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Here's how the color options work
Jackets
Now it's time to give him some outerwear, if we so choose. And we do so
choose, since that much hair isn't liable to get over any time soon. There
are two options here: Jacket, which just covers the upper body, or Coat,
which goes well past the waist. Note that in the Jacket category, there are
several options for "Gown" -- those you'll need to combine with a skirt
later in the creation process. Coat, meanwhile, includes everything from the
Undertaker's duster to a long red cheong-sam. Total choices here are:
Our man will go with this snappy blue and red
baseball jersey, I think.
Pants For
"pants," read "anything worn below the waist." The Pants category includes
Short Pants, Pants, Mini Skirts, Skirts, and Long Skirts. These are pretty
self-explanatory, although
Pants also
includes overalls, and the Skirts include both one-piece dresses and the
lower halves that you combine with the Gowns up in the Jacket category.
Plenty of choices here, of course.
- Pants: 80
- Short Pants: 61
- Mini Skirt: 82
- Skirt: 71
- Long Skirt: 222
We'll resist the temptation to kit out our guy in a
snappy Budweiser minidress and instead go for these
rockin' tiger-print pants.
Note that once you leave the Pants section, you have a choice between three
pants types: straight-leg, tapered, or bell-bottoms. You know which one we
want, baby.
Skin Colors
There are 8 basic colors, although remember that these will be affected by
what you picked in the Skin section of Body Parts. Also, you can go
absolutely wild with these colors when you get to the Color Change slider.
Yeah...temptation is getting the better of us. Gotta go for some Deep
Purple.
Figures
This is where you fiddle with your wrestler's body shape in detail. There
are, to begin with, three basic categories: Form, Height, and Length. When
we get to the details, though, this is going to require something a little
complicated. Here's an outline tree for the options inside the Form section:
Head
-- Mass
-- Width
-- Thickness
Upper Body
-- Chest
---- Mass
---- Width
---- Thickness
-- Abdomen
---- Mass
---- Width
---- Thickness
-- Arms
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
-- Forearms
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
-- Hands
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
Lower Body
-- Thighs
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
-- Legs
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
-- Ankles
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
-- Feet
---- Both/Right/Left
------ Mass
------ Width
------ Thickness
In short, you can affect the size of your
wrestler's head, upper and lower torso, upper arms, forearms, hands, upper
legs, lower legs, ankles, and feet. Given the choices between left and right
arms/legs, it's also possible to make one limb or extremity differ in size
from the other. This is insanely complicated, though, so we'll pass on
seeing what we can do here with our created wrestler
Height is very
simple: one slider between Short and Tall. We'll make our guy nice and tall.
Length is
interesting, in that it lets you selectively alter the height of your
character by just stretching out certain body parts. It offers you the
chance to mess with:
- Neck
- Chest
- Shoulder
- Arms
- Legs
One slider is available for each, so you can make
your guy a fireplug on massive spindly legs, a no-necked dwarf, a natural
shot-blocker with huge arms, or whatever your heart desires. Our guy is
already as tall as we want, though, so we'll move on now.
Objects
Time to accessorize. "Objects" is a catch-all term for anything that's not a
core item of clothing. In our current build, it's divided into four
categories: Weapons, Junks (?), Hat & Cap, and Horns.

Go! Smash it up! Hey!
Weapons are
exactly that, a wrestler's signature international object.
Junks covers
everything from funky sunglasses to tiaras to Hannibal Lecter masks -- it's
just a collection of random stuff.
Hat & Cap is
simpler, including baseball caps, tie-dyed witch's hats, Buff Bagwell-esque
Dr. Seuss hats, and plenty of other headgear. Finally, Horns is just plain
weird. This category includes actual horns, plus weird little sentai-esque
forehead accessories,
question marks mounted on the forehead,
bat wings replacing the ears, and plenty more. Gack. Anyway, your selection
amounts to:
- Weapon: 19
- Junks: 36
- Hat & Cap: 113
- Horn: 79
Okay, let's go hog wild. Our man will get a shinnai
(or "kendo stick" if you must use the vernacular) as his signature weapon, a
set of funky silver sunglasses, a big green and yellow Cat in the Hat hat,
and from the Horn section, a little red question mark on his forehead. Very
stylish indeed.

