新日本プロレス
超戦士闘強導夢

Shin Nippon Pro Wrestling Chou Senshi in Tokyo Dome

A fan-made English guide to Varie's 1993 Super Famicom wrestling game, written alongside the English fan translation.

Contents

The Game

The title screen: the logo with New Japan Pro-Wrestling above it, and the menu GAME START and OPTION MODE
The title screen of the English build: GAME START or OPTION MODE.

Shin Nippon Pro Wrestling: Chou Senshi in Tokyo Dome (新日本プロレス 超戦士闘強導夢, subtitled Fantastic Story) is a pro wrestling game for the Super Famicom, made by Varie and released in Japan only, in 1993 (the title screen reads "©VARIE 1993 ©NJPW"). The cartridge's opening screen credits New Japan Pro-Wrestling as authorizing the game and Seiji Sakaguchi as supervisor. The logo's last word, 超戦士闘強導夢, is a pun on "Tokyo Dome"; the English patch keeps it as it is.

The game is mostly English already, so the patch translates what was Japanese: the wrestlers' comments after a match, the mode descriptions, the names on the select and VS screens, the match-length line, the corner announcement before a match and the opening screens. This guide explains what the game does. It explains the grappling exchange in detail (Grappling) but does not yet list every move; see Contributing.

  • Ten wrestlers. The roster is ten real New Japan wrestlers of the time, with no hidden extra slot.
  • Two modes. A knockout tournament and a versus mode for one to four players: see Modes.
  • Grappling decides throws. The tie-up is won by pressing once at the right moment, and the game level changes how fast the CPU acts: Grappling.
  • Talking winners and losers. After a match the wrestler comments in a text box: After the match.

Modes

The mode select screen with the G1 Climax description in the text box
Mode select: the box at the bottom describes the highlighted mode.
ModeWhat it is
G1 CLIMAXA one-on-one knockout tournament against nine top warriors.
V.S. BATTLEFight the computer or friends in single or tag matches.

The mode names are pictures in the game and were already English; the descriptions in the box are what the patch translates.

G1 Climax

You pick a wrestler and take on the nine others one-on-one in a winners-advance tournament according to the mode's description. Winning the tournament has its own comment for every wrestler: see After the match.

V.S. Battle

Mode select with the V.S. Battle tag match menu in the text box: 1P VS 2P, 1P VS COM, 1-2P VS COM, 1-2P VS 3-4P
The tag match menu in the mode-select box has four lines; the single match menu has two.

First choose SINGLE MATCH or TAG MATCH, then who plays whom.

MatchChoices
Single match1P VS COM, 1P VS 2P
Tag match1P VS 2P, 1P VS COM, 1-2P VS COM, 1-2P VS 3-4P

"1-2P VS 3-4P" needs four controllers, which means a Super Multitap in the second controller port. The cartridge checks both ports when it starts; see the multitap error screen.

Controls

You play with a standard Super Famicom pad. One wrestler is yours, and what the face buttons do depends on the situation: the same button strikes when you are standing, throws when you are locked up and stomps when your opponent is down. Everything here was watched with Jushin Liger against an idle Great Muta and read from the game's code. The other nine wrestlers share the structure, but their own moves have not been checked.

L R Y X A B L or R: cover a downed opponent Directional pad Walk. Tap left or right twice to run. X: grab, whip, pull up A: light strike, throw, stomp B: heavy strike, throw Y: the big move SelectDoes nothing StartPause, resume
The four face buttons act on a new press. The directions work in eight ways.

Your first match

  1. On the mode select, pick V.S. BATTLE, then SINGLE MATCH and 1P VS COM.
  2. Choose your wrestler, then the computer's. The VS screen shows the time limit: 15 minutes, 1 round, by default.
  3. Walk up to him and strike with A or B. Your wrestler always faces him.
  4. Press X when close to lock up, then press once at the right moment: see Grappling.
  5. When he is down, press L or R to cover him. The referee counts to 3 and BLUE WIN or RED WIN shows. Player 1 is the blue corner.

Moving

Walk

Any of eight directions. Up is toward the back ropes, down toward the front. Walking away backs you up: you keep facing him.

Run

Tap left or right, release, tap again and hold. Pressing the opposite direction stops you. Run into a standing opponent and you both fall, and it works for him too.

Bounce off the ropes

Run into the ropes and you rebound the other way at speed.

Leave and enter the ring

At the side ropes, hold left or right and press X to climb out. The same toward the ring climbs back in.

