実況パワープロレスリング96
マックスボルテージ

Jikkyou Power Pro Wrestling '96 Max Voltage

Super JapanWWKBOMREAL'S

An unofficial English guide to Konami's 1996 Super Famicom wrestling game, written alongside the English fan translation.

Contents

The Game

Max Voltage is Konami's 1996 pro-wrestling game for the Super Famicom, from the same family as the long-running Jikkyou Powerful Pro Yakyuu baseball series. As the word jikkyou ("live play-by-play") suggests, matches are called by a commentator in the style of Japanese wrestling TV.

What sets it apart:

  • Four fictional promotions, each with its own style. There's a strong-style Japanese company, an American entertainment federation, an outlaw deathmatch group and a realistic shoot-fighting promotion. Each style is backed by its own ruleset.
  • A timing-based grapple system. Most big moves come from a lock-up, and whoever inputs closer to the "best timing" cue wins it. Learning this cue is the core skill of the game (see the grapple system).
  • Max Voltage mode, a career and training simulation. You create a rookie, guide them through years of a branching story, and try to hold all four championship belts at once. Finished wrestlers can be saved and used in every other mode.
  • A roster of 50 wrestlers. Many are affectionate parodies of 1990s Japanese wrestling stars, and the American promotion is full of in-jokes about other Konami games (see Konami Cameos).
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Game Modes

ModeJapaneseWhat it is
VersusバーサスSingle exhibition matches with any setup you like. This is the place to practice grapple timing and try out wrestlers.
TournamentトーナメントA 16-entrant knockout, where one loss knocks you out. Win cleanly and quickly to stay fresh.
LeagueリーグA 10-entrant round robin, so each plays 9 matches. Highest points total wins. A win by pinfall, KO or TKO is worth 5 points; by submission, count-out or disqualification 3; a draw 1 each; a loss nothing.
Max VoltageマックスボルテージCareer mode. Create a wrestler, train them, follow the story and chase all four belts. See Max Voltage mode.
OptionオプションGame settings, such as difficulty and stereo or mono sound.

Tournament and League take 0 to 4 human players (more than two need a multitap). Wrestlers saved from finished Max Voltage careers join the wrestler select as a fifth group, Legends.

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Match Setup and Rules

From the guidebook; the menus checked against the game.

Before every match you get a SET UP screen. Its entries are the number of participants, match time, venue, extra rules, which corners are human or CPU, start, and back. There are three rulesets, and they play very differently.

Standard Rules

Normal pro wrestling, and the default for most promotions.

  • Ways to win: pinfall (three count in the ring), submission, opponent disqualified on a five count for a foul, count-out, or referee stoppage for injury.
  • Draws: double count-out, or the time limit running out.
  • Fouls: illegal moves such as chokes, refusing to release a hold after a rope break, and climbing the turnbuckle from inside the ring.
Tip

Don't throw your finisher early, because a fresh opponent just kicks out. Wear them down with strikes and stamina-draining holds, and save the big suplex for when they're groggy.

Shoot Rules

A realistic, sport-style ruleset built on strikes and submissions. It's the home ruleset of REAL'S and is always fought in the REAL'S ring. Shoot matches are always singles.

  • Ways to win: KO (ten count), KO by accumulated down points, submission, count-out, TKO/referee stoppage, or a points decision when time runs out.
  • There are no pinfalls. Big suplexes are worth much less here.
  • The lost-point system:
    • Each rope escape from a hold costs you one escape point. Three escape points become one down point.
    • Each knockdown is also a down point.
    • Five down points is a KO loss.
    • At the time limit, the wrestler who has lost fewer points wins. Equal points is a draw, except in Tournament mode, which needs a winner.
Tip

Rope escapes cost points, so try to break holds by mashing L / R instead. On offense, chaining kicks into knockdowns racks up down points fast.

Deathmatch Rules

BOM's specialty, always fought in the BOM ring and always singles. Win and foul conditions are the same as Standard, with two hazards added:

  • Electrified ropes deal heavy damage on contact.
  • Landmines on the floor outside the ring.

Both hit hard and often cause bleeding, which stops stamina recovery.

Tip

In a deathmatch, every wrestler can stop short of the ropes after an Irish whip, so use that (see Movement and the Ring). If you're thrown outside, get back in quickly, because wandering around ringside is how you step on a mine. Do the opposite to your opponent: whip them into the ropes and leave them outside.

Setup Options

The SET UP screen in Versus mode
The SET UP screen: Players, Time, Venue and Other, then the wrestlers.
OptionChoicesNotes
Participants
1-on-1 singles, 2-on-2 tag, 3-on-3 six-man tagShoot and Deathmatch are singles only. In tags, teamwork and well-timed tags win.
Match time
15, 30, 45 or 60 minutes; no time limitAll one-fall matches.
Venue
Five rings: one for each promotion, plus a plain ringThe ring is cosmetic and doesn't change abilities. Shoot uses the REAL'S ring and Deathmatch uses the BOM ring automatically.
Count-out
10, 20 or offStay outside past the count and you lose.
Lumberjack
On or offWhen on, anyone who leaves the ring is thrown back in. Turn it off if your wrestler relies on dives to the floor.
Rope break
On or offWhen off, grabbing the ropes does nothing and the only way out of a hold is mashing L / R.