Finally, we're all finished
Profile
And now we're done with the Appearance section, which means half of our time
is spent. Next, we move on to Profile, where we can give our wrestler a name
and some other identifying marks. Profile offers four options:
- Name
- Ring Name
- Biography
- Crowd Signs
These are pretty simple. Name is the character's
real name. Ring Name is the name he's announced by when he enters the ring.
Biography
consists of three options: gender, weight class (heavy or light-heavy), and
nickname, where you can call your wrestler anything from "Blue Lightning" to
"Hell's Guardian." Finally,
Crowd Signs lets
you pick two signs that will appear in the audience when your wrestler joins
the fray.

Keeping it real
Let's see...our man will get a Kaientai sign, and
the Japanese character "aku," meaning "evil" (allow me a little
ostentation). He'll be male, nicknamed "Lyger" in honor of the Japanese
junior star, and for a name...yes, we'll call him
GRAPE APE.
Fitting indeed.
Personality
Personality is dead simple -- it just lets you pick three traits that mark
the weaknesses and strengths of a wrestler. Specifically, these
characteristics give them an edge or a disadvantage in certain match types,
certain style types, and certain title matches. For example, you can make a
wrestler who's good at Technical attacks, in Submission matches, and when
fighting for the Intercontinental title. This should also affect his fate in
the Story Mode to a degree. The choices are:
- Powerful Attack +
- Speedy Attack +
- Technical Attack +
- Rough Neck Attack +
- Powerful Defense +
- Speedy Defense +
- Technical Defense +
- Rough Neck Defense +
- Single +
- Tag +
- 6 Man Tag +
- Handicap +
- Royal Rumble +
- King of the Ring +
- Hardcore +
- Falls Count Anywhere +
- Survivor +
- Cage +
- Hell in the Cell +
- I Quit +
- Ironman +
- Ladder +
- Lumberjack +
- Slobberknocker +
- Special Referee +
- Table +
- TLC +
- Last Man Standing +
- 3 Stages of Hell +
- Street Fight +
- Submission +
- WWF Title +
- Intercontinental Title +
- Hardcore Title +
- European Title +
- Light Heavyweight Title +
- Women's Title +
- Tag Title +
Whew. Skip this for our boy, since he's just an
example.
Ability
Here you can distribute a set of 144 ability points among the four main
areas of attack and defense, in order to create a specialized or
well-rounded wrestler. Powerful refers to power moves, like drops and slams.
Speedy covers quick moves, the sort used on the ground by lighter wrestlers
like X-Pac and the Hardys. Technical covers mat wrestling and submission
moves, a la someone like Bret Hart or William Regal. Finally, Rough Neck
covers brawling moves, the domain of wrestlers like the Dudley Boyz. You can
make a wrestler that conforms to one particular category or none at all by
picking one of the five Auto Settings, but it's better to tailor these
points with an eye toward what you want your moveset to be. If you'd like to
go the long way around, it's not so hard. Just spend points to open up a
certain maximum level in a category, and then spend toward that max in
Attack or Defense. The graphs will show you a shorthand description of what
your wrestler's strengths and weaknesses are.
Whee, neat little graphs...
Let's see...let's give GRAPE APE some power moves,
some mat skills, and a little brawling. He's too big for the quick stuff, so
leave that alone.
Moves
Simple section here. If you're too lazy to make a custom moveset for your
wrestler, just pick one of five (Average, Powerful, Speedy, Technical, or
Rough Neck), or substitute one of the pre-created movesets for a real WWF
superstar.
Logic
The end of the road, as far as this half of creating your wrestler. Logic
determines the AI routines that make your wrestler behave when he's under
computer control. You can pick two, and that determines more or less what
moves he uses. Here's the list to select from:
- Attack (strikes)
- Grapple
- Aerial
- Ground
- Hardcore
- Average (no specialization)
Moves
Okay, go back and get some rest, and now it's time for some more hard stuff,
filling out your wrestler's entire moveset. Just Bring It has a huge catalog
of moves, far more than can be listed here (very sorry), and a surprising
number of those can be added to a created wrestler's arsenal. You can do
anything a WWF superstar can, and in fact a good deal more.
Moves are divided up by category, and within the
category they're split up further by where and how you do them, and which of
the basic four move types they fall in (Powerful, Speedy, Technical, Rough
Neck). When you're picking your wrestler's moves, remember to select ones
that fit the strengths you gave him in the Ability section. Also, remember
that if you can't remember what a particular move looks like, just hit the
Square button and you can see your wrestler perform it in real time, with
zero loading.
