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    FAQ by BakaOrochi

    Version: 1.2 | Updated: 12/05/16 | Search Guide | Bookmark Guide

    Windjammers (Flying Power Disc)
    Neo Geo FAQ
    
    ...also for:
    Nintendo Virtual Console (discontinued)
    PlayStation 4/PlayStation Vita
    
    Version 1.2
    
    Sports
    1-2 players
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Copyright 2003/2016 by June Kim/BakaOrochi
    All Rights Reserved.
    Unauthorized reproduction of this FAQ in any shape or form is prohibited.
    
    Come on, it's not like it's HARD to e-mail me if you want to use any part
    of this FAQ, is it?
    
    If you want to use ANYTHING, even codes or whatnot from this, CONTACT ME
    FIRST.  This is my work, and not one bit of this is to be reproduced in any
    way, shape, or form.  Copyright laws protect this FAQ.  This is
    purely my own work, any other similarities to other FAQs are purely
    coincidental.
    
    I do respect all other copyrights and if I have inadvertently infringed on
    any, please contact me immediately so that I may remedy the problem.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    FAQ History:
    
    1.0
    11/24/03
    -First release
    
    1.1
    11/20/2016
    -Updates/revisions to controls, content, etc.
    -I lifted some of the proper names off Wikipedia, so apologies for whomever
    wrote that, I don't have access to the AES manual.
    
    1.2
    12/4/2016
    -Fixed some spacing issues to fit on mobile devices (well, iPhone anyway). Oops.
    -Revised some wording, play mechanics, added other random information.
    -Updated information about other releases including PS4/Vita (based on the
    PSX reveal event).
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Contents:
    
    1. What's the point of this FAQ?
    2. What the heck is "Windjammers?"
    3. How to play
         3a. Control
         3b. Bonus Rounds
    4. The players
    5. Frequently asked questions...well maybe not that frequent.
    6. Arcade (MVS) and Home (AES) settings
    7. Can you give me some tips/secrets?
    8. The arenas
    9. Quotes
    10. Closing notes/Thanks/Contact Information
    
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    1. What's the point of this FAQ?
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Why not?
    
    I made this FAQ in 2003 as an exercise in writing, but also I didn't know
    anyone
    actually cared about this game.  Over a decade later, turns out a  good amount
    of
    people do so I think it's time I updated this now that I've  actually had
    access to
    understand the nuances of the game better.
    
    It seems to surge a little in popularity when it briefly appeared in Nintendo
    Wii's Virtual
    Console before Data East went bankrupt (RIP) and disappeared from the Nintendo
    Store.
    
    Recently it's been announced to be released on Sony's PlayStation store for PS4
    and Vita
    along with leaderboards and online play.  However being as it may, those
    features may
    not be available permanently.  I will update this FAQ if there's any new
    developments
    (probably not...it's Windjammers).
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    2. What the heck is "Windjammers?"
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Tennis and Pong (or air hockey), with a frisbee.  That's the basic premise for
    what
    Windjammers is.
    
    What makes this game appealing is it's ability to be a pick-up-and-play with
    it's relatively
    simple game mechanics, but increasingly fast paced action but simple premise.
    
    While it is indeed technically a sports game, it can easily appeal to fans of
    the fighting
    game genre as well due to it's speed, strategy, and one-on-one play style.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    3. How to play
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    The objective of the game is to score as many points on your opponent either
    before the
    timer runs out (time limit is dependant on game settings), or the first person
    to score
    12 points wins.
    
    You can score in a few ways:
    1-Whip the disc into your opponent's goal.  Depending on which arena you're in,
    the score
    areas will be different.  Yellow area scores 3 points (and is usually the
    largest area),
    red scores 5. See "The Arenas" section for more details.
    2-If you or your opponent drops the disc (if it's lobbed up in the air and not
    caught, or
    not catching a blocked disc), then it's 2 points for the opponent.
    3-PUSH your opponent into the goal!  This depends how strong your throw is and
    how
    close your opponent is to their own goal.
    