The Five Rings

Super Japan's ring
Super Japan
WWK's ring
WWK
BOM's ring
BOM
REAL'S ring
REAL'S
The plain ring
Plain Ring
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Controls

From the guidebook, except where marked.

Controller layout The D-pad moves and picks move variations. Y is a small attack, B a medium attack, A a big attack, X grapples. R dashes, L pins and tags, Select appeals to the crowd. X A B Y L R L Pin, tag partner R Dash, Irish whip X Grapple, climb A Big attack B Medium attack Y Small attack Select Appeal D-pad Move, pick variation
Small, medium and big attacks sit on Y, B and A. Bigger moves hit harder but fail more often.

Button Map

The face buttons follow a small, medium, big pattern for strikes, grapple moves and dives alike.

ButtonFunction
D-padMove in 8 directions. Direction + button picks the variation of a move.
YSmall attack: jabs and chops standing, small grapple moves, stomps on a downed opponent.
BMedium attack: kicks and slaps, medium grapple moves, submission holds on a downed opponent.
ABig attack: standing jump attacks (dropkick, enzuigiri and so on) and big grapple moves (finishers).
XGrapple. Also climbs the turnbuckle (with a direction), and grabs a downed opponent to drag or lift them.
RDash (with a direction, or straight ahead without one). While grappling, whips the opponent into the ropes.
LPin a downed opponent. With a direction toward your partner, tag out.
L / R mashKick out of pins, break holds, get up faster, recover from groggy.
SelectAppeal (taunt). No damage, but the commentator reacts to it.

Movement and the Ring

  • Entering and leaving the ring: touch the ropes or apron and double-tap the D-pad in the direction you want to go. From outside, the same double-tap toward the ring puts you on the apron.
  • Dashing: R + direction. You bounce off the ropes and keep running.
  • Rope stop: press any attack button or R the moment you rebound off the ropes. REAL'S wrestlers, and everyone in a deathmatch, can also stop dead after being whipped by holding A toward the ropes.
  • Climbing the turnbuckle: D-pad toward the corner + X. Press X on top to climb down.
    • Climb from inside and you face the crowd, which sets up back-facing dives (moonsault, Phoenix Splash). Climbing from inside is a foul under Standard rules, so expect a count.
    • Climb from the apron and you face the ring, which sets up front-facing dives (flying body press, missile kick, shooting star).
  • Rolling away: when you're down, hold up or down to roll clear of follow-ups. There's a time limit.
  • Dragging: X on a downed opponent grabs the head or legs. Use the D-pad to drag them to the middle, away from the ropes, so your hold can't be broken. You can also haul them to their feet.
Tip: strike before the bell

While the wrestlers wait for the gong, press L, then run at the opponent to get the first hit in (from tips sites, unverified).

Tip: count-out wins

Lure the opponent outside, beat them up, and slip back into the ring just before the count finishes.

Attacking

SituationInputTypical moves
Opponent standing, kneeling or on the ropesY BChops, punches, kicks, slaps
Standing jump attackADropkick, rolling sobat, enzuigiri. These knock the opponent down but can hurt you if they miss.
Opponent down: strikeY near head or legsElbow drop, knee drop, stomps
Opponent down: holdB near head or legsFigure-four, camel clutch, STF
Dash at a standing opponentR then Y B ALariat, knee strike, flying attacks. A missed big one leaves you open.
Opponent slumped in a cornerDiagonal dash + buttonCorner splashes and running strikes
Dash at a downed opponentDash + Y BRunning elbow and knee drops. They miss if you're at the wrong distance.
Counter: opponent dashes at youY B A standing stillPowerslam, shoulder throw, Frankensteiner
From the top turnbuckleDirection + Y B AHeadbutt, missile kick, moonsault
Springboard ("swan dive")From the apron, touch the ropes + direction + YPlanchas, quebradas, works in or out of the ring
Dive to the floor ("super dive")Opponent outside, you inside: direction away + R while appealingTopé suicida, topé con hilo, the Saizo Special. Each wrestler has one move for this (input unverified)
Tip: easy counters

Whip the opponent into the ropes with X then R, stand still, and press a button as they come back.

The Grapple System

Grappling decides almost every match. Strikes alone won't win. If you can win lock-ups, you can land your big moves.

  1. Press X near the opponent to lock up.
  2. Watch and listen. A sweat-splash graphic appears and you hear a sharp "pachin" slap. That instant is the best timing.
  3. Enter your move (Y B A + direction). Whoever enters closer to best timing wins the grapple.
  4. Pressing before the cue is the worst possible timing. Pressing too late lets the opponent go first.
Two wrestlers locked up in the middle of the ring, with small white drops of sweat flying off their heads
The cue: during the lock-up, drops of sweat fly off the wrestlers' heads.
Close-up of the same frame: the white sweat drops above the two wrestlers
The same frame enlarged. The drops are small, so the "pachin" sound is often easier to catch.

Winning the grapple isn't enough on its own. Success also depends on move size and the opponent's stamina:

  • Y small moves have the highest success rate, B medium moves are in the middle, and A big moves have the lowest.
  • A big move against a fresh opponent usually fails even after a perfect lock-up.
  • Each move also has its own difficulty (0–9), separate from its size. See Move properties.

