**************************************************** * WindJammers FAQ v2.0 * * by Professer Revolution * * This document is copyright(c)2001 by the author * * WindJammers (c)1994 by Data East * **************************************************** WARNING! This document is intended for private and personal use only, and may be freely distributed on the internet provided the following guidelines are followed: 1. You have the author's(my) permission 2. You do not alter the document in ANY way 3. No ad banners appear on the same page as this document Showing this document in a framed window with ads around it is not acceptable. Also, this document may not be reprinted in any magazine or other for-profit publication. This document may not be used as incentive to buy/sell a product. And above all else, do not steal from this FAQ and call it your own. ================ Revision History ================ v2.0--E-Mail updated -some spacing revamped v1.0--Everything is in! ======================================================================== CONTENTS ======================================================================== 1.INTRODUCTION 2.CONTROLS 3.BASIC GAMEPLAY 4.CHARACTER DESCRIPTIONS 5.COURT DESCRIPTIONS 6.BONUS GAMES 7.NEXT REVISION 8.ABOUT THE AUTHOR ======================================================================== 1. INTRODUCTION ======================================================================== Welcome to my FAQ for the Data East-made game WindJammers for the Neo Geo arcade and home systems. I saw this game was one of the top requests for the system at GameFAQs so I decided I'd have a go at writing one up. Hopefully this will help some people enjoy this game more than before, or just make a good read for someone wondering what the hell this game is^_^ While not the greatest game ever made, WindJammers is a fun little title that got overlooked by, oh, EVERYBODY. It was barely in arcades and mostly went ignored if it actually was in one. The style is goofy, but the gameplay is pretty good. If you're looking for a simple diversion, then this might be your game. There's just enough variety to keep things interesting for awhile, but like most arcade titles it's shallowness shines through after repeated play. The voice samples are typical early 90's Japanese mangled english though, so that's always a good time! "RAIGHT ON!" As always, if you have any useful information to add to this document then send it my way. My E-Mail address is at the bottom. Enjoy! ======================================================================== 2. CONTROLS ======================================================================== Joystick: Move in 8 directions A Button: Block, Throw Disc, Slide(w/ Joystick) B Button: Toss Disc C Button: Not used D Button: Not used ======================================================================== 3. BASIC GAMEPLAY ======================================================================== WindJammers is like a futuristic-retro-neo-sports title, with some 80's style thrown in. Fun! It's like a mix of tennis and pong with a few powerups. You and an opponent face off in a tennis court-like setting and try to throw a frisbee past each other into the goals. Player 1 is on the left side and Player 2 is on the right. Whoever has the most points at the end of the round(30 seconds by default), or gets to the winning score first(12 points by default) wins that round, whoever wins two rounds first takes the match. If the score is tied at the end of a round, then it's a draw and each Jammer(?) is awarded a win. If there's a Draw after the final round, then the game goes into Sudden Death. Whoever scores first wins. If the game is STILL a draw after Sudden Death then it's called a Draw and no one wins. ------ MOVING ------ Use the Joystick/Dpad to move your Jammer(RAD!) around your side of the court. You can't move out of your side. Some characters are fast and some are really slow. Be sure to position yourself after throwing the disc so you're in a decent position for any counter throw. This is easier with faster Jammers since they can cover more ground quickly, but with the powerful, slow lugs you'll have to position yourself very strategically. Generally, playing close to the net with the big guys isn't a good idea. You want to keep them in mid to far territory, and not commit to the disc until you're sure where it's going. With the fast, weak jammers you can play the net more safely, since you can usually recover if you miss your first grab at the disc. -------- THROWING -------- There are several ways to throw the disc. The basic way is to just tap A and a direction on the stick. Your jammer will throw the disc in that direction, if it hits any walls it will bounce off. The slow, strong jammers are the best at straight forward throws. They usually don't need any of that fancy curving stuff, just brute strengh! The second way to throw the disc is to put some spin/curve on it. You accomplish this by moving the joystick in a quarter or half circle. You can do this in any direction, for example: roll from Up to Down, from Down to Forward, from Down/Back to Up/Back, etc. Using a half circle puts more spin on the disc but throws it with less power than just a quarter circle. The final way to throw the disc is to power throw it. You can only power throw a disc by: Blocking an opponent's throw(see below), getting under a tossed disc while it's still high in the air, or catching and immediately returning an opponent's power throw. Power throws are faster, more powerful, and harder to stop than regular throws. Sometimes even if you catch a power throw it's momentum will carry you back into the goal anyway. Naturally, the smaller jammers are easier to knock back than the big brutes. You can perform different power throws with different movements of the joystick ------- TOSSING ------- There's only few instances where Tossing the disc over the net is a good idea. Tossing is just what it sounds like, you lightly toss the disc over the net to your opponent. If you're opponent is right up at the net, tossing the disc behind them is a good idea. Also, if there's very little time left and you're ahead, toss away. It takes more time to get over the net, but be sure to watch for a power throw in return! If you miss a tossed disc(or a blocked disc in the air) it's 2 points to the opponent. -------- BLOCKING -------- Blocking is an essential part of WindJammers, you HAVE to be able to block to have any chance of winning. If you have the choice of Blocking a thrown disc or Sliding at it, always try to Block it first as you'll usually get a chance for a power throw after. To block, hold the A Button as the disc comes towards you, it'll ricochet off of you and into the air. Get under it(using the helpful crosshair) and most of the time your jammer will charge up for a power throw. Be careful if you're running around trying to setup for a block and acidentally get hit in the back with the disc, you'll fall and get dizzy