    Note that if someone is holding the disc and the time runs out, the disc will
    be considered
    dead and either fall out of their hands or be thrown into the crowd if the set
    is won.
    If the disc leaves the player's hand and then the whistle is blown indicating
    time is up,
    the disc is still considered live and the set will end as soon as either the
    disc is
    caught by the opponent or a goal is scored, so make sure you don't let the disc
    past you
    until the referee calls the set.
    
    
    Games are structured similarly like Tennis or Volleyball.
    Each ROUND is divided into SETS.  Each set goes up to 12 points and a person
    must
    win 2 sets to win the ROUND and thus advance to the next opponent.  The third
    set is
    called the FINAL SET.
    
    The EXCEPTION to the 12 point rule is if both players' scores are within a
    margin
    of 3 points.  For example, if you have 13 points, but your opponent has 11, then
    the game will keep going until you can score with a lead of over 2 points.  You
    opponent
    CAN CATCH UP (i.e. you=13, opponent=11, opponent can score a 3 point goal, and
    both
    players will keep going until one person can lead with over 2 points).  In
    this, the
    game is similar to volleyball.
    
    A TIE will only occur if both players have identical scores and time runs out.
    BOTH players will win a SET if this happens.  If another tie occurs and both
    players
    have won a SET (on the FINAL SET), SUDDEN DEATH will take place, in which the
    first
    person to score wins the ROUND.
    
    However, if both players tie and one players has already won a SET, the person
    that already
    as a SET point won will also win the ROUND, thus the game will not continue to
    a FINAL nor
    SUDDEN DEATH match.
    
    If there is still no winner after SUDDEN DEATH, the game is declared a draw,
    and both
    players lose.
    
    
    
         3a. Control
    
    This is the most crucial part of the game.
    You must learn all the conditions and how to control the disc if you want to be
    a
    decent player (and at worst, beat the computer).
    
    Your player will move differently depending on whether or not he/she is on the
    defensive or offensive.
    
    Note that C and D buttons do nothing throughout the entire game.
    
    
    Joystick/D-Pad:
    Controls your player.
    
    DEFENSE (if you don't have the disc):
    A=Block
    Direction + A = Slide (you will automatically catch the disc if you intercept
    it)
    B=Not used.
    -To catch a thrown disc, simply walk/slide into it's trajectory as it flies
    towards
    you.  You MUST be facing any direction except towards the goal; if the disc
    flies at
    you and you're facing the opposite direction, your character gets knocked down
    and
    stunned for a few seconds, putting yourself at a big disadvantage.
    
    OFFENSE (if you have the disc):
    A=Throw
    Direction + A = Controlled Throw
    B=Lob
    
    You CANNOT walk around while the disc is in your possession! Once you catch the
    disc,
    you have to throw it from whatever position you are on your court.
    
    POWERED-UP (If disc is in the air, and your character starts to pose and glow):
    A=Throw special technique
    B=Throw a rolling lob (aka wheel spin shoot or power toss up)
    A + direction = If pressed quickly after catching a special technique, you can
    reflect
    the opponent's own special technique right back at them.  This can be reflected
    back
    and forth indefinitely and make for some very intense games.
    
    
    DETAILS:
    
    Block:
    When you're on the defense, blocking is absolutely necessary to throw special
    throws.  When you see a disc coming at you, hit A as it hits you, and the disc
    will
    be deflected high in the air.  When this happens, you'll see a crosshair on
    your court.
    Walk to it, and your character will automatically start posing.  Hit A, and
    your character
    will start powering up.  Remember though, blocking only puts your guard up for
    a full
    second, then your character drops his/her arms.  If you hit A too early, you
    will drop your
    guard automatically, and you'll end up catching the disc instead of
    blocking/deflecting it.
    Also, if the disc is RIGHT next to you, and you hit A JUST as it hits you, the
    disc will
    fly up either above you or closer to you.  The earlier you hit A, the farther
    away the
    disc will fly away from you, thus giving you a harder time to charge.
    
    Throw:
    If you hold onto a disc longer, your throw speed will be slower!
    As soon as you receive the disc, hit A quickly to throw the fastest possible
    throw you can.
    Sometimes you will throw a SUPER FAST throw if you can time the catch and throw
    well
    enough (you will know if you do this, as your character will say something, and
    the
    disc will have a trail as it zooms off).  You can also do these if you catch a
    lobbed
    (or blocked) throw.
    