Grapple Position

SituationHow it happensEffect
AdvantageYou grab a facing opponent firstYour success rate goes up
EvenYou both grab at the same timePure timing contest
DisadvantageYou're grabbed while being pulled up off the matYour success rate goes down

Back Grapples

Press X from behind the opponent. This leads into the game's best suplexes: German, dragon, tiger and Exploder. The timing is tougher than a front lock-up. If someone gets behind you, a well-timed X reverses it (back elbow, jawbreaker and the like).

Hardest Moves to Land

For reference, these are generally considered the hardest moves to pull off. All are aerial:

  • the Saizo Special
  • topé suicida
  • springboard quebrada
  • springboard topé suicida

Defense and Recovery

  • Kick out of a pin: mash L / R.
  • Escape a hold: hold the D-pad toward the nearest ropes for a rope break, or mash L / R to power out. To release your own hold, press L or R.
  • Get up: mash L / R to reach one knee, then press up to stand. Don't linger on one knee, because there are attacks made for that position.
  • Catch your breath: on one knee, hold down to recover a little stamina. This doesn't work while you're bleeding.
  • Groggy: mash L / R to shake it off.
  • Pinning: most suplexes don't pin automatically. Press L yourself near the downed opponent.
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Damage States

From the guidebook.

StateHow to spot itWhat it means
Groggy
Stars or rings circle the head and the wrestler can't moveThe window for your biggest move, even early in a match. If it's you, mash L / R.
Exhausted
Arms hang limpBig moves land more easily and the wrestler submits more readily.
Injured
A "crack" sound during a holdA broken bone. The referee stops the match about 30 seconds later.
Bleeding
Visible bloodStamina stops recovering. Caused by iron claws, hard elbows, ring hazards and more. If it's you, end the match fast.
Confused
Wanders and doesn't respond to inputCaused by poison mist, fire breath or heavy damage. Easy to take the back of, and a ring-out risk.
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The Move System

Move stats, prices and the move list are read from the cartridge; the advice is the guidebook's.

Every wrestler has a fixed move set that maps one move to each situation and input: strikes at close and long range, running attacks, five directions for each grapple size, back grapples, ground attacks at the head and feet, turnbuckle dives, springboard and floor dives, and a reversal. Where a wrestler has nothing for a slot (many shoot fighters have no turnbuckle moves, for example), that input does nothing.

Grapple variations are chosen with the D-pad: neutral, up, left, down or right, combined with Y, B or A. That gives up to fifteen grapple moves per wrestler. Experiment in Versus mode to learn a wrestler's set.

Move Properties

Behind the scenes, every move in the game has the following stats, read from the cartridge (the table at $82:C431):

PropertyRangeWhat it does
Difficulty0 (easy) to 9 (hard)How likely the move is to fail. Ground holds are 0. Springboard and floor dives are the hardest.
Damage1 to 18Raw power. It roughly tracks difficulty, but some cheap holds hit surprisingly hard: the heel hold and cross heel hold do 12.
TargetHead, arms, torso, legs, or generalWhere the damage goes. Leg and arm work sets up injuries.
TypeStrike, throw, submissionDives count as strikes.
Side effectInjury, confusion, bleeding, noneEach move may trigger one or more of these, at the odds in the next row.
Side-effect odds1 in 1 down to 1 in 256How often the side effect triggers. Most are 1 in 32 to 1 in 128.
Learning costFree to 300 PTSOnly matters in Max Voltage mode, where you buy moves for your wrestler with points. The specials cost the most: see Secrets.

Notable Moves

A selection of moves worth knowing about, either for picking a wrestler or for spending points in Max Voltage mode:

  • The two biggest throws (18 damage, difficulty 7): the vertical-drop DDT and Splash Mountain share the game's highest grapple damage. They have the same difficulty and the same target. The DDT is a little more likely to leave the opponent confused. Splash Mountain is one of the most expensive moves to learn.
  • Other heavy finishers: Illegal Driver, SSD, Tiger Driver and Doctor Bomb are just behind the two above. From a back grapple, the release German, dragon suplex and tiger suplex are the strongest options.
  • Best dives: the moonsault press and Phoenix Splash are the hardest-hitting turnbuckle moves. The Phoenix Splash costs a lot to learn. The shooting star press is cheaper but weaker.
  • Heel hold: difficulty 0, 12 damage (the most of any hold, tied with the cross heel hold) and a 1 in 64 chance of a broken leg, twice that of any other hold. 80 PTS to learn: the best value in the game.
  • Poison mist: 1 damage and difficulty 9, but a 1 in 16 chance to confuse.
  • Fire breath: difficulty 9, but it confuses one time in four when it lands.
  • Iron claw: a strong chance to draw blood, and it works like a hold, so you can also win by submission with it.
  • Axe kick: 10 damage and a 1 in 8 chance of injury, confusion or bleeding. 100 PTS.
  • Rolling axe kick : the hardest-hitting strike, with a small bleed chance.
  • High kick: the strongest medium strike, and a reliable damage source for kickers.
  • Giant swing: a crowd-pleaser more than a weapon: 2 damage, with a 1 in 16 chance to confuse.
  • Octopus hold : iconic and expensive, but weak. Learn it for style, not results.
Small moves matter

Most small attacks are free or cheap and low on damage. They're how you test the opponent, interrupt their rushes and chip away at stamina so your big moves start working. A few, like the backhand and rolling elbow, hit hard for small moves and can also confuse or draw blood.