Climb the turnbuckle

Walk into the back-right corner. The left corners did not climb in the test, and Big Van Vader and S. Hashimoto never climb. Up there you leave only with a dive.

Tag

In a tag match, press X and left or right at your corner to tag your partner in. Not tried in game.

What the face buttons do

The game picks one of eight sets of four moves for each wrestler from what is going on. These are Liger's, described by how they look, because the game has no move names. X is the same for all ten wrestlers; A, B and Y differ for each. Moves that need POWER need the gauge at least 3/8 full; with less, the game does a weaker move instead. A grab only starts when you are close: within about 64 pixels sideways and 32 deep.

Standing

Nothing special is happening.

  • AQuick strike
  • BHeavier strike
  • XGrab, when close
  • YLong lunging attack

Locked up

From phase 3 of the tie-up. See Grappling.

  • AThrow
  • BVertical suplex-type throw
  • XIrish whip
  • YStrongest throw (needs POWER)

Running

Double-tap left or right.

  • ARunning attack that pushes him back
  • BRunning attack that knocks him down
  • XNothing: you run into him
  • YFlying attack that knocks him down

Opponent down

You are close to him.

  • AStomp
  • BJumping drop
  • XPull him up, dazed
  • YSubmission hold

Dazed, facing him

After you pull him up.

  • AQuick strike
  • BHeavier strike
  • XGrab
  • YJumping kick

Dazed, from behind

You and he face the same way.

  • AQuick strike
  • BHeavier strike
  • XGrab
  • YBridging back suplex

He is running

Running or rebounding off the ropes.

  • AQuick strike
  • BHeavier strike
  • XNothing
  • YCounter: catch him, drive him down

On the turnbuckle

Walk into the back-right corner.

  • AFlying body attack
  • BFlying body attack
  • XNothing
  • YBig flipping dive (needs POWER)

A turn in the ring

Most exchanges follow one path. Each step opens the next.

Walk upGet within grabbing range.
GrabPress X. Both wrestlers lock up.
Wait, then pressAbout a second later: A B Y throw him, X whips him into the ropes.
Catch himIf you whipped him, press Y as he runs back to drive him down.
He is downX pulls him up, A stomps, Y locks on a hold.
CoverPress L or R. The referee counts 1, 2, 3.

Each step was seen on its own; the whole chain in one go was not.

Pins and submissions

L or R with a downed opponent close drops your wrestler onto him and the referee counts. Anywhere else those buttons do nothing. COUNT 1 comes about 1.25 seconds after the press and each count after that about 1.1 seconds later.

The opponent kicks out at once if he has any health left. A pin only works once his health is 0, and even then he can escape if his recovery pool is still high and he struggles.

On some throws, pressing L or R on one exact frame turns the throw straight into a pin. Liger, Hase, Muta, Vader, Norton, Fujinami and Hashimoto have such a throw; Choshu, Halme and Chono do not.

If you are pinned

Hold a direction and press A, B, X or Y over and over. With health at 0 and the recovery pool nearly full, a defender who did this kicked out just before the count of 3. With the pool lower he did not.

A submission is a different ending: Y on a downed opponent puts on a hold, and he gives up only if his health, POWER and recovery pool are all out. With health left he escapes.

Menus and Messages

The menus are driven by the directional pad, with Start and A to confirm: the menu code reads only those buttons and the pad's directions.

Messages (mode descriptions and post-match comments) are typed out one letter at a time, four frames per letter in the English build (eight in the original, which draws bigger letters). Press A or B to skip ahead.

Option Mode

The title screen's OPTION MODE sets how matches run. Up and down choose a line, left and right change the value (it does not wrap round), and EXIT leaves. The options survive a reset.

OptionValuesDefaultWhat it does
GAME LEVELEASY, NORMAL, HARDNORMALHow often the computer grabs and throws; nothing else. See The CPU.
CONTINUE3, 4, 53Presumably the continues in G1 Climax
ROUND1, 31Shown on the VS screen as "1 Round". Three rounds not tried
TIME5, 10, 15, 45, 60, unlimited15The time limit in minutes
SOUNDSTEREO, MONOSTEREO
SHADOWON, OFFONThe wrestlers' shadows
REFEREEON, OFFONOFF probably removes the referee from the screen

The Start button pauses a match: the screen dims, "PAUSE" shows and everything stops. Press Start again to carry on. Select does nothing in a match. Any player's Start pauses.

