How the management game works: the monthly turn, money, popularity, shows, recruitment, training,
and the events and story. The numbers are from the executable’s code and data. Where the
developers’ debug printf strings sit next to a calculation, they name each quantity, so the
formulas are reliable labels, not guesses.
Nothing on this page has been checked in the game yet. Findings are marked from the code (with the address), from text (an on-screen string, exe.csv id) or inferred. Integer division truncates throughout, which matters for training (§8.3). Checks worth doing in an emulator are under Open questions.
A month-by-month timeline of every event and what unlocks it, with a year-by-year track and when each wrestler is available in each era, is the interactive page timeline (open it on the GitHub Pages site; GitHub shows only its source).
How do decisions affect the game? Almost everything runs through two numbers: your share in each prefecture and your wrestlers’ popularity. Popularity is mostly a wrestler’s ability rating (§3.3), so training is what eventually fills arenas. Share and popularity set attendance, attendance sets ticket money, and the top three wrestlers’ popularity sets the TV contract. Venue choice decides whether a show makes or loses money, because rent is charged on capacity, not on the crowd.
How much should I spend on recruitment? (§6)
50 + 5 × (roster − 6) AP the first candidate is exactly the same as
with 1 AP; middle amounts are wasted.Is there a story? No fixed plot. The code picks every scene from the calendar, stats, flags and random rolls; the scripts only show it. The one story thread is the Final Series, and the endings depend on how you do in it (§9).
From the code (0x219c60) and text (0x4fd878, 0x4db870). One turn is one month.
The year counter goes up in April (the Japanese fiscal year) and wraps around, so the game has no last year (from the code 0x219ca4).
| When | What | Source | |—|—|—| | April | The year counter goes up; the game starts in April of Year 1 | code 0x219c8c, 0x21affc | | January | Pro Wrestling Awards, then contract renewals | code 0x27f124, 0x2efb80 | | February / March | Valentine’s Day / White Day | code 0x239e68, 0x239f38 | | March of a Final Series year | Final Series | code 0x21ad34 | | May | First-pitch offers | code 0x23a740 | | October | School festival offers | code 0x23a830 | | December | EX League invitation (rating ≥ 2500, 2+ non-junior wrestlers) | code 0x215c10 | | December | CPU promotions never invade | code 0x214318 |
From text (help strings; the menu labels themselves are images).
| Menu | Commands and costs |
|---|---|
| Wrestlers | personnel, coaching staff, tryout (1-99 AP), rookie scouting (50 AP), transfer talks, guest booking, release, urge retirement, overseas tour (5 AP per wrestler per month), vacate title, hire coach (100 AP), dismiss coach |
| Management | overseas partnership and ending it, expand/sell facilities, create belt, advertising, events (autograph session 50 AP, concert 100 AP), invade, vacation (30 AP per eligible wrestler) |
| Info | promotion data, history, rankings, belts, share map, other promotions (free) |
| Gym | training schedules, coach assignment, talk (10 AP, once a month), special training (20 AP), practice match |
| System | save/load, options, years until the Final Series, how CPU shows are shown |
Other costs: a present on a wrestler’s 20th birthday 10 AP, returning White Day gifts 10 AP each (text 0x4f65c8, 0x4f0be0).
From the code (0x21ad34, 0x20a770-0x20a8c0, 0x25e598) and text (0x4f8c60-0x4f9468).
From the code (0x20a618, 0x22e828, 0x22eb48).
From the code (0x2f3984, 0x2103c0-0x2106e4).
AP is the only currency. 1 AP = ¥100,000 (from the code 0x2888cc, 0x301c68). The books are
kept in yen; at month end AP += (income − expenses) / 100,000. AP is clamped to ±999,999.
Starting AP: 5000 / 4000 / 3000 at difficulty 1 / 2 / 3, +1500 with the president skill Assets (from the code 0x2106e8, 0x210760).