Every Move

All the game's moves, read from the cartridge: the price in Max Voltage (free moves are known from the start) and the wrestlers who have each one. Click a wrestler to jump to their move set in the roster.

MovePriceWho has it

Diving Guide

  • Face the right way. The most common mistake is climbing so you face the wrong direction and diving into empty space or out to the floor. Climb from inside to face out (back-facing dives), or from the apron to face in (front-facing dives).
  • Aim with the D-pad. Press toward the opponent as you dive, whichever way you're facing.
  • Don't rush. Wear the opponent down near a corner first, so they're still on the mat when you come off the top.
  • Wait them out. For springboard dives, stand on the apron and do nothing. The CPU often starts appealing to the crowd and leaves itself open.
  • Turn Lumberjack off if your plan involves dives to the floor.

Appeals

Press Select to play to the crowd. Appeals do no damage, but they're part of the fun, and the commentator reacts to them. There are eleven poses in all. They include taunting, beckoning, clapping, a series of muscle poses, and the karate "osu!" salute.

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General Strategy

The guidebook's advice.

  1. Learn the grapple cue first. Spend time in Versus watching for the sweat splash and listening for the slap sound. Everything else depends on it.
  2. Small, then medium, then big. Open with Y moves, step up to B once they're worn down, and save A for when they're exhausted or groggy.
  3. Always pin manually. Most suplexes don't pin automatically. Press L.
  4. Drag before you hold. Pull the opponent to the middle of the ring so they can't reach the ropes.
  5. Be careful with dives. They're the hardest moves to land, and missing hurts you. Set them up near a corner on a worn-down opponent.
  6. Stay on your feet. Being on one knee or flat on your back invites attacks made for those positions. Get up fast.
  7. Bleeding changes everything. If you're cut, your stamina won't come back, so go for the win. If they're cut, slow down and grind them.
  8. Pick the right wrestler for the rules. A REAL'S kicker shines under Shoot rules and struggles to get pins. A BOM brawler is at home in a deathmatch.
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Roster

Names as the translation shows them; nicknames, styles and signatures from the guidebook; move sets read from the cartridge.

Fifty wrestlers across four promotions, plus Max Mercury in the Legends group. Names are the English translation's, with the Japanese below; other guides may spell them differently, and the search matches the Japanese too. "Signature" is each wrestler's best-known move, as the guidebook names it.

Wrestler select: Super Japan
Super Japan
Wrestler select: WWK
WWK
Wrestler select: BOM
BOM
Wrestler select: REAL'S
REAL'S

The wrestler select shows each group under the names the translation uses; R moves to the next group.

Showing all 50 wrestlers.

Super Japan Pro-Wrestling 15 wrestlers

(SJPW; the guidebook reads it Chou Nihon), your first promotion in Max Voltage mode. The biggest promotion in Japan, wrestling an orthodox strong style that balances power, technique and stamina. A good place for beginners to start.

WrestlerNicknameStyleSignature
Kagetora Nagata
The Indomitable TigerThe promotion's new ace and an all-rounderTiger suplex hold
Arthur Nitta
Mr. Super JapanVeteran former aceDragon suplex hold, which can win in one shot
Solomon Utsumi
The Mighty GeneralPower, with powerbomb variationsJumping powerbomb
Alex Fukunaga
Genius of WrestlingTechnical high-flyer with lots of suplexesMoonsault press
L. Wyvern
Lightning Flying DragonMasked high-flyer back from a US excursionPhoenix Splash
Tsukio Inugami
Prince of DarknessRuthless submission heel with an iron claw and kenka kickSTF
Leopold Tatsumi
Leader of the young lionsStrong-style grapplerStranglehold
Titan Jonouchi
The Ex-Drill Sergeant54-year-old veteran trainer with almost no aerial movesArmbar
Grizzly Takai
Master of FoulsGrinding, rule-bending veteranPrison lock
Masked Robo
The Massacre AndroidMasked, with one of the widest move sets in the gameHalf-arm suplex hold
Killer Nobunaga
His Frenzied HighnessFace-painted 53-year-old veteran with no divesEnzuigiri
Angel Kudo
Danger StarFlamboyant but a power fighterPlancha to the floor
Sparrow Shiraishi
Young Tiger21-year-old rookie with sneaky small packagesNorthern lights bomb
The Thunderbolt
Blue LightningYoung Canadian with a varied, sharp move setVertical-drop DDT
Bill Voyager
AstronautLooks like a powerhouse, flies like a juniorCancun Tornado

WWK: World Wrestling Kingdom 15 wrestlers

America's biggest federation: colorful characters, big personalities and a simple, dynamic style. Many of the ring names are borrowed from Konami's other games (see below). WWK's Max Mercury is the final boss of Max Voltage mode.