    Signature Throws:
    You must be standing inside the crosshair and your character MUST be posing to
    power-up
    for one of these.  ANY time a disc is tossed up in the air, whether by a lob, a
    block,
    or if the disc hits on of the net barriers, you can power-up by hitting A a
    couple times.
    Everyone has a signature move that can be activated when you've powered up.  See
    the Players section for more detail on their signature moves.
    The same principle for throwing applies for signature throws: The longer you
    hold it, the
    SLOWER your throw will be, even if it's powered up!  Usually not an ideal
    strategy for
    beginners.
    
    Lobs:
    These will toss the disc high in the air, and you control where it lands.  This
    is not
    suggested for beginner as if your opponent can place themselves where the disc
    will land
    early enough, it'll give them a free charge-up.
    However, just like tennis, you can use lobs to toss the disc at the opposite
    end of the
    court, which can throw them off (especially against a slower opponent) and get
    a free
    2-pointer.
    Remember, you can also control where your lob lands by using the joystick
    before hitting B.
    
    Special lobs:
    When you're powered up, this is another great way to change it up.  Instead of
    hitting A to throw your signature move, hit B, and it will do a FAST rolling
    technique
    which will launch the disc in the air, land in front of your opponent's goal,
    and roll
    right in!  This is great against opponents that love to play serve-and-volley
    style and
    stay right in front of the net constantly.
    
    Controlled Throws:
    When you hit A, you will throw the disc back in a straight line.  If you throw
    it while
    holding a direction, you will throw it in an angle at that direction.  If you
    ROLL your
    controller forward, you can put a spin on it!  Think of it similar to doing a
    HCF+A
    motion with a fighting game.  Start from back (or down), roll the joystick,
    back, to down,
    to forward, and hit A.  You can do this with different directions, so
    experiment!  Just
    remember though, your throws will naturally be slower; you cann throw a REALLY
    FAST curve
    disc throw.
    
    Ground hoppers:
    I STILL do NOT know how this happens, but it seems to occur randomly.  These
    can be VERY
    difficult to catch, and are powerful (as in, they will push you back if you
    catch them).
    These will skip along the ground in different patterns, and everyone has this
    move.
    Additionally these can also be deflected back by your opponent.
    
    Reversals:
    If you get time it right, if your opponent throws a signature move at you, you
    can COPY it,
    and do the SAME move on them right back!  You can do this with ANYTHING thrown
    at you, including the ground hopping throws and the powered lobs.  If you hit
    A, you will
    copy their move.  If you hit B, you will do a power lob instead.  You have to
    hit either
    button THE SECOND you receive the disc (timing is VERY tight, so you may not be
    able to
    reverse often).
    
    You CAN do a reversal upon reversal, and the computer will do it too (I've
    gotten into a
    reversalbattle with the computer a few times, it's quite entertaining as well
    as intense).
    You also SWITCH UP reversals, i.e., a ground hopping move can be reversed with
    a B power
    lob, and back and forth.
    
    Warning: A reversal will reverse the move with the fastest speed possible, so
    reversals
    come out VERY fast right back at you!
    
    
    Tips for play:
    -Just because you can throw fast doesn't mean you need to.  Furthermore, it
    doesn't always
    benefit throwing a disc in an angle to bounce off walls.
    -Sometimes a straight shot or a slower curved shot are just as effective.
    -Other ways to play is similar to playing at the net for tennis (like
    serve-and-volley
    style) to apply pressure and give a great sense of quicker and unpredictable
    play, as well
    as less likely to smack your disc into a net barrier. Just like Tennis however,
    this can work
    against you easily if you're playing experienced players and remember that the
    opponent can
    still lob it behind you.
    -If you've gotten the hang of controling disc direction and can place yourself
    in favorable
    enough position on the court, use the barriers to your advantage; if you hit
    them straight,
    it'll pop the disc up, but if your disc hits the side, it'll bounce right off.
    Most specials
    benefit GREATLY from this as it completely throws off the trajectory of your
    shot and can
    throw your opponent off balance.
    -Special techniques, while are great, should not be heavily relied on. Get used
    to being able
    to throw good shots before completely relying on techniques.  Remember that
    every player REALLY
    telegraphs their special techniques while charging so it's pretty obvious what
    you're about
    to do; curved, angled, or straight shots are far less predictable.
    