From the code (0x288c60-0x289258, 0x2f1360-0x2f14d0, 0x20ffe8-0x2100bc).
| Source | Amount |
|---|---|
| Tickets | ¥4,000 per spectator (1 AP per 25 people) |
| TV rights, monthly | cable or local 10 AP, national late-night 25, prime time 50, golden time 100 |
| Merch shop / restaurant, monthly per prefecture | 1-9 AP by your share there (table below); in a “fever” month merch ×10, restaurant ×15 |
| Sponsors (up to 4) | each (popularity − 600) / 5 AP a month; a Connected wrestler counts +300 popularity |
| Showbiz work | movies, CMs, photo books, CDs (§9.4) |
| Concerts | top wrestler’s popularity × 3 dice / 100 AP (§3.2) |
| Awards | MVP 300, rookie 150, best singles bout 150, best tag 100, best junior 100 AP |
| President skill Wealth | +50 AP a month |
| Your share in the prefecture | < 8 % | 8 | 15 | 22 | 29 | 36 | 43 | 50 | ≥ 57 % |
|---|---|---|---|---|---|---|---|---|---|
| Shop income, AP / month | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Fever months (from the code 0x212910, 0x212bb0): a goods boom comes 4 % a month and a restaurant on TV 5 %, each announced 2 months after its roll. The goods boom is bugged: it pays each merch shop a flat token amount (about 0 AP) instead of ×10. Food poisoning (1 %) closes one restaurant.
From the code (0x2892b0-0x28987c, 0x288e70-0x288f84).
| Cost | Amount |
|---|---|
| Venue rent, per show day | capacity × ¥4,000 × rate %, whether or not it fills (§4.1) |
| Salaries | annual salary / 12 each month |
| Running cost | promotion rating / 100 AP a month (rating 3000 → 30 AP) |
| Coaches | about 3 AP each a month |
| Overseas tours | 5 AP per touring wrestler |
| Guest and foreign wrestlers | 1-50 AP per appearance, by popularity |
The president skill Management cuts venue rent, running cost and tour cost by 10 %.
From the code (0x20e498, 0x20f268-0x20f888, 0x289920-0x289ab4).
| Event | Share change |
|---|---|
| Founding show | home prefecture +5 %, the rest of its region +1 %, 20 random prefectures +1 % |
| Each show day | +1 % there, +2 % more if sold out, +1 % more at 95 % full |
| No show in a prefecture | −1 % every 6 months |
| TV | national slots +1 % everywhere every 3 months; cable every 6 months; local +1 % in its region every 3 months |
| Autograph session (50 AP) | +1 to +3 % in one prefecture |
| Concert (100 AP) | +1 to +4 % in one prefecture |
| Final Series 1st/2nd/3rd | +5 / +2 / +1 % everywhere |
Advertising adds share for the current month only (it is added when attendance is worked out, then cleared):
| Ad | Cost | Effect this month |
|---|---|---|
| TV commercial | 200 AP | +10 % in every prefecture |
| 100 AP | +5 % in every prefecture | |
| Radio | 50 AP | +2 % in every prefecture (in the code; the player’s menu text lists only the other three) |
| Ad truck | 50 AP | +5 % in one prefecture |
From the code (0x2fe5c0, 0x2fe880).
From the code (0x23b640, 0x238860, 0x23cc40).
From the code (venue table 0x4e02e0, 0x50 bytes each; rent 0x288e70).
| Capacity | ≤ 1,000 | 1,001-2,000 | 2,001-3,000 | 3,001-5,000 | 5,001-7,000 | 7,001-10,000 | 10,001-29,999 | ≥ 30,000 |
|---|---|---|---|---|---|---|---|---|
| Indoor | 30 % | 33 % | 41 % | 54 % | 62 % | 71 % | 76 % | 85 % |
| Outdoor | 25 % | 26 % | 34 % | 43 % | 56 % | 62 % | 72 % | 85 % |
A dome must be 85 % full to break even; a small hall makes money at 30 %. Outdoor venues are cheaper but weather hits their crowds (§4.3).
From text (0x4edb08-0x4ede38).
From the code (0x26ce90 = 0x26bc48 + 0x26c318, then 0x26c8f8). A crowd is a walk-up part plus a core part, then modifiers.