WrestlerNicknameStyleSignature
Spark Star
Rocket KnightWWK's 2 m superstar and ace. No springboard or floor dives.Rocket Launcher
Richter Belmondo
Vampire KillerPopular technician whose strong grapples are all heavy throwsTombstone piledriver
The G. Goemon
Demon of the EastJapanese villain who cheats his way to the topPoison mist
The G. Getsu Fuma
Vengeful Spirit of the EastGoemon's partner in crime, with mist and hell thrustsSuperkick
E.R. Kung-Fu
Kung-Fu MasterKicking specialistAxe kick
El Gradius
Demon Sword MaskMexican luchador and a pure flyerHurricanrana and springboard plancha
Mil Salamanda
Fire Dragon MaskCan fly, but hits hardest with power movesArgentine backbreaker
Bill Commander
Contra ForcePure power with no divesGiant swing
Lance Soldier
Contra ForceCommander's tag partnerSSD (name not spelled out)
Mister Snatcher
BioroidMystery man who controls matches with the iron clawIron claw, vertical-drop DDT
Mister Jell
Paper BrainMasked aerial specialist with lots of small packagesLa Quebrada
Doctor Myst
Paper BrainDespite the name, a power wrestlerDoctor Bomb
Mystic Dabadaba
Fighting HighlanderHigh-flyer from TibetHurricanrana, Saizo Special
Big the Moai
Human Stone StatueMuscle-bound grappler who loves headbuttsHeadbutt
Super Atlantis
Mister DandyLucha flyer with a surprise vertical-drop DDTLa Quebrada

BOM: Battle Operation Mafia 10 wrestlers

The outlaw deathmatch promotion: electrified ropes, landmines and a lot of blood. In Max Voltage mode you see Bacchus Iwai and Nagato Bando found it.

WrestlerNicknameStyleSignature
Nagato Bando
The Pro-Wrestling BossPromotion leader and emotional brawler. No dives.TF Powerbomb
Bacchus Iwai
Shuten-dōjiVeteran number two who wrestles a classic styleSpinebuster, prison lock
Mister Saizo
Ninja TechniqueNinja-style flyerSaizo Special
Kengoro Yagyu
Brawl KingStreet fighter who wrestles straight, with heavy chopsCanadian backbreaker
Masked Kraken
King of Underground WrestlingMasked powerbomb specialistCross-arm bomb, poison mist
Terror Temujin
Mongolian TechniqueVeteran who came out of retirement for BandoMongolian chop
Wolf the Tomahawk
The Young ChiefYoung American with flashy throwsFisherman's suplex, Tiger Driver, double-arm suplex
Abra Kadabra
The Scorching Demon KingIranian villain with fire, iron claw and hell thrustsFire breath
Mega King
The Violent WarriorAmerican suplex specialistSplash Mountain
Death Bloodman
Envoy of the UnderworldBritish star who chose BOM over bigger moneySSD and chokeslam

REAL'S 10 wrestlers

A shoot-style promotion built on strikes, throws and submissions under sport-like rules (Shoot rules). Most of its wrestlers have no turnbuckle moves at all. They win with kicks, suplexes and joint locks. In Max Voltage mode you see it founded by Yu Shiina.

WrestlerNicknameStyleSignature
Yu Shiina
Multi-BattlerFounder of REAL'S, with strong kicks and varied throwsCapture suplex, dragon suplex
Daryl Douglas
Head of "Shark Den"Joint-lock specialist with plenty of throwsCross heel hold
Koji Narumi
Cement WarriorSubmission fighter whose heel hold ends matches fastExploder
Kenshiro Wada
Master of Old-School Martial ArtsStrikerRolling axe kick, leg sweep
Munenori Kitakata
One Kick, Sure KnockdownNearly every strike is a kickAxe kick
Nikolai Vidalski
Blizzard FighterSuplex machineDragon suplex hold
Judo Concord
Prince of the RingFrench fan favorite who wins by attritionOctopus hold, standing armbar
Makoto Murakami
Mega RookieYoung joint-lock specialistHeel hold, double wristlock
Iron Yamagami
Soul of the Kick38-year-old veteran and the only REAL'S wrestler with divesRolling sobat
Kaiser Erhardt
Combat EmperorGerman heavy kickerAxe kick

Konami Cameos

WWK in particular is a love letter to Konami's back catalogue:

WrestlerNod to
Spark Star "Rocket Knight"Rocket Knight Adventures (Sparkster)
Richter Belmondo "Vampire Killer"Castlevania
The G. GoemonGanbare Goemon
The G. Getsu FumaGetsu Fūma Den
E.R. Kung-FuYie Ar Kung-Fu
El GradiusGradius
Mil SalamandaSalamander
Bill Commander and Lance Soldier "Contra Force"Contra (Bill Rizer and Lance Bean)
Mister Snatcher "Bioroid"Snatcher
Big the MoaiThe Moai heads of Gradius
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Max Voltage Mode

The calendar, rules, branches and endings are read from the game's code and checked in an emulator; the build guides and the Max Mercury advice are the guidebook's.

The heart of the game. You join Super Japan Pro-Wrestling (SJPW) as an 18-year-old trainee in March 1996, train and wrestle one month at a time, and the career ends five years later, in March 2001. Along the way you earn points that raise your abilities and buy moves, follow a story that changes with your promotion and results, and try to become the Quadruple Crown champion by holding all four promotions' belts at once.

The two rules that matter

There is no match you must win: losing only closes some branches (the America tour, the Fight Tourney, belts). And the ending depends only on the belts you hold in March 2001. The only early game overs are failing the pro test and running away at night.