    
    
         3b. Bonus Rounds
    
    After 2 Rounds, you will be given a Bonus Round.
    You cannot lose this either way, nor can you avoid them, so you might as well
    play them.
    You only gain points for winning/losing, nothing more.
    
    The first one is "DOG DISTANCE."
    As soon as you receive the disc, hit A right away (this does a fast throw,
    which will give
    you the most distance).  You then control the dog.  Jump over or avoid
    obstacles, as otherwise
    your dog will be slowed down, and will have difficulty catching up to the disc.
    When the disc
    starts falling low enough, hit A to jump and catch the disc before it falls on
    the ground.
    
    FYI- Each country/player has a different dog color.  Their hankey around their
    neck goes with
    their owner's corresponding uniform color.
    USA-Grey
    UK/S. Korea-White
    Germany-Black
    Japan-Brown
    Italy-Dark brown
    Spain-Grey
    
    
    The second one is "FLYING DISC BOWLING."
    This is about as basic as it gets.  Hit A to throw the disc at the pins.  The
    objective?  Like
    bowling, get strikes by knocking down the pins in one throw.  If there are some
    leftover, knock
    down the remaining ones for a spare.  If either you knock all pins down within
    two tries, or
    you leave some over after two tries, the pins will reset.  After 10 frames (10
    pin resets), the
    round will end. You control the disc like you do in the court.  Your best bet
    is to throw the
    disc as fast as you can straight ahead.  You can also throw curves too, and
    make the disc go
    slower, just like while you're in an actual match.
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    4. Players
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    Japan
    Name: Hiromi Mita
    Height: 170cm
    Weight: 55kg
    Age: 22
    Throwing Speed: F (average: 82.44 km/h)
    Curve power: A
    Running speed: A
    Sliding power: F
    Dexterity: B
    Difficulty: Beginner
    Signature move: "Lightning Wave" or "Fire Snake"
    She will throw the disc in a flame wave, which will snake up and down the court.
    
    Notes: I personally do not recommend Hiromi for beginners as she moves VERY
    quickly as well as
    her sliding moves very quickly.  This makes it very easy to overshoot where
    you're trying to
    catch the disc and higher chance of completely missing your target.  Because
    she moves so fast,
    you may also end up facing the wrong way while attempting to catch the disc and
    end up on the
    floor.  However if you're able to use her well, she can cross the court to
    catch discs much
    easier than most of the other players, so she can also be a fantastic defensive
    player.
    
    
    South Korea (European version only)
    Name: Beeho Yoo
    UK (England) (Japan and US versions)
    Name: Steve Miller
    ***Note that UK/KOR is the exact same guy, just different voice samples
    Height: 180cm
    Weight: 73kg
    Age: 20
    Throwing Speed: E (average: 86.96 km/h)
    Curve power: B
    Running speed: B
    Sliding power: E
    Dexterity: A
    Difficulty: Beginner
    Signature move: "Sideburner"
    Depending which direction you hold, up or down, he'll throw the frisbee to the
    side walls, which will accelerate and gain speed as it covers more ground,
    towards the goal.
    
    Notes: Steve/Beeho is very nimble and a great recommendation for beginners. His
    biggest
    downside is that his special move is VERY predictable as you just need to know
    if it'll be
    going down the top or the bottom side of the screen.  However don't let that
    fool you; It
    still has enough power to push you right into the goal if you're too close to
    the goal while
    catching it.
    
    
    Spain
    Name: Jordi Costa
    Height: 198cm
    Weight: 105kg
    Age: 24
    Throwing Speed: D (average: 94.76 km/h)
    Curve power: C
    Running speed: D
    Sliding power: B
    Dexterity: D
    Difficulty: Intermediate
    Signature move: "Rocket Diagonal"
    This move will do small zigzags across the court which will increase in range
    as it zigzags further.
    
