavyweight / junior heavyweight | Heavy / Jr. Heavy |
| 必殺技hissatsu-waza | Finishing move | Move (on Wrestler Select) |
| ニックネームnikkunēmu | Nickname | Nick |
| 出身地shusshin-chi | Hometown | From |
| 体力 / 気力 / 呼吸tairyoku / kiryoku / kokyū | Stamina / spirit / breath | (hidden gauges) |
| 返し技kaeshi-waza | Reversal | Reversal |
| クリティカルkuritikaru | Critical | Critical |
| 相性aishō | Compatibility | Affin. |
| 思考ロジックshikō rojikku | Thinking logic | CPU Logic |
| はい / いいえhai / iie | Yes / no | Yes / No |
| 終了shūryō | End | - End - / Exit |
| 次へtsugi e | Next | - Next - |
| タイトル奪取taitoru dasshu | Title captured | TITLE WON! |
| タイトル防衛taitoru bōei | Title defended | TITLE DEFENDED! |
| 優勝yūshō | Championship win | CHAMPION! |
| 制覇seiha | Conquest | CONQUERED! |
| 勝利shōri | Victory | VICTORY! |
Q&A
Is there an English version?
Not from Human: the game was only released in Japan. This guide was written alongside an English fan translation, released as patches for your own copy of the game, with real names or parody names, and with or without everything unlocked.
Why do the names in my game differ from this guide?
The translation comes with the real names of the wrestlers the characters stand for, or with the game's own parody names. Use the Names switch at the top of this page to match your patch.
How do I get the hidden wrestlers?
By playing Victory Road: see Hidden Wrestlers. Or use an "(Unlocked)" patch.
Where is Title Match mode?
It appears on Mode Select once you hold a Victory Road title.
My big moves keep getting reversed.
Heavy moves on a fresh opponent are reversed most of the time. Work him over with light moves and holds first, then medium, then heavy: see Grappling.
My Edit wrestlers won't save.
They need a lot of room, especially the extended save (498 blocks on a memory cartridge). See Saving.
Back to topCredits and Legal
This guide is a non-commercial fan project, not affiliated with or endorsed by Human or any other owner of Fire Pro Wrestling. Fire Pro Wrestling S - 6Men Scramble and its names, characters and trademarks belong to their owners; the real wrestlers and promotions named here belong to themselves and their owners.
The text is written in our own words from play, the game's code and data, and the original Japanese strategy guide for the game. It contains no scans or images from any printed guidebook. The screenshots are from the English fan translation.
Sources: the original Japanese strategy guide (modes, controls, promotion backstories, systems and Wrestler Edit advice, marked from the guidebook); the 32bits "Expansion Hack" write-up (the debug menu and extra Edit characters, first found there); the translation project's own research of the game's code (HIDDEN_CONTENT.md).
AI assisted with this guide.
The guide text is shared under Creative Commons Attribution-ShareAlike 4.0 (CC BY-SA 4.0; see LICENSE). You're free to share and adapt it, as long as you credit this guide and share alike.
Contributing
Corrections welcome: open an issue at github.com/kactusken/Fire-Pro-Wrestling-S-Six-Men-Scramble-English, especially for anything marked from the guidebook or (unverified).
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