Your wrestler has three kinds of move points, which grow with the moves you actually use in matches, so whatever you lean on is what develops: STR (strikes) , THR (throws) and SUB (submissions) . You spend points (PTS) to learn new moves on the Moves screen. The coach reports on your Stamina, Power, Flexibility and Speed.

The Moves screen
Moves: your STR, THR and SUB points.
The Learn Moves list
Learn Moves: each move and its price. A new move works once you set it in Edit Moves.

Creating Your Wrestler

The receptionist fills in your entry form: name, birthday and sports background. Everyone starts with the same basic move set; the background adds a move or two and sets your build and starting abilities, so choose it to fit the wrestler you want to make.

Background (on screen)Starting buildExtra starting movesBest for
Wrestling
180 cm, 80 kgAmateur Tackle, Front SuplexOrthodox all-rounder (recommended)
Judo
175 cm, 90 kgShoulder Throw (also as a counter), TomoeThrow-heavy builds
Sumo
185 cm, 100 kgBear Hug, Back Body Drop (counter)Powerhouses
Basketball
195 cm, 80 kgJumping KneeTall strikers
Karate
180 cm, 80 kgKarate ChopShoot style (recommended)
Track
175 cm, 80 kgnone extraFast workers and heels
Swim
180 cm, 80 kgSpring SuicidaHigh-flyers
Gym
180 cm, 80 kgFlying Body Press (learned, but set it yourself in Edit Moves)High-flyers
Bodybldg
180 cm, 85 kgLift-Up SlamPower builds
None
180 cm, 80 kgnone extraExperienced players

Heights and weights get a random 0 to 7 cm and 0 to 15 kg on top. Each sport also raises one to three of your starting abilities; with None all five start level. "Best for" is the guidebook's advice.

A Month

The career hub
The hub: the date and your promotion on the left, the menu on the right.
The Profile panel
Profile: your sport, nickname, injuries and titles.
The training split
The training split: points into W, S and R.
  1. Intro: "It is now 7/1996" and a Pro-Wres News headline.
  2. Start-of-month event: the month's story scene, or a random happening, or a dojo raider.
  3. The hub: Profile, Record, Magazine, Transfer, Moves, Costume, Diet and Options. Choose Proceed when you're ready. Trainees can't change costume.
  4. Training or a show. Even months (and March and May 1996) are training: split your points between W (Power), S (Flexibility) and R (Speed), or rest, then a two-minute sparring match and the coach's report. In odd months your promotion runs a show: your bout is a real match, and the other bouts on the card are decided by rank.
  5. After-show event: results the story reacts to, such as your debut, tournaments and title changes.
  6. Month end: the game saves to your slot ("This month's activities are done"), and a planned transfer happens.

Promotions, Belts and Transfers

The Transfer menu
Transfer: open promotions, "?" for those not open yet, and Run off.
Yu Shiina's transfer offer
An offer: Yu Shiina wants you for REAL'S.
PromotionBeltOpen to you
SJPWSWGP HeavyweightFrom the start
WWK (America)WWK World HeavyweightOn the Young Tiger Cup prize tour (December 1996 to May 1997), and for transfers from December 1999
REAL'S (Yu Shiina's shoot style)Multi-BattleJanuary 1998
BOM (Iwai and Bando's death matches)World Death MatchFebruary 1999
  • Title shots need a rating of 140 with your promotion. Ratings are kept per promotion and grow with your matches there. Before each show, if you hold the belt the show is a defense; otherwise a rating of 140 or more gets you a shot.
  • After a title match you sit out the next show ("By the rules, you can't go for the title this month"). Tournaments and special cards never have title matches.
  • Transfers: every open promotion makes an offer on the Transfer menu. "Count me in!!" plans the move, which happens at the end of the month. Transfers are locked for a month after a move and during the America tour. To hold all four belts you have to move around.

The Calendar

The story runs on fixed dates; what you see depends on your promotion, choices, ratings and results. "After" means after that month's show. Months not listed have only random events.

MonthEventWho sees it
1996/03-05Arrival: Titan Jonouchi explains training; Nagata invites you to morning sparring; L. Wyvern back from Europeeveryone
1996/06Pro test vs Sparrow Shiraishi. Fail and the career is over.everyone
1996/07Debut vs Jonouchi (after); one of eight nicknames at randomeveryone
1996/09Nagata takes the SWGP title from Fukunaga (after)everyone
1996/11Young Tiger Cup (after). Win: a six-month tour of America with WWK. Lose: The Thunderbolt goes instead.everyone
1996/12-1997/05The WWK tour: pick a manager, advice from Richter Belmondo and Spark Star, the flight home and a farewell giftCup winner
1997/02-03"Main Eventers vs. Rookies" (Star Hunt): you face Nagatanot on tour
1997/08-11Fight Tourney: you are SJPW's entrant if your REAL'S rating is 30 or more; qualifier in September, final in NovemberSJPW
1998/01Yu Shiina founds REAL'S; he visits you if you made the Fight Tourney's final foureveryone
1998/02-11REAL'S: the new belt, Shiina's title win; in April Narumi and Bando jump to REAL'S (you go with them if your planned transfer is REAL'S); training scenesREAL'S, SJPW
1998/08-10Bacchus Iwai leaves SJPWSJPW
1998/12-1999/02BOM founded; Bando invites youeveryone
1999/03-08BOM's roster (Death Bloodman, Abra Kadabra, Terror Temujin) / REAL'S fightersBOM / REAL'S
1999/04-05SJPW revolt: Wyvern turns on Nagata and you pick a sideSJPW, unless you hold the SWGP belt
1999/10-11Iwai's farewell match: his opponent is you if your BOM rating is 120 or moreBOM
1999/12WWK unveils Max Mercury and its plan to take every belteveryone
2000/01-2001/02Mercury changes promotion every month and goes after its belteveryone
2001/03The ending (after)everyone