How a Match Works

Before the bell

Player Select shows each wrestler's height, weight and signature move, and marks which side is you and which is the computer ("COM 1" here). After you choose, the VS screen shows both names, the time limit and the number of rounds. The time limit texts the game holds are 5, 10, 15, 45 and 60 minutes and unlimited, with 1 or 3 rounds. The original's "15分1本勝負" reads "15 Min 1 Round" in the patch.

As the match begins, a line scrolls over the ring for each side: BLUE CORNER or RED CORNER, the wrestler's height in cm and weight in kg, and the name.

Player Select: Masa Chono's portrait with his height, weight and signature move, and the grid of ten wrestlers
Player Select: portrait, height, weight and signature move (here S.T.F), and the ten faces to pick from. Names are shortened to fit 13 letters.
The VS screen: 15 Min 1 Round, Big Van Vader versus Masa Chono
The VS screen: Big Van Vader vs Masa Chono, 15 Min 1 Round.
The corner announcement scrolling over the ring: BLUE CORNER and the start of the height
The corner announcement scrolls over the ring (caught here mid-scroll).

Health, recovery and POWER

Each wrestler has three values, shown in the bars at the top.

ValueWhat it does
HealthThe yellow bar. Damage drains it.
Recovery poolA hidden reserve that refills health while it lasts.
POWERA gauge that fills as you fight; the bar turns red when it is high.

A pinfall works once the defender's health is 0: with any health left he kicks out at once. The recovery pool only helps a defender who struggles (see Pins and submissions). A submission needs more: health 0, POWER low (below 1/8 of the full gauge) and the pool empty. A victim with health left escapes.

The TIME counter between the bars goes down as the match runs (seen at 14, then 12, in a 15-minute match). A pin shows the referee's count on screen as "COUNT 1, 2, 3".

A match in progress: names, yellow health bars, POWER gauges and the TIME counter at the top
The match HUD: wrestler names, yellow health bars, POWER gauges and the TIME counter in the middle.
A pinfall: the referee counts, COUNT 3, over a wrestler lying in the ring
A pin: the referee's count shows on screen.

Ways a match ends

ResultHow it happens
PinfallThe referee counts 3 over a wrestler with no health left. "COUNT 3", then BLUE WIN (player 1) or RED WIN (player 2).
SubmissionA hold on a downed opponent whose health, POWER and pool are all out. "GIVE UP", then the winner.
Ring outA wrestler who stays outside the ring is counted out: 20 counts at about 2.5 seconds each (about 50 seconds), then "RING OUT" and the other side wins.
Time up"TIME UP", then "DRAW GAME". There is no decision on health: even with the opponent at 1/8 health it is a draw. Unlimited time never runs out.

One game second is about 51 frames, so a 15-minute match lasts about 12.75 real minutes. What a draw means in G1 Climax and how ROUND 3 works were not tested.

After the match

The comment box after a match, with the wrestler's words in four lines
The comment box after a match.

The winner and the loser each comment in a four-line text box. Each wrestler has a line for winning a match, one for losing and one for winning the tournament. This was seen for Liger, Hase and Vader; the rest follow the same order. The comments are written in the wrestlers' own voice in the first person; the foreign wrestlers' lines are broken Japanese in the original (all katakana), which the patch renders as plain, slightly stiff English.

Grappling

Every throw in this game starts with a tie-up, and the tie-up is won or lost in about a second. It is not a button-mashing contest: the first throw request wins, and what matters is when you press and, against the computer, the game level. All of this was read from the game's code and checked in an emulator.

The phases

Press X close to your opponent (within roughly 64 pixels sideways and 32 deep) to grab. The grabbed wrestler is forced into the tie-up too. The CPU grabs the same way, and grabbing first gives no edge.

PhaseLengthWhat your buttons do
1: reaching inabout 27 framesNothing: presses are ignored.
2: moving into the tie-upabout 34 framesAny A B X Y press gives you a penalty: your buttons are locked.
3: the window opensabout 16 framesOne press does a throw (A, B, Y) or the Irish whip (X). Nothing changes on screen when it starts, about 1 second (61-62 frames) after the grab: the pose has been locked since about 8 frames into phase 2.
4 and 5about 17 frames eachThe same, then phases 4 and 5 repeat until someone throws.
Phase 1

A grab at the game's own speed: press Play, or drag along the timeline (arrow keys work too). Grey is ignored, red is the penalty, green is the throw window. The pose stops changing about 36 frames in, long before the window opens at 62. The game updates the tie-up every second frame, so one step is two frames.