    Note: Between Jordi and Loris, I prefer Loris.  They both move similarly as
    fast but Jordi's
    power is not as great as Italy's, plus his special really is nothing special in
    my opinion as
    it's relatively predictable to receive.  He does move faster than Loris, so you
    can decide
    if you prefer Jordi's edge in speed over power.
    
    
    Italy
    Name: Loris Biaggi
    Height: 204cm
    Weight: 110kg
    Age: 23
    Throwing Speed: C (average: 98.99 km/h)
    Curve power: D
    Running speed: C
    Sliding power: C
    Dexterity: C
    Difficulty: Intermediate
    Signature move: "Thunder Loop"
    When tossed, the disc will travel in big circles and do loops until it hits
    the goal.  If it hits the wall, it will bounce violently against the walls,
    pushing you
    back as you catch it; avoid being near the goal if this happens.
    
    Notes: Loris is my recommendation for a beginner character as his special is
    tricky to catch
    as well as his speed and throwing power are all average-to-slightly above in my
    opinion. You
    generally don't need to worry about sliding to far to catch/block a receiving
    disc and he
    doesn't bend as easily against powerhouses Germany and USA as opposed to UK or
    Japan.
    
    
    USA
    Name: Gary Scott
    Height: 191cm
    Weight: 125kg
    Age: 23
    Throwing Speed: A (average: 104.64 km/h)
    Curve power: F
    Running speed: E
    Sliding power: D
    Dexterity: E
    Difficulty: Expert
    Signature move: "Missle Throw"
    He will whip the disc at the walls, which will bounce up and down VERY fast and
    VERY strong.
    
    Notes: Gary is very fun to use once you get a good handle on playing the game.
    He doesn't
    lumber as slow as Germany and his throws are not a laughing matter.  If you
    catch his special
    which moves VERY fast and dynamic across the screen, it pushes you back a good
    amount, thus
    making it easier  to score a goal this way. Only complaint is that he the most
    obnoxious
    sounding on the court.
    
    
    Germany
    Name: Klaus Wessel
    Height: 194cm
    Weight: 122kg
    Age: 24
    Throwing Speed: B (average: 101.27 km/h)
    Curve power: E
    Running speed: F
    Sliding power: A
    Dexterity: F
    Difficulty: Expert
    Signature move: "Blitzkreig"
    This will go up, forward, down, forward, up, forward, down, forward, and so
    forth.
    It's a bit slow, but STRONG, and can be tricky, so be careful.  Don't take this
    one too
    lightly.
    
    Notes: Klaus is really slow.  I mean REALLY slow.  Even his slides are pretty
    slow but can
    cover some ground better than simply walking.  This guy is definitely someone
    you want to
    use if you're really handy with all the controls and familiar with the game
    because you're
    going to be mostly trying to anticipate shots.  But he gets a HUGE payoff: he
    throws hard
    and quick.  While he'll have probably the hardest time against Japan, since she
    can
    catch-and-throw very quickly, he can also throw hard shots that push her back a
    good amount.
    
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    5. Frequently asked questions...well maybe not that frequent.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Q. Is there a difference between South Korea and England?
    A. No, there isn't even a palette swap.  Steve Miller and BeeHo Yoo are exactly
    the same.  The names are just changed for the different regions as is the
    voices (why this is, I don't know why, since only England is changed for the
    European version, Italy, Germany, and Spain are remained untouched).
    
    Q. Does the difficulty/usage level (Beginner/Expert) matter?
    A. IMHO, no.  The computer can use the Beginner level characters and their
    specials
    just as efficiently as an Expert character.  If you're not good at the game yet,
    I would suggest using an Intermediate character, as they're the most balance, so
    you can get a feel of whether or not you prefer more power over speed.  Once
    you get
    a feel for the game, then I would suggest trying out the slow characters (since
    they
    are VERY sluggish, but their sig moves are effective).
    