Random Events

  • Happenings. In a month without a story scene, half the time something happens: chanko stew, a lucky tea stalk, a black cat, a ghost in the dorm and more, sixteen kinds, each raising or lowering a stat.
  • Fame events, once each per career: a theme song from PICNICS JAPAN, merchandise, a talk show, an autograph session, a film role, a quiz show and a meeting with the receptionist in town. Each asks a joke question, and your answer changes stats.
  • Dojo raiders: Mister Saizo, Kengoro Yagyu and Masked Kraken. They can turn up in a quiet training month (one in four) once any of your ratings reaches 80, until BOM opens; each comes once. Say "Leave it to me!!" to fight them yourself. All three end up in BOM.
Tip

The game saves at the end of every month. If a bad happening hits, you can reset and replay the month.

Build Guides

Orthodox , the Balanced Wrestler

  • Background: Wrestling.
  • Focus: throws. Use them constantly so your THR points climb.
  • Learn early: brainbuster (easy and reliable) and a salto suplex (eats stamina).
  • Early in a match: body slam → stomps → neck throw. Low-difficulty grapples only.
  • Mid-match: brainbuster → salto → submissions. If they keep kicking out at two, grind them down with joint locks first.
  • Finishers: Splash Mountain, or a tiger or dragon suplex hold from a back grapple.

Heel , the Rule-Breaker

  • Background: anything fast. Track is a good fit.
  • Focus: speed and stamina.
  • Learn:
    • Poison Mist (80 PTS) and Fire Breath (100 PTS); fire breath can leave the opponent groggy in one hit
    • the heel hold, the likeliest of all holds to break a bone
    • low blows and chokes
  • Don't overdo the mist and fire. They're easy to spam, but if you lean on them your other points stop growing.
  • Early in a match: backhand → low-blow stomps → choke sleeper. Or take it outside and send them into the steel railing to draw blood, but watch the count.
  • Mid-match: poison mist → hell thrust → kenka kick.
  • Finishers: iron claw (draws blood and can force a submission), Illegal Driver (150 PTS), or snapping an arm with the armbar.

Shoot , the One-Shot Finisher

  • Background: Karate. You start without kicks, but it suits the style best. Then train speed.
  • Focus: submissions. A broken bone ends a match instantly.
  • Learn early: heel hold (80 PTS). It's easy, hits as hard as any hold, and breaks a leg one time in 64, twice as often as any other hold.
  • Don't rely on one hold. Winning everything with a single move keeps your other points flat.
  • Early in a match: backhand → low kick → heel hold. Knock them down and lock it on before they rise.
  • Mid-match: chain low kick → middle kick → high kick, then use dependable suplexes, not flashy ones.
  • Finishers: under Shoot rules, rack up down points with high kicks and knees. Under other rules, go for a heel hold or cross armbar submission.
  • Rating: REAL'S is the shoot promotion, and a REAL'S rating of 30 by August 1997 gets you into the Fight Tourney.

Boss: Max Mercury

WWK announces its blond rookie in December 1999, with a plan to take every belt. From January 2000 he moves to a different promotion each month and challenges for its belt, so you can only fight him in the promotion he's in that month. He's the toughest opponent in the mode, with great speed, enormous stamina and excellent grapple timing. Power moves alone won't beat him.

  1. Don't lock up carelessly. His timing is sharp. Fight him from range with strikes such as spin kicks and enzuigiri, and work submissions once he's down.
  2. Build to groggy. Knock him down and stomp him. After about five rounds of that he goes groggy, and then you can hit your biggest move and pin him.
  3. Change the rules.
    • Under Shoot rules, strike-and-stomp can win on points by itself.
    • Under Deathmatch rules, send him into the hazards to make him bleed so his stamina stops recovering. Stay off the hazards yourself.

The Legends' Room

When your career reaches March 2001, whatever belts you hold, your wrestler is kept in the Legends' Room. It holds seven; when it's full, the game asks you to erase someone to make room. From then on the wrestler select in Versus, Tournament and League has a fifth group, Legends, after the four promotions, with your finished wrestlers and Max Mercury. See Secrets for a way to get Max Mercury early.

The developers say Max Voltage doesn't have to be played as a belt chase. Build whoever you like and enjoy the ride.

Endings and the Story Map

There are five endings. Two are game overs; the other three come in March 2001 and depend only on the belts you hold, wherever you are by then. The details below spoil every branch.

Show the endings, every branch and the story map (spoilers)

Ending Finder

Each row shows one route to an ending; "Show route" lights it up on the map. The three March 2001 endings can be reached from every route.