for a couple seconds. ------- SLIDING ------- Sliding is useful for moving around the court quickly, and nabbing a disc that might otherwise get past you. To Slide, point the joystick in the direction you want to go and hit A. Naturally, the weak/fast jammers are faster sliders than the big guys. I think the pixies might also have a slight edge in distance, not sure about that though. ------- SCORING ------- There's two ways to score in this game. The first is by getting the disc past your opponent and into a goal, the other is by making your opponent Miss the disc on their side and having it drop to the ground( can only be done with a Toss, or hitting the opponent in the back with the disc). YELLOW GOAL: 3 Points RED GOAL: 5 Points MISS: 2 Points ======================================================================== 4. CHARACTER DESCRIPTIONS ======================================================================== -------- BEGINNER -------- The Beginner jammers are the fastest and weakest. They get around the court the easiest but have a hard time throwing the disc past opponents quickly. You have to rely on some spin and good position with these jammers H.MITA(Japan) Speed: 90% Power: 10% S.MILLER(U.K.) Speed: 80% Power: 20% ------ MEDIUM ------ The middle of the road jammers. Pretty fast, not weak but not overly powerful either. They can move around fairly well, too. A mix of spin throws and straight throws works best for them. J.COSTA(Spain) Speed: 60% Power: 40% L.BIAGGI(Italy) Speed: 50% Power: 50% ------ EXPERT ------ The slow, powerful brutes of the jammer world. These guys are VERY SLOW but can throw a disc like no other. Sheer power is their best assest so use it with straight and power throws as much as possible. G.SCOTT(USA) Speed: 30% Power: 70% K.WESSEL(Germany) Speed: 20% Power: 80% ======================================================================== 5. COURT DESCRIPTIONS ======================================================================== ----- BEACH ----- The Beach court is the most basic court in the game. It's a narrow court so you don't have as much room to cover from top to bottom. There are two Yellow Goals on the outer parts of the scoring area, and a slightly larger Red Goal in the middle. ---- LAWN ---- A square court, meaning there's more area to cover from top to bottom. There's two large Yellow Goals on the outer scoring area and a smaller Red Goal in the middle. The basic square court. ----- TILED ----- The Tiled court is setup just like the Beach court, except the goal placement is reversed. There's two Red Goals on the outer portions of the scoring area and a large Yellow Goal in the middle. It's also a narrow court. -------- CONCRETE -------- A large, square court with two small Red Goals on the outer parts of the scoring area and two large Yellow Goals in the middle. The Concrete court also has two posts in the net that can block or reflect the disc. There's one near the top and one near the bottom wall. See below for more on the posts. ---- CLAY ---- The Clay court is a larger, square court with two Yellow Goals on the outer parts of the scoring area and a Red Goal on the middle. What makes the Clay court unique are the two posts that hold the net near the center of the court. The disc will ricochet off of these just like a wall, BUT if the disc hits them directly on their sides facing your or your opponent's side of the court they'll deflect off into the air as if they were Blocked. Even power throws are deflected so be careful. Using these posts effectively is the key to doing well in this court. ------- STADIUM ------- The Stadium court is another large, square court but it has a special feature. The scoring areas are mostly Yellow goals at the beginning with a tiny bit of red in the center, but when you score goals the red area gets bigger and bigger. Once a goal is scored against you however, it reverts back to mostly Yellow. ======================================================================== 6. BONUS GAMES ======================================================================== You play a Bonus game after beating the first 2 computer opponents, and again after beating the next 2. The first Bonus game is Dog Distance, and the second is Flying Disc Bowling. ------------ DOG DISTANCE ------------ Your jammer is standing on a line at the beach, when prompted hit A to throw the disc. Now, you'll take control of the dog that's next to your jammer. Make him run and stay close to the disc, avoiding obstacles or jumping over them(A Button). If you hit an obstacle the dog will trip and you'll lose some distance on your throw. As the disc gets lower and lower to the ground, move the dog to it and he'll grab it. If you miss you get no points! ------------------- FLYING DISC BOWLING ------------------- Bowling, but with frisbees! I'm really not that good at this one, so if anyone has any tips please send them on in. Regardless, here's what you do: Your jammer is on the left, and the pins are on the right. Throw the disc and knock down as many pins as you can. You play a full 10 frame game, with bonuses for Strikes and Spares. Throw the disc in the same manner as the regular game. The disc will bounce off the sides of the lane so don't worry about gutterballs. Any tips on playing this bonus game would be appreciated! ======================================================================== 7. NEXT REVISION ======================================================================== E-Mail updated, no more revisions are likely. ======================================================================== 8. ABOUT THE AUTHOR ======================================================================== This is just one of a few FAQs I've written, all of which are available at GameFAQS. A few my FAQs are on various other websites (usually with proper creditO_o) as well. I hope this or any of the other FAQs I've written help you in some way, or allow you to enjoy a game more than before, or maybe just get a good read out of it. If you have any questions about this game, or any other I've written a FAQ for, feel free to drop me an E-Mail. BUT keep in mind a few things: 1. Please don't ask when the next revision will be out, or if I can send it to you. I don't really have a set schedule for these things,and you can pick up the FAQ(s) at GameFAQs. 2. Please don't ask about something already covered in the FAQ. Usually once a FAQ comes out I'm swamped with E-Mails and skip ones that are covered in the FAQ. If it's really desperate I may answer, but otherwise everything I know is in the FAQ. 3. Don't mail asking for codes, I don't have a Gameshark or keep track of cheat codes or anything. Other than that, I try to answer every single E-Mail I get and am usually pretty good at getting back to people quickly, but sometimes I lose letters in my computer or forget to keep them as new. If I don't answer in a week or so it's safe to say I screwed up somehow^_^ My E-Mail address: ProfRev@cox.net === END ===