The card’s draw. Each wrestler’s popularity is lowered by 200 if she is foreign and by 100
if she belongs to another promotion. A star is a wrestler at 1100 or more. With the top four
p1 ≥ p2 ≥ p3 ≥ p4, the card’s draw is E = p1 + p2/2 + p3/4 + p4/4, times a star bonus: 4
stars ×1.1, 5-6 ×1.2, 7 ×1.3, 8 ×1.4, any other count ×1.5.
That last case includes 0-3 stars, which looks like a bug: the CPU’s version of the same
table gives ×1.0 for 0-3 stars (from the code 0x26b6b8 vs table 0x4dcb68).
Walk-up crowd (0x26bc48):
walk-up = (share% / 4 + 2) × K × E / 10 × rest × weather (+10 % with a hometown wrestler)
+ 100, at most half the capacity
| Days | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| ≥ 30,000 | 100 | 70 | 50 | 30 | 10 | 10 | 10 | 10 |
| 10,000-29,999 | 100 | 80 | 70 | 60 | 50 | 40 | 30 | 20 |
| 3,000-9,999 | 100 | 80 | 70 | 60 | 50 | 50 | 40 | 40 |
| 1,000-2,999 | 100 | 90 | 80 | 70 | 70 | 60 | 50 | 50 |
| < 1,000 | 100 | 90 | 90 | 80 | 80 | 70 | 70 | 60 |
Core crowd (0x26c318):
core = (total card popularity / 50 + fans) × matches × main event × repeat × rest × quality
(popularity − 750)² / 200
(capped at 1500): 800 → 12, 1000 → 312, 1200 → 1012, 1500 → 2812. Below 800 she brings no
fans. This term dominates once you have stars.Modifiers (0x26c8f8):
crowd = (walk-up + core) × title × random(85-115 %)
× 0.7 if you sat out the Final Series this month × 1.05 with Publicity
× (0.4 + share% / 200 × K) + 200, at most 105 % of capacity
From the code (0x2109f8; some weights inferred).
rating = Σ roster popularity (at least 100 each; the top wrestler ×1.5 if 800+)
+ half the prestige of each held title + half each overseas partner's value
+ HQ level × 3000 + gym and dorm levels × 300
+ 5 per merch shop + 15 per restaurant
Rating sets the running cost (rating / 100 AP a month) and gates TV (3000) and belts.
From the code (0x212f60, 0x2132b0-0x213a70).
| Current slot | Cancelled | Downgraded | Renewed | Upgraded |
|---|---|---|---|---|
| Cable / local | < 201 | - | 201-280 | ≥ 281 → late-night |
| Late-night | < 201 | 201-280 → local | 281-340 | ≥ 341 → prime (after one “nearly” renewal) |
| Prime | < 251 | 251-320 → late-night | 321-380 | ≥ 381 → golden (after one “nearly” renewal) |
| Golden | < 251 | 251-380 → prime | ≥ 381 | - |
From the code (table 0x4fe718; requirement columns inferred from text 0x4fde98).
| Belt | Cost | Rating | Wrestlers |
|---|---|---|---|
| 1st | 1000 AP | 2000 | 6 |
| 2nd | 3000 AP | 3000 | 8 |
| 3rd | 5000 AP | 4000 | 10 |
New belts start at prestige 0; how prestige grows was not found. A belt not defended for 5 months brings a warning, and at 6 months it is stripped (text 0x4f7db0). Partner promotions’ belts have prestige 500-1100.
From the code (cost table 0x4dd488, effects 0x4dd500). Selling a level refunds 70 %.
| Facility | Cost of each level | Effect at level 0, 1, 2, … |
|---|---|---|
| HQ building (max 3) | 5000, 10000, 30000 | rating +0 / +3000 / +6000 / +9000 |
| Dorm (max 5) | 500, 1000, 3000, 5000, 10000 | wrestler limit 6 / 8 / 10 / 12 / 14 / 16 |
| Gym (max 4) | 500, 1000, 1500, 2000 | coach limit 1-5; 2 special trainings a month from level 2 |
| Tour bus (max 4) | 500, 1000, 1500, 2000 | trust +0 to +4 a month; injuries −5 % per level |
| Merch shop (one per prefecture) | 500 | income by share (§2.2) |
| Restaurant (one per prefecture) | 700 | same table; fever ×15 |
The HQ’s +3000 rating also adds 30 AP a month of running cost: buy it when you need the rating.