EndingWhenHow

Story Map

The calendar runs downward. Each column is the promotion you're fighting for at that point; the last column holds what can happen in any month. Dashed boxes are choices: ▸ rows are menu options, italic rows are outcomes the game decides. Every choice and condition is a box: pick an ending to light up a route, and click any box for what happens there and where each answer leads. Open full screen shows the map at the full width of your screen, with details when you point at a box.

Click a box on the map to see what happens there.

Story Map

Test checkpoints are crafted saves for testers of the translation (tools/mvsave.py); MAX_VOLTAGE.md explains them, along with the save format and the full calendar.

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Secrets

Each item says how it was checked.

Unlockables, codes and a hidden debug menu. Each is marked by how it's known. The full technical write-up, with unused text and leftover code, is in HIDDEN_CONTENT.md.

Legends Without Finishing Max Voltage

The wrestler select's Legends group, with Max Mercury and a Max Voltage wrestler
The Legends group after a finished career, with Max Mercury and a finished career wrestler.

You need two controllers. On the title screen, while GAME START is showing, hold Up on controller 1 and press Up on controller 2, then press Start. Max Mercury is in the Legends group until you switch the console off. (Verified in an emulator.)

First Strike Before the Bell

While the wrestlers wait for the gong, press L, then run at your opponent to attack before the match starts. (From Japanese tips sites; not tested for this guide.)

Cyclone Clutch That Won't Let Go

Japanese tips sites report a Cyclone Clutch that keeps working even after the opponent escapes. (Not tested for this guide.)

The Debug Menu ("OPTION MODE")

The hidden OPTION MODE debug menu
The debug menu, opened with a cheat code.

The title screen once had more entries than GAME START. They were taken off the menu, but their code is still there. One is a developers' menu with:

  • difficulty and stereo/mono settings;
  • a music test (22 tracks), a sound-effect test (70) and a voice test with all 467 commentary clips;
  • four debug switches, of which only NO GRPL still does anything (probably turning off the grapple contest);
  • a live display of all five controller ports.

The other is a credits viewer whose menu labels are missing; both items play the staff credits. Neither can be reached without a cheat code. (Verified in an emulator.)

Cheat Codes

Pro Action Replay codes. They were tested by writing the same values to memory in an emulator, not on a real cheat device.

CodeEffect
7E006804Turn it on at the title screen and press Start: the debug menu. Turn it off again afterwards, because many menus use the same cursor.
7E006802The same for the credits viewer.
7E1FEB01The Legends group with Max Mercury, like the button code.

Moves You Can and Can't Get

  • Every special move can be bought in Max Voltage: Psychic 20 PTS, Poison Mist 80, Fire Breath 100, Illegal Driver 150, Captured 200, and Saizo Special, Phoenix Splash, Splash Mountain and Cyclone Clutch at 300, the most expensive.
  • Two moves have names but can never be used: Weapon Attack and Tackle. No wrestler has them and no move slot accepts them.
  • There are no hidden wrestlers beyond Max Mercury.

(From the game's data tables.)

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Japanese Glossary

Terms you'll see in the menus and on screen of the original Japanese cartridge. The English translation shows the English terms.

JapaneseMeaningOn screen in the translation
Versus modeVersus Mode
Tournament modeTournament Mode
League (round robin)League Mode
Match setup screenSET UP
Number of participantsPlayers
Match timeTime
Venue or ringVenue
Red corner and blue cornerRed Corner / Blue Corner
The three rulesetsSTANDARD / SHOOT / DEATHMATCH
Count-outCount-Out
LumberjackLumberjack
Rope breakRope Break
Count-out loss or winCount-out win
Decision on pointsDec.
DrawDraw
Strike, throw and submission point typesSTR / THR / SUB
Points, spent on movesPTS
StaminaStamina
StrengthPower
EnduranceEndurance
SpeedSpeed
Run schedule (career hub)PROCEED
Broken boneBroken leg / arm
NoneNone
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Q&A

Is there an English version?

Not an official one: the game was only released in Japan. This guide was written alongside an English fan translation, released as a patch for your own copy of the game.

Does the patch change the game itself?

Only to fix two story bugs in Max Voltage mode: the side you pick in the May 1999 revolt is now recorded, and SJPW's "faction war's on hold" reaction to Max Mercury now shows. Everything else, the hidden menus included, is as Konami left it.

Quick Answers

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Credits and Legal

This is an unofficial fan project. It isn't affiliated with or endorsed by Konami. Jikkyou Power Pro Wrestling '96: Max Voltage and all related names and characters are trademarks of Konami. All game content belongs to its respective owners.

The guide text was written from scratch from the game's 1996 official guidebook, the game's code (read for the English translation) and play in an emulator. It contains no scans or images from that book. The controller diagram is a simplified original drawing; the screenshots are from the English translation.

The guide was written with the help of an AI assistant (Claude). Secrets found in other guides are credited to kakusi.jp and uw.netlify.app. For the technical details behind the Max Voltage and Secrets sections, see MAX_VOLTAGE.md and HIDDEN_CONTENT.md.

The text of this guide is licensed under Creative Commons Attribution-ShareAlike 4.0. You're free to share and adapt it, as long as you credit this guide and share alike.

Contributing

Corrections are very welcome, especially for anything marked (unverified). Open an issue or a pull request on the translation's GitHub repository.

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