    Q. Are there any secret characters/arenas?
    A. Not that I know of.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    6. Arcade (MVS) and Home (AES) settings
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    There really isn't much to worry about in terms of options.
    
    These are the only things that will affect the game play.
    
    LEVEL:
    1-8, 1 is the easiest, 4 is standard MVS settings.
    The harder the game, the more the computer will be resiliant against you.
    
    SET TIME:
    1-99, default is 30
    This will determine the SET time. I reccomend changing this to allow for more
    time
    during sets.
    
    CONTINUE:
    On or Off, default is ON
    Do you want to let your customers (or yourself) continue if you lose a Round?
    If no, then game will be over as soon as you lose.  If you want to beat the
    game, you'll have to do it in one shot!
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    7. Can you give me some tips/secrets?
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    At this time, I don't know of any.
    
    You can already play "mirror matches" by default and there's no hidden
    characters, bosses,
    nor endings.  It's about as straightforward of a game as you can get.
    
    Best tip I can give you though:
    If you have access to the dip switches, I highly suggest setting the Soft Dip
    settings
    for the timer to "99 sec." I prefer using 60 seconds as it's not too long but
    not short
    enough to feel like you barely had time to play.
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    8. The arenas
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    As you play the computer, you'll play these courts in corresponding order.
    Though it
    seems "random," it's not.  When you play a 2 player game, you have your choice
    of
    courts.
    The color set up is from top-to-bottom of the screen.
    
    Beach
    Yellow-Red-Yellow
    All scoring areas are even.
    No barriers
    (Country=USA)
    
    Lawn
    Yellow-Red-Yellow
    Red area is about 25% of the goal.
    No Barriers.
    (Country=Italy?)
    
    Tiled
    Red-Yellow-Red
    Red are about 20% of the goal.
    No barriers.
    (Country=UK)
    
    Concrete
    Red-Yellow-Red
    Red are about 10% of the goal, very small.
    Two yellow barriers, placed somewhat close to the walls.
    (Country=Germany)
    
    Clay
    Yellow-Red-Yellow
    Red is about 30% of the goal.
    Two green barriers close to the middle.
    (Country=Spain)
    
    Stadium
    Yellow-Red-Yellow
    Initially, the Red area is VERY small, however every two yellow goals
    scored and every red goal scored enlarges the size of the unscored goal's
    red goal area!  Thus, this makes it easier for the losing side to score 5
    points on their opponent. Once a goal is scored on an enlarged side, the
    size will go back to normal size.  The red goal size DOES NOT decrease after
    each set.
    While this seems bizarre and unfair at first, it actually is great for handicaps
    and allowing for the opponent to stage a comeback against better players.
    No barriers.
    (Country=Japan?)
    
    *Note: FINAL ROUND is ALWAYS at the Stadium*
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    9. Quotes
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    I've eliminated this section of the FAQ: the great part about this game
    is that everyone speaks bits of the country they're supposedly from.
    The bad part is that I don't know Italian or German.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    10. Closing notes/Thanks/Contact Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Thanks to...
    Data East for this wonderfully short and fun game.
    ...and may you rest in peace.
    
    Copyrights...(every game I mentioned thus far, just to be safe)
    Windjammers is trademark/copyright of Data East/Sega.
    Neo-Geo is trademark/copyright of SNK and Playmore.
    
    
    ~~~
    
    Before e-mailing me...
    
    Know that I don't read or respond to the following types of e-mails:
    
    -Begging for codes
    -Asking for the GameShark/Enhancer/whatever bypass code
    -How to modify your system
    -How to pirate games
    -How to unlock *your favorite song here*
    -Unlocking codes
    -Spam
    -Viruses
    -CODES, PLEASE STOP ASKING ME FOR THEM
    -Criticism that isn't constructive (e.g. "your FAQ sucks")
    -Other such stupidity
    
    
    You can e-mail me at BakaOrochi at hotmail dot com
    If you'd like to reuse this FAQ in ANYWAY, SHAPE OR FORM, YOU MUST contact me
    FIRST!  So please save yourself the legal trouble.  I won't bite your head off
    or anything =E
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    This FAQ can be located at http://www.gamefaqs.com
    

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