Overseas partnerships send foreign wrestlers and add to the rating. Cost 600-1100 AP by promotion, ×1.5 if it already has a partner, ×0.8 with Worldly (from the code 0x2cf410).
From the code (roster record +0xdc). Every wrestler has a talent grade 0-5, 0 best: the series’ stars are grade 0. Talent scales all training (130 % for grade 0 down to 80 % for grade 5, §8.2). Rookies appear by debut year and can be found until 2 years past their starting age (and under 20). After that they probably stay free agents until 27 (inferred).
From the code (0x2e1d98; debug 0x4f2ff8). Once a month; needs a free dorm place. The AP is paid up front. There is no signing roll: you choose whether to hire.
score = AP − 30 + 5 × (6 − roster size) − random(1-100)
The score picks a row of grade odds; the game then takes a rookie of that grade, or a worse one if none is left (never a better one).
| Score | ≥ 80 | 70-79 | 60-69 | 50-59 | 40-49 | 20-39 | < 20 |
|---|---|---|---|---|---|---|---|
| Chance of grade 0-2 | 30 % | 38 % | 33 % | 28 % | 23 % | 18 % | 13 % |
The top row is worse than 70-79: probably a typo in the data.
50 + 5 × (roster − 6) AP the score is always below 20, so the first candidate is
the same as with 1 AP. Above that, each AP shifts the odds by 1 %.| Roster | 1-30 AP | 50 AP | 70 AP | 90 AP | 99 AP | 2nd candidate at 99 AP |
|---|---|---|---|---|---|---|
| 1 | 3.0 % | 3.9 % | 5.6 % | 8.3 % | 9.4 % | 94 % |
| 6 | 3.0 % | 3.0 % | 3.6 % | 5.0 % | 6.1 % | 69 % |
| 10 | 3.0 % | 3.0 % | 3.0 % | 3.6 % | 4.1 % | 49 % |
Spend 1 AP or 99 AP. 99 is worth it with a small roster and 2+ free dorm places (two candidates most of the time). With a big roster a tryout is a lottery whatever you pay.
From the code (0x2e2f40, 0x2e34f8). Once a month, in one region; each further region costs another 50 AP. Three rolls, each finding the best available rookie of the rolled grade or worse, born in that region:
| Grade 0 | 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|---|
| Normal | 15 % | 20 % | 25 % | 20 % | 10 % | 11 % |
| With Network | 30 % | 40 % | 31 % | - | - | - |
Visit: success 60 % (70 % on a return visit), ×0.7 Shy, ×1.4 Friendly, ×1.5 Eloquence. A signing probably also costs 10 AP per year of her age (inferred from the report text 0x4f4db0). Kanto has the most rookies (16 of the 79), Hokkaido the fewest (4). Foreign wrestlers are never scouted.
Scouting beats any tryout for quality: 35 % a roll for grade 0-1, against at most 9 % for a 99 AP tryout.
From the code (0x2e4400; debug 0x4f3390-0x4f3448). Once a month.
clamp(popularity, 350-1500) + clamp(rating, 350-1500) / 2 − 400
(125-1850 AP). It does not change the odds.target = rating/20 + trust'/10 + popularity/30 + 2 × your roster size
+ 30 / 20 / 10 if she is her promotion's #1 / #2 / #3 by rating
trust' = her trust in her promotion ×1.5 Loyal, ×0.7 Wanderer, ×1.5 Shy, ×0.7 Friendly
roll = (added AP + random(1-100) + a quarter of the AP added last time you failed with her)
× 1.5 with Eloquence
success if target < roll
(1050 − trust) / 4 + added AP, so each
later attempt is easier.1150 − her old trust: wrestlers unhappy at a rival love
their new home.| Example target | Target | +50 AP | +99 AP | +99 with Eloquence |
|---|---|---|---|---|
| Weak free agent (rating 450, trust 500, pop 300; your roster 8) | 98 | 52 % | 100 % | 100 % |
| Mid free agent (700 / 500 / 600; roster 10) | 125 | 25 % | 74 % | 100 % |
| A rival’s #3 (800 / 600 / 700; roster 10) | 153 | 0 % | 46 % | 97 % |
| A rival’s ace (1200 / 800 / 1200; roster 12) | 234 | 0 % | 0 % | 43 % |
The same ace with 99 AP every month: 0 % → 6 % → 26 % → 51 % → 69 % (with Eloquence 43 % → 78 % → 92 % → 100 %).
How much to add: each AP is +1 % (+1.5 % with Eloquence) until success is certain at about
target AP; more is wasted. Prefer targets with low trust, Wanderer or Friendly, outside their
promotion’s top three, and keep your own roster small while poaching.
From the code (0x2c4908, 0x2c4a10) and text (0x4ee600, 0x4ee748).
2 × ((popularity + rating/4 − 400) / 12) × N
AP, paid when you accept. The booking ends if she signs elsewhere.From the code (0x3013b0, 0x302740-0x302b68).
demand = (max(rating, 400) × max(popularity, 300) + previous × 3/100) / 10 × (100 + greed %)
at least 90 % of the previous salary, at least 12 AP a year
Greed is a per-wrestler value from −50 % to +50 %. You can make up to 3 offers:
| Offer | Result |
|---|---|
| ≥ 111 % of the demand | satisfied: trust +200, affection +100 |
| 96-110 % | normal |
| 70-95 % | unhappy: her trust is capped at 850 for good |
| < 70 % | very unhappy; after the third such offer she probably leaves (inferred) |
From the code (0x23f4d8-0x23f5f8). Each wrestler has trust (in the promotion), affection (for the president) and morale, each 0-1050. Trust matters most:
Trust rises with good renewals, vacations, a tour bus and successful talks; it falls with failed special training, firing coaches and unhappy contracts.
Talk (Gym, 10 AP, once a month): praise, scold or encourage, each succeeding 70 % (84 % with Eloquence); mediate clears a grudge 20 % (40 %). The amounts by which trust, affection and morale change are per wrestler (from her roster record), so the same verb works differently on different wrestlers; Mysterious wrestlers react randomly (from the code 0x2083c4-0x2083a0, 0x280e78, 0x23b430).
From the code (0x23ac60, 0x23af88, 0x235fa8).
From the code (0x236eb8-0x237740, 0x2379a8, 0x238860).
| # | Attack / defence (cap 2000 each, attack + defence ≤ 3199) | # | Basic (cap 1200 each, total ≤ 4699) |
|---|---|---|---|
| 0 / 1 | Throws | 10 | Strength |
| 2 / 3 | Holds | 11 | Dexterity |
| 4 / 5 | Power | 12 | Stamina |
| 6 / 7 | Strikes | 13 | Recovery (lowers injuries) |
| 8 / 9 | Aerial | 14 | Speed |
Grades 0-15 are thresholds at 100, 200 … 800, 950, 1100, 1250, 1400, 1550, 1750, 1950. Rating = average of the 15 stats + 10 per learned move, and popularity follows rating (§3.3).
From the code (0x23c1a0, tables 0x4bf7a0-0x4bf830). Years since a wrestler’s starting age put her in a phase; her growth type and length (per wrestler) set how long each lasts. Growth always lasts 4 years (phases 0 + 1); the type decides how much of that is phase 0, the length how long the peak and decline last.
| Phase | 0 fast growth | 1 growth | 2 peak | 3 decline | 4 late decline |
|---|---|---|---|---|---|
| Stat cap | potential +200 | +200 | +0 | −300 | −600 |
| Natural growth per month (per 300 below the cap) | +6 | +4 | 0 | −4 per 300 above | −6 per 300 above |
| Training bonus | +80 | +40 | 0 | −40 | −80 |
| Match EXP bonus | +3 | +2 | +1 | +1 | 0 |
The cap is not a hard limit: training adds on top of it. Near the cap, only natural growth stops. In decline, only stats 300+ above the lowered cap shrink.
From the code (0x236608). Each wrestler has one training value per month, and each of the 4 schedule slots spends all of it:
time = 3 × (30 − matches this month) × coach (1.0 none, 1.3-1.5 hired, 1.4 president)
× 2 if special training succeeded, × 0.5 if it failed × 1.1 Hard Worker
power = (match EXP + time + phase bonus) × talent (130 / 120 / 110 / 100 / 90 / 80 % for grade 0-5)
× injury (100 / 80 / 50 % at level 0 / 1 / 2) ÷ 2 in a slump
per slot = (power + 2) / 4
Hospitalised wrestlers don’t train.
| Situation (talent 100 %, no matches) | Per slot |
|---|---|
| Phase 0, no coach | 43 |
| Phase 0, best coach | 54 |
| Phase 0, best coach, special training success | 88 |
| Phase 2, best coach | 34 |
| Phase 4, best coach | 14 |
From the code (0x236a4c-0x2377ac; pointer table 0x3cb9d8). Four slots a month.
| Option | Where the points go |
|---|---|
| Individuality (default), Coach growth | spread over every group by fixed small percentages |
| One basic stat | 60 % to it, 10 % to each other basic |
| All basics | Strength, Dexterity and Stamina only (Recovery and Speed get nothing, as coded) |
| Attack / Defence | 80 % over the five attack (defence) stats, 4 % to each basic |
| A style (Throws / Holds / Power / Strikes / Aerial) | that style’s attack and defence + one basic (Strength / Dexterity / Stamina / Recovery / Speed) |
| Weakness | the lowest stats in each group |
| Rest | nothing; helps injuries heal |
| New move / Move level | move EXP instead (§8.7) |
Every share is rounded down separately, so options that split points many ways lose them. Points gained from one slot:
| Power per slot | Individuality / Coach | All basics | One basic | Attack | Defence | Weakness | A style |
|---|---|---|---|---|---|---|---|
| 20 | 9 | 20 | 20 | 16 | 14 | 18 | 20 |
| 33 | 15 | 32 | 31 | 29 | 28 | 24 | 32 |
| 50 | 47 | 49 | 50 | 50 | 47 | 45 | 49 |
| 80 | 68 | 80 | 80 | 79 | 78 | 78 | 80 |
The default Individuality wastes about half the points below 40 per slot. Use a style or a single stat.
Refusal: a wrestler with trust below 100 refuses practice 50 % of months (taking 2 slots). Keep trust at 100+ and it never happens.
From the code (0x2363a0, 0x236608, 0x282ef0, 0x2120e0; coach table 0x466cd0).
From the code (0x23e308, table 0x4c0738; 0x23e668).
| Rating difference | ≥ 201 | 151-200 | 101-150 | 51-100 | −49 to 50 | −99 to −50 | −149 to −100 | −199 to −150 | ≤ −200 |
|---|---|---|---|---|---|---|---|---|---|
| Win | 16 | 8 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
| Draw | 8 | 6 | 4 | 3 | 2 | 1 | 0 | 0 | 0 |
| Loss | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
Honest wrestlers gain more from wins (up to 20) and can lose EXP on losses; Rebels gain more from losses. Each match also costs 3 × coach of training time, so a win over a stronger opponent pays off; many matches against weaker ones slow growth.
From the code (0x2377c0-0x237e18; tables 0x4c0cc0, 0x4c0ce8).
From the code (0x2009a0, 0x230af8) and the scripts (all 242). Each wrestler has about 108 short scenes (scouting, joining, training, media, injuries, retirement, endings …), always the president alone with her. The code decides when each scene plays. The scripts contain no logic: they only branch on a result the code computed (did the scouting succeed?) and they cannot change stats, flags or the roster. What happens after a scene is applied by the code.
Each game event always plays the same scene number; only a few have random variants (entrance 2, victory 3, award 2, tournament win 2).
The secretary, Kiriko Inoue, explains that the promotion has no wrestlers, a show needs six, and a late founding show hurts the business. That is the whole set-up; after it she only reads the monthly news.
From text (0x46ba28-0x46be80). Players and number of promotions, years until the Final Series, difficulty, era (Dawn of Joshi Pro: few domestic talents and help from abroad; a warring-states era of rising and falling promotions; Dawn of a New Era: a mature scene around New Japan Joshi Pro), two president skills (§11), name, logo and home prefecture.
From the code (0x2f3aac and the checks it calls; debug strings 0x4bfaf8-0x4c0430). Checked each month for each of your wrestlers.
| Event | Conditions | Chance a month |
|---|---|---|
| Fan club formed | popularity ≥ 600 | 30 % |
| Fan club grows / shrinks | by club size and popularity | 6 % (9 % Popular, 3 % Plain) / 15 % |
| Sponsor | popularity ≥ 1200 (≥ 900 with Connected), no sponsor; only the most popular qualifier | 10 / 5 / 2 / 1 % with 0 / 1 / 2 / 3 sponsors |
| CM or movie offer | popularity ≥ 1000 (a movie takes the whole month) | 5 %; +3 % each for Singer, Actor, Connected, Salesmanship; +5 % with a sponsor; −3 % for Plain, Tone-Deaf, Bad Actor (1-15 %) |
| Photo book / CD | popularity ≥ 800 | 5 % (+5 Alluring / Singer) |
| One-day police chief | morale and popularity ≥ 600; highest affection | 5 % |
| First pitch (May) | popularity ≥ 1100 | 10 % (15 % Salesmanship) |
| School festival (October) | popularity ≥ 700 | 10 % |
| 20th birthday (gift 10 AP) | trust and affection ≥ 800 | certain |
| Valentine’s Day (February) | trust and affection ≥ 850; top 3 by affection | certain |
| Private event 1 | age ≥ 18, trust and affection ≥ 800; highest affection | 10 % |
| Private event 2 | after event 1, age ≥ 20, trust and affection ≥ 850 | 10 % |
| Slump | special training last month | 5 % |
| Refuses practice | trust < 100 | 50 % |
| Goes missing from practice | failed special training, trust ≤ 800 | 15 % |
| Leaves | trust < 6 | 10 % |
| Grudge | 5 % per match against that opponent (Leader halves it, Egotist ×1.5) | next month |
Media results: popularity / 100 + random 0-99 (+10 Actor / Alluring / Singer, −10 Bad Actor, −20 Tone-Deaf for CDs) gives flop / so-so / hit / big hit / super hit, with popularity +120 to −10 and up to 600 AP.
Promotion news: shop fever, restaurant on TV or food poisoning, deficit warnings and bankruptcy, TV upgrades and cancellations, scandals, the EX League, belt rules, overseas defences, alliances, invasions and the Final Series.
From the code and scripts. Each wrestler has two event pictures (the gallery’s “Event Art”): one in the vacation scene and one in the private events. Both private events need high trust and affection (§9.4), so raise them with good renewals, talks and vacations. The same wrestlers then appear in the ending’s staff roll (§1.5).
From the code (0x28f0c0, 0x28f178, 0x214318, 0x2e7cb8) and text (0x46a130).
You pick two at New Game (from the code, names 0x599298).
| Skill | Effect |
|---|---|
| Eloquence | scouting visits, transfer rolls and talks ×1.5 (talks 84 %, mediation 40 %) |
| Management | venue rent, running cost and tours −10 % |
| Bodywork | injuries ×0.8 |
| Coaching (Basics, Throws, Holds, Power, Strikes, Aerial) | the president can coach that style |
| Publicity | attendance ×1.05 |
| Salesmanship | more showbiz offers |
| Charisma | 30 % of rivals’ successful transfers of your wrestlers are cancelled (if it covers your promotion; see Open questions) |
| Assets | +1500 starting AP |
| Wealth | +50 AP a month (beats Assets after 30 months) |
| Network | rookie scouting finds only grades 0-2 |
| Worldly | overseas partnerships ×0.8 |
For recruiting, take Eloquence and Network. For money, Wealth or Management.