Bases
Bases are, essentially, every move that's not actually a move -- how your
character stands, taunts, walks to the ring, etc. There are six of these:
Fighting Stance, Ring In Move, Ring Out Move, Taunt, Winning Move, and
Entrance.
GRAPE APE will have...lessee...a Capoeira fighting
stance, a Jumping ring in, a Handstand ring out, lots of Japanese
junior-style taunts (you can pick five of those, one for each direction you
can combine with L2), Chris Jericho's winning pose, and a generic entrance.
For Entrances, you can pick from three categories: Moves, Movie, and Music.
Ready Moves
Here's anything you can do with your opponent standing in front of you.
There are three categories: Attack (basic strikes),
Grapple (O-button
grapple moves), and Back Attack (Grapples performed at an opponent's back).
The number of slots available, taking into account moves dependent on an
opponent's degree of grogginess, are:
- Attack: 6
- Grapple: 14
- Back Attack: 10
Ground
These are moves performed on a grounded opponent. In this case, there are
just two categories, Attack and Grapple. Grapple, in this case, includes
pinfalls and submissions as well as conventional grapple moves, and can vary
depending on whether an opponent is facing up or down. Available slots are:
Turnbuckle
These are moves performed on an opponent who's been whipped or knocked into
the turnbuckle. A variable here is whether or not they're facing in or out
of the turnbuckle -- that determines whether you're performing a Grapple or
Back Attack. Three categories are available: Attack, Grapple, and Back
Attack. Available slots are:
- Attack: 3
- Grapple: 7
- Back Attack: 5
Rope Opponent
Here's a sorta tricky category. There are three categories in Rope Opponent:
Rope Down, Rope Rebound Attack, and Jump Down Over. Rope Down is where an
opponent is tied up in the ropes. Rope Rebound Attack is when you attack an
opponent who's just bounced off the ropes. Finally, Jump Down Over is the
move you do when you're charging over the ropes, like a tope or springboard
move. Available slots are:
- Rope Down: 1
- Grapple: 3
- Back Attack: 1
Aerial
Here's one for wrestlers who like to fly those friendly skies. Aerial
includes two categories of top-rope moves: Stand and Down. Respectively,
these cover moves against a standing or prone opponent. Available slots are:
Running
Press the triangle button to run on command in eight directions, and press
all kinds of buttons to attack on the run. There are actually five
categories here, which requires some careful accounting: Attack, Grapple,
Back Attack, Squatting Attack, and Counter. Attack, Grapple, and Back Attack
we've covered before. Squatting Attack, I believe, covers attacks on
opponents who are waiting to counter a running opponent. Finally, Counter
covers the moves that you can use to counter a running opponent. Available
slots are:
- Attack: 2
- Grapple: 4
- Back Attack: 2
- Squatting Attack: 2
- Counter: 3
Double Team
Aha, here's some fun stuff. These are tricky to pull off in an actual match,
since they require to position yourself just right with a tag team partner,
but they're great fun when you can get them to work -- it's this category
that includes fan favorites like the Dudley Death Drop. There are two
categories of Double Team moves: Stand and Turnbuckle. Stand is against an
ordinary standing opponent, while Turnbuckle covers an opponent who's been
knocked into your corner. Available slots are:

All kids love the 3D
Triple Moves
Now that you can do six-man matches, triple-team moves are in store, but
there only appears to be one in the catalog as yet, and you can only give
your character one as well. More details to follow later on, perhaps.
Special
The moment you've all been waiting for, the chance to pick your wrestler's
finisher. You can pick practically any move in the arsenal as a signature
move, from an ordinary punch all the way up to something called the "Osaka
Street Cutter," which we can't identify to save our lives. By no means are
you limited to the big moves of WWF stars -- I count, for example, two
versions of Mitsuharu Misawa's Emerald Frosion on the list here, not to
mention the old Razor's/Outsider's Edge. There are two categories here:
Special, and Combination. Special covers the L1 "Smackdown" moves.
Combination, I believe, are follow-up moves to counters, which you can
perform if your timing is good. Available slots are:
- Special: 2 (yes, you have two finishers now)
- Combination: 3
Autosetting
Again, for complete and total losers, you can select a basic moveset for
your character: Average, one of the four style types, or that of a
pre-created superstar. |