The directions, L and R do nothing during the tie-up and cause no penalty. A press in phase 4 clears a penalty, and the next press then works. Frame counts are at 60 frames a second and can be off by one or two frames.

Which throw you get depends on the button and on the wrestler: A, B and Y each have their own throw, from a table of four per wrestler. X is the same for everyone: it is an Irish whip, which sends the opponent into the ropes (see Controls). The strongest throws need a POWER gauge of at least 3/8 full; with less, the game swaps in a weaker move.

The CPU

The computer does not press buttons. At the start of each phase it rolls a die, and if the roll hits, it throws at once. The odds depend on the game level in Option Mode (Easy, Normal, Hard; the game starts on Normal). The rolls were confirmed over many random seeds on all three levels.

When the CPU rollsEasyNormalHard
Start of phase 31 in 81 in 2always
Start of phase 41 in 4alwaysalways
Start of phase 51 in 2alwaysalways
Phase 4 again, and lateralwaysalwaysalways

The tie-up is decided by whoever asks first. If both ask on the same tick, the wrestler whose input the game reads second wins, and the player cannot choose which that is. On Hard, a press on the very first tick of phase 3 won 8 of 12 tests.

How to win it

Your pressEasyNormalHard
One press right at the start of phase 3about 94%75%about 50%
One press later in phase 387.5%50%0%
One press in phase 4about 66%0%0%

These chances are worked out from the CPU table above, not measured. They explain why the exchange feels hopeless above Easy: on Normal and Hard the CPU usually throws before the window has been open for long.

  • Don't mash. A press during phase 2 is the penalty, even though the pose looks finished from about 8 frames in.
  • Press once, about one second after the grab connects. Nothing on screen tells you the window has opened, so count it.
  • If you pressed too early, press once in phase 4 to clear the penalty, then press again.
  • Keep your POWER gauge up if you want the stronger throws.
Note

How the CPU picks which throw it uses, and how much damage each throw does, are not documented yet.

Roster

The ten wrestlers, with the height, weight and signature move the Player Select screen shows for each. The figures and move names were read from the game's data; the names are the ones the patch uses. Click a heading to sort.

Secrets

Unlockables, codes and hidden screens, with how to reach them. The technical side (addresses, how each was found, what was searched) is in HIDDEN_CONTENT.md.

Multitap error screen

A text screen telling you to reconnect the multitap to the 2P connector and press RESET
The multitap error screen, translated.

If the game finds a Super Multitap in controller port 1 at start-up, it stops on a text screen: reconnect the multitap to the 2P connector side, then press the RESET button. The patch translates it. It cannot come up in normal play.; seen only with the detection forced in an emulator.

Searched and not found

No button codes, debug menus, password or name entry, and no spare wrestler slot were found in the code. This is a search of the code, not a promise: a code read in an unusual way could have escaped it.

Japanese Glossary

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

JapaneseMeaningOn screen in the translation
Blue cornerBLUE CORNER
Red cornerRED CORNER
A one-fall match with a 15-minute limit15 Min 1 Round
No limitUnlim.
Authorized (by the promotion)Authorized by NJPW
SupervisionSupervised by S. Sakaguchi
Knockout mode: win to go onG1 CLIMAX description: "knockout tournament"
Emperor Warrior, a nicknameEmperor Warrior
Destruction King, a nicknameDestruction King

Q&A

Is there an English version?

Not from the publisher: 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.

Why are some names shortened?

The name box on the Player Select and VS screens holds 13 letters. Jushin Liger, Great Muta, T. Fujinami, S. Hashimoto and Masa Chono are the shortened forms; the roster gives the Japanese names.

Credits and Legal

This guide is a non-commercial fan project, not affiliated with or endorsed by Varie, New Japan Pro-Wrestling or any other rights holder. Shin Nippon Pro Wrestling: Chou Senshi in Tokyo Dome and its names, characters and trademarks belong to their owners.

The text is written in our own words from play, the game's code and the sources below. It contains no scans or images from any printed guidebook. The screenshots are from the English fan translation.

Sources: the game itself, and the No-Intro database (the cartridge's name and checksum).

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

The full move list, throw damage and the CPU's choice of throw are not covered yet. Corrections and additions are welcome: open an issue on the project's GitHub page, especially for the other wrestlers' moves